mirror of
https://github.com/greggman/twgl.js.git
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6769 lines
260 KiB
JavaScript
6769 lines
260 KiB
JavaScript
(function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
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/** echo * @license echo * while read i do echo * done echo
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*/
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!function(){var Color,K,PITHIRD,TWOPI,X,Y,Z,bezier,brewer,chroma,clip_rgb,colors,cos,css2rgb,hex2rgb,hsi2rgb,hsl2rgb,hsv2rgb,lab2lch,lab2rgb,lab_xyz,lch2lab,lch2rgb,limit,luminance,luminance_x,rgb2hex,rgb2hsi,rgb2hsl,rgb2hsv,rgb2lab,rgb2lch,rgb_xyz,root,type,unpack,xyz_lab,xyz_rgb,_ref;chroma=function(x,y,z,m){return new Color(x,y,z,m)};if(typeof module!=="undefined"&&module!==null&&module.exports!=null){module.exports=chroma}if(typeof define==="function"&&define.amd){define([],function(){return chroma})}else{root=typeof exports!=="undefined"&&exports!==null?exports:this;root.chroma=chroma}chroma.color=function(x,y,z,m){return new Color(x,y,z,m)};chroma.hsl=function(h,s,l,a){return new Color(h,s,l,a,"hsl")};chroma.hsv=function(h,s,v,a){return new Color(h,s,v,a,"hsv")};chroma.rgb=function(r,g,b,a){return new Color(r,g,b,a,"rgb")};chroma.hex=function(x){return new Color(x)};chroma.css=function(x){return new Color(x)};chroma.lab=function(l,a,b){return new Color(l,a,b,"lab")};chroma.lch=function(l,c,h){return new Color(l,c,h,"lch")};chroma.hsi=function(h,s,i){return new Color(h,s,i,"hsi")};chroma.gl=function(r,g,b,a){return new Color(r*255,g*255,b*255,a,"gl")};chroma.interpolate=function(a,b,f,m){if(a==null||b==null){return"#000"}if(type(a)==="string"){a=new Color(a)}if(type(b)==="string"){b=new Color(b)}return a.interpolate(f,b,m)};chroma.mix=chroma.interpolate;chroma.contrast=function(a,b){var l1,l2;if(type(a)==="string"){a=new Color(a)}if(type(b)==="string"){b=new Color(b)}l1=a.luminance();l2=b.luminance();if(l1>l2){return(l1+.05)/(l2+.05)}else{return(l2+.05)/(l1+.05)}};chroma.luminance=function(color){return chroma(color).luminance()};chroma._Color=Color;Color=function(){function Color(){var a,arg,args,m,me,me_rgb,x,y,z,_i,_len,_ref,_ref1,_ref2,_ref3,_ref4;me=this;args=[];for(_i=0,_len=arguments.length;_i<_len;_i++){arg=arguments[_i];if(arg!=null){args.push(arg)}}if(args.length===0){_ref=[255,0,255,1,"rgb"],x=_ref[0],y=_ref[1],z=_ref[2],a=_ref[3],m=_ref[4]}else if(type(args[0])==="array"){if(args[0].length===3){_ref1=args[0],x=_ref1[0],y=_ref1[1],z=_ref1[2];a=1}else if(args[0].length===4){_ref2=args[0],x=_ref2[0],y=_ref2[1],z=_ref2[2],a=_ref2[3]}else{throw"unknown input argument"}m=(_ref3=args[1])!=null?_ref3:"rgb"}else if(type(args[0])==="string"){x=args[0];m="hex"}else if(type(args[0])==="object"){_ref4=args[0]._rgb,x=_ref4[0],y=_ref4[1],z=_ref4[2],a=_ref4[3];m="rgb"}else if(args.length>=3){x=args[0];y=args[1];z=args[2]}if(args.length===3){m="rgb";a=1}else if(args.length===4){if(type(args[3])==="string"){m=args[3];a=1}else if(type(args[3])==="number"){m="rgb";a=args[3]}}else if(args.length===5){a=args[3];m=args[4]}if(a==null){a=1}if(m==="rgb"){me._rgb=[x,y,z,a]}else if(m==="gl"){me._rgb=[x*255,y*255,z*255,a]}else if(m==="hsl"){me._rgb=hsl2rgb(x,y,z);me._rgb[3]=a}else if(m==="hsv"){me._rgb=hsv2rgb(x,y,z);me._rgb[3]=a}else if(m==="hex"){me._rgb=hex2rgb(x)}else if(m==="lab"){me._rgb=lab2rgb(x,y,z);me._rgb[3]=a}else if(m==="lch"){me._rgb=lch2rgb(x,y,z);me._rgb[3]=a}else if(m==="hsi"){me._rgb=hsi2rgb(x,y,z);me._rgb[3]=a}me_rgb=clip_rgb(me._rgb)}Color.prototype.rgb=function(){return this._rgb.slice(0,3)};Color.prototype.rgba=function(){return this._rgb};Color.prototype.hex=function(){return rgb2hex(this._rgb)};Color.prototype.toString=function(){return this.name()};Color.prototype.hsl=function(){return rgb2hsl(this._rgb)};Color.prototype.hsv=function(){return rgb2hsv(this._rgb)};Color.prototype.lab=function(){return rgb2lab(this._rgb)};Color.prototype.lch=function(){return rgb2lch(this._rgb)};Color.prototype.hsi=function(){return rgb2hsi(this._rgb)};Color.prototype.gl=function(){return[this._rgb[0]/255,this._rgb[1]/255,this._rgb[2]/255,this._rgb[3]]};Color.prototype.luminance=function(lum,mode){var cur_lum,eps,max_iter,test;if(mode==null){mode="rgb"}if(!arguments.length){return luminance(this._rgb)}if(lum===0){this._rgb=[0,0,0,this._rgb[3]]}if(lum===1){this._rgb=[255,255,255,this._rgb[3]]}cur_lum=luminance(this._rgb);eps=1e-7;max_iter=20;test=function(l,h){var lm,m;m=l.interpolate(.5,h,mode);lm=m.luminance();if(Math.abs(lum-lm)<eps||!max_iter--){return m}if(lm>lum){return test(l,m)}return test(m,h)};this._rgb=(cur_lum>lum?test(new Color("black"),this):test(this,new Color("white"))).rgba();return this};Color.prototype.name=function(){var h,k;h=this.hex();for(k in chroma.colors){if(h===chroma.colors[k]){return k}}return h};Color.prototype.alpha=function(alpha){if(arguments.length){this._rgb[3]=alpha;return this}return this._rgb[3]};Color.prototype.css=function(mode){var hsl,me,rgb,rnd;if(mode==null){mode="rgb"}me=this;rgb=me._rgb;if(mode.length===3&&rgb[3]<1){mode+="a"}if(mode==="rgb"){return mode+"("+rgb.slice(0,3).map(Math.round).join(",")+")"}else if(mode==="rgba"){return mode+"("+rgb.slice(0,3).map(Math.round).join(",")+","+rgb[3]+")"}else if(mode==="hsl"||mode==="hsla"){hsl=me.hsl();rnd=function(a){return Math.round(a*100)/100};hsl[0]=rnd(hsl[0]);hsl[1]=rnd(hsl[1]*100)+"%";hsl[2]=rnd(hsl[2]*100)+"%";if(mode.length===4){hsl[3]=rgb[3]}return mode+"("+hsl.join(",")+")"}};Color.prototype.interpolate=function(f,col,m){var dh,hue,hue0,hue1,lbv,lbv0,lbv1,me,res,sat,sat0,sat1,xyz0,xyz1;me=this;if(m==null){m="rgb"}if(type(col)==="string"){col=new Color(col)}if(m==="hsl"||m==="hsv"||m==="lch"||m==="hsi"){if(m==="hsl"){xyz0=me.hsl();xyz1=col.hsl()}else if(m==="hsv"){xyz0=me.hsv();xyz1=col.hsv()}else if(m==="hsi"){xyz0=me.hsi();xyz1=col.hsi()}else if(m==="lch"){xyz0=me.lch();xyz1=col.lch()}if(m.substr(0,1)==="h"){hue0=xyz0[0],sat0=xyz0[1],lbv0=xyz0[2];hue1=xyz1[0],sat1=xyz1[1],lbv1=xyz1[2]}else{lbv0=xyz0[0],sat0=xyz0[1],hue0=xyz0[2];lbv1=xyz1[0],sat1=xyz1[1],hue1=xyz1[2]}if(!isNaN(hue0)&&!isNaN(hue1)){if(hue1>hue0&&hue1-hue0>180){dh=hue1-(hue0+360)}else if(hue1<hue0&&hue0-hue1>180){dh=hue1+360-hue0}else{dh=hue1-hue0}hue=hue0+f*dh}else if(!isNaN(hue0)){hue=hue0;if((lbv1===1||lbv1===0)&&m!=="hsv"){sat=sat0}}else if(!isNaN(hue1)){hue=hue1;if((lbv0===1||lbv0===0)&&m!=="hsv"){sat=sat1}}else{hue=Number.NaN}if(sat==null){sat=sat0+f*(sat1-sat0)}lbv=lbv0+f*(lbv1-lbv0);if(m.substr(0,1)==="h"){res=new Color(hue,sat,lbv,m)}else{res=new Color(lbv,sat,hue,m)}}else if(m==="rgb"){xyz0=me._rgb;xyz1=col._rgb;res=new Color(xyz0[0]+f*(xyz1[0]-xyz0[0]),xyz0[1]+f*(xyz1[1]-xyz0[1]),xyz0[2]+f*(xyz1[2]-xyz0[2]),m)}else if(m==="lab"){xyz0=me.lab();xyz1=col.lab();res=new Color(xyz0[0]+f*(xyz1[0]-xyz0[0]),xyz0[1]+f*(xyz1[1]-xyz0[1]),xyz0[2]+f*(xyz1[2]-xyz0[2]),m)}else{throw"color mode "+m+" is not supported"}res.alpha(me.alpha()+f*(col.alpha()-me.alpha()));return res};Color.prototype.premultiply=function(){var a,rgb;rgb=this.rgb();a=this.alpha();return chroma(rgb[0]*a,rgb[1]*a,rgb[2]*a,a)};Color.prototype.darken=function(amount){var lch,me;if(amount==null){amount=20}me=this;lch=me.lch();lch[0]-=amount;return chroma.lch(lch).alpha(me.alpha())};Color.prototype.darker=function(amount){return this.darken(amount)};Color.prototype.brighten=function(amount){if(amount==null){amount=20}return this.darken(-amount)};Color.prototype.brighter=function(amount){return this.brighten(amount)};Color.prototype.saturate=function(amount){var lch,me;if(amount==null){amount=20}me=this;lch=me.lch();lch[1]+=amount;return chroma.lch(lch).alpha(me.alpha())};Color.prototype.desaturate=function(amount){if(amount==null){amount=20}return this.saturate(-amount)};return Color}();clip_rgb=function(rgb){var i;for(i in rgb){if(i<3){if(rgb[i]<0){rgb[i]=0}if(rgb[i]>255){rgb[i]=255}}else if(i===3){if(rgb[i]<0){rgb[i]=0}if(rgb[i]>1){rgb[i]=1}}}return rgb};css2rgb=function(css){var hsl,i,m,rgb,_i,_j,_k,_l;css=css.toLowerCase();if(chroma.colors!=null&&chroma.colors[css]){return hex2rgb(chroma.colors[css])}if(m=css.match(/rgb\(\s*(\-?\d+),\s*(\-?\d+)\s*,\s*(\-?\d+)\s*\)/)){rgb=m.slice(1,4);for(i=_i=0;_i<=2;i=++_i){rgb[i]=+rgb[i]}rgb[3]=1}else if(m=css.match(/rgba\(\s*(\-?\d+),\s*(\-?\d+)\s*,\s*(\-?\d+)\s*,\s*([01]|[01]?\.\d+)\)/)){rgb=m.slice(1,5);for(i=_j=0;_j<=3;i=++_j){rgb[i]=+rgb[i]}}else if(m=css.match(/rgb\(\s*(\-?\d+(?:\.\d+)?)%,\s*(\-?\d+(?:\.\d+)?)%\s*,\s*(\-?\d+(?:\.\d+)?)%\s*\)/)){rgb=m.slice(1,4);for(i=_k=0;_k<=2;i=++_k){rgb[i]=Math.round(rgb[i]*2.55)}rgb[3]=1}else if(m=css.match(/rgba\(\s*(\-?\d+(?:\.\d+)?)%,\s*(\-?\d+(?:\.\d+)?)%\s*,\s*(\-?\d+(?:\.\d+)?)%\s*,\s*([01]|[01]?\.\d+)\)/)){rgb=m.slice(1,5);for(i=_l=0;_l<=2;i=++_l){rgb[i]=Math.round(rgb[i]*2.55)}rgb[3]=+rgb[3]}else if(m=css.match(/hsl\(\s*(\-?\d+(?:\.\d+)?),\s*(\-?\d+(?:\.\d+)?)%\s*,\s*(\-?\d+(?:\.\d+)?)%\s*\)/)){hsl=m.slice(1,4);hsl[1]*=.01;hsl[2]*=.01;rgb=hsl2rgb(hsl);rgb[3]=1}else if(m=css.match(/hsla\(\s*(\-?\d+(?:\.\d+)?),\s*(\-?\d+(?:\.\d+)?)%\s*,\s*(\-?\d+(?:\.\d+)?)%\s*,\s*([01]|[01]?\.\d+)\)/)){hsl=m.slice(1,4);hsl[1]*=.01;hsl[2]*=.01;rgb=hsl2rgb(hsl);rgb[3]=+m[4]}return rgb};hex2rgb=function(hex){var a,b,g,r,rgb,u;if(hex.match(/^#?([A-Fa-f0-9]{6}|[A-Fa-f0-9]{3})$/)){if(hex.length===4||hex.length===7){hex=hex.substr(1)}if(hex.length===3){hex=hex.split("");hex=hex[0]+hex[0]+hex[1]+hex[1]+hex[2]+hex[2]}u=parseInt(hex,16);r=u>>16;g=u>>8&255;b=u&255;return[r,g,b,1]}if(hex.match(/^#?([A-Fa-f0-9]{8})$/)){if(hex.length===9){hex=hex.substr(1)}u=parseInt(hex,16);r=u>>24&255;g=u>>16&255;b=u>>8&255;a=u&255;return[r,g,b,a]}if(rgb=css2rgb(hex)){return rgb}throw"unknown color: "+hex};hsi2rgb=function(h,s,i){var b,g,r,_ref;_ref=unpack(arguments),h=_ref[0],s=_ref[1],i=_ref[2];h/=360;if(h<1/3){b=(1-s)/3;r=(1+s*cos(TWOPI*h)/cos(PITHIRD-TWOPI*h))/3;g=1-(b+r)}else if(h<2/3){h-=1/3;r=(1-s)/3;g=(1+s*cos(TWOPI*h)/cos(PITHIRD-TWOPI*h))/3;b=1-(r+g)}else{h-=2/3;g=(1-s)/3;b=(1+s*cos(TWOPI*h)/cos(PITHIRD-TWOPI*h))/3;r=1-(g+b)}r=limit(i*r*3);g=limit(i*g*3);b=limit(i*b*3);return[r*255,g*255,b*255]};hsl2rgb=function(){var b,c,g,h,i,l,r,s,t1,t2,t3,_i,_ref,_ref1;_ref=unpack(arguments),h=_ref[0],s=_ref[1],l=_ref[2];if(s===0){r=g=b=l*255}else{t3=[0,0,0];c=[0,0,0];t2=l<.5?l*(1+s):l+s-l*s;t1=2*l-t2;h/=360;t3[0]=h+1/3;t3[1]=h;t3[2]=h-1/3;for(i=_i=0;_i<=2;i=++_i){if(t3[i]<0){t3[i]+=1}if(t3[i]>1){t3[i]-=1}if(6*t3[i]<1){c[i]=t1+(t2-t1)*6*t3[i]}else if(2*t3[i]<1){c[i]=t2}else if(3*t3[i]<2){c[i]=t1+(t2-t1)*(2/3-t3[i])*6}else{c[i]=t1}}_ref1=[Math.round(c[0]*255),Math.round(c[1]*255),Math.round(c[2]*255)],r=_ref1[0],g=_ref1[1],b=_ref1[2]}return[r,g,b]};hsv2rgb=function(){var b,f,g,h,i,p,q,r,s,t,v,_ref,_ref1,_ref2,_ref3,_ref4,_ref5,_ref6;_ref=unpack(arguments),h=_ref[0],s=_ref[1],v=_ref[2];v*=255;if(s===0){r=g=b=v}else{if(h===360){h=0}if(h>360){h-=360}if(h<0){h+=360}h/=60;i=Math.floor(h);f=h-i;p=v*(1-s);q=v*(1-s*f);t=v*(1-s*(1-f));switch(i){case 0:_ref1=[v,t,p],r=_ref1[0],g=_ref1[1],b=_ref1[2];break;case 1:_ref2=[q,v,p],r=_ref2[0],g=_ref2[1],b=_ref2[2];break;case 2:_ref3=[p,v,t],r=_ref3[0],g=_ref3[1],b=_ref3[2];break;case 3:_ref4=[p,q,v],r=_ref4[0],g=_ref4[1],b=_ref4[2];break;case 4:_ref5=[t,p,v],r=_ref5[0],g=_ref5[1],b=_ref5[2];break;case 5:_ref6=[v,p,q],r=_ref6[0],g=_ref6[1],b=_ref6[2]}}r=Math.round(r);g=Math.round(g);b=Math.round(b);return[r,g,b]};K=18;X=.95047;Y=1;Z=1.08883;lab2lch=function(){var a,b,c,h,l,_ref;_ref=unpack(arguments),l=_ref[0],a=_ref[1],b=_ref[2];c=Math.sqrt(a*a+b*b);h=Math.atan2(b,a)/Math.PI*180;return[l,c,h]};lab2rgb=function(l,a,b){var g,r,x,y,z,_ref,_ref1;if(l!==void 0&&l.length===3){_ref=l,l=_ref[0],a=_ref[1],b=_ref[2]}if(l!==void 0&&l.length===3){_ref1=l,l=_ref1[0],a=_ref1[1],b=_ref1[2]}y=(l+16)/116;x=y+a/500;z=y-b/200;x=lab_xyz(x)*X;y=lab_xyz(y)*Y;z=lab_xyz(z)*Z;r=xyz_rgb(3.2404542*x-1.5371385*y-.4985314*z);g=xyz_rgb(-.969266*x+1.8760108*y+.041556*z);b=xyz_rgb(.0556434*x-.2040259*y+1.0572252*z);return[limit(r,0,255),limit(g,0,255),limit(b,0,255),1]};lab_xyz=function(x){if(x>.206893034){return x*x*x}else{return(x-4/29)/7.787037}};xyz_rgb=function(r){return Math.round(255*(r<=.00304?12.92*r:1.055*Math.pow(r,1/2.4)-.055))};lch2lab=function(){var c,h,l,_ref;_ref=unpack(arguments),l=_ref[0],c=_ref[1],h=_ref[2];h=h*Math.PI/180;return[l,Math.cos(h)*c,Math.sin(h)*c]};lch2rgb=function(l,c,h){var L,a,b,g,r,_ref,_ref1;_ref=lch2lab(l,c,h),L=_ref[0],a=_ref[1],b=_ref[2];_ref1=lab2rgb(L,a,b),r=_ref1[0],g=_ref1[1],b=_ref1[2];return[limit(r,0,255),limit(g,0,255),limit(b,0,255)]};luminance=function(r,g,b){var _ref;_ref=unpack(arguments),r=_ref[0],g=_ref[1],b=_ref[2];r=luminance_x(r);g=luminance_x(g);b=luminance_x(b);return.2126*r+.7152*g+.0722*b};luminance_x=function(x){x/=255;if(x<=.03928){return x/12.92}else{return Math.pow((x+.055)/1.055,2.4)}};rgb2hex=function(){var b,g,r,str,u,_ref;_ref=unpack(arguments),r=_ref[0],g=_ref[1],b=_ref[2];u=r<<16|g<<8|b;str="000000"+u.toString(16);return"#"+str.substr(str.length-6)};rgb2hsi=function(){var TWOPI,b,g,h,i,min,r,s,_ref;_ref=unpack(arguments),r=_ref[0],g=_ref[1],b=_ref[2];TWOPI=Math.PI*2;r/=255;g/=255;b/=255;min=Math.min(r,g,b);i=(r+g+b)/3;s=1-min/i;if(s===0){h=0}else{h=(r-g+(r-b))/2;h/=Math.sqrt((r-g)*(r-g)+(r-b)*(g-b));h=Math.acos(h);if(b>g){h=TWOPI-h}h/=TWOPI}return[h*360,s,i]};rgb2hsl=function(r,g,b){var h,l,max,min,s,_ref;if(r!==void 0&&r.length>=3){_ref=r,r=_ref[0],g=_ref[1],b=_ref[2]}r/=255;g/=255;b/=255;min=Math.min(r,g,b);max=Math.max(r,g,b);l=(max+min)/2;if(max===min){s=0;h=Number.NaN}else{s=l<.5?(max-min)/(max+min):(max-min)/(2-max-min)}if(r===max){h=(g-b)/(max-min)}else if(g===max){h=2+(b-r)/(max-min)}else if(b===max){h=4+(r-g)/(max-min)}h*=60;if(h<0){h+=360}return[h,s,l]};rgb2hsv=function(){var b,delta,g,h,max,min,r,s,v,_ref;_ref=unpack(arguments),r=_ref[0],g=_ref[1],b=_ref[2];min=Math.min(r,g,b);max=Math.max(r,g,b);delta=max-min;v=max/255;if(max===0){h=Number.NaN;s=0}else{s=delta/max;if(r===max){h=(g-b)/delta}if(g===max){h=2+(b-r)/delta}if(b===max){h=4+(r-g)/delta}h*=60;if(h<0){h+=360}}return[h,s,v]};rgb2lab=function(){var b,g,r,x,y,z,_ref;_ref=unpack(arguments),r=_ref[0],g=_ref[1],b=_ref[2];r=rgb_xyz(r);g=rgb_xyz(g);b=rgb_xyz(b);x=xyz_lab((.4124564*r+.3575761*g+.1804375*b)/X);y=xyz_lab((.2126729*r+.7151522*g+.072175*b)/Y);z=xyz_lab((.0193339*r+.119192*g+.9503041*b)/Z);return[116*y-16,500*(x-y),200*(y-z)]};rgb_xyz=function(r){if((r/=255)<=.04045){return r/12.92}else{return Math.pow((r+.055)/1.055,2.4)}};xyz_lab=function(x){if(x>.008856){return Math.pow(x,1/3)}else{return 7.787037*x+4/29}};rgb2lch=function(){var a,b,g,l,r,_ref,_ref1;_ref=unpack(arguments),r=_ref[0],g=_ref[1],b=_ref[2];_ref1=rgb2lab(r,g,b),l=_ref1[0],a=_ref1[1],b=_ref1[2];return lab2lch(l,a,b)};chroma.scale=function(colors,positions){var classifyValue,f,getClass,getColor,resetCache,setColors,setDomain,tmap,_colorCache,_colors,_correctLightness,_domain,_fixed,_max,_min,_mode,_nacol,_numClasses,_out,_pos,_spread;_mode="rgb";_nacol=chroma("#ccc");_spread=0;_fixed=false;_domain=[0,1];_colors=[];_out=false;_pos=[];_min=0;_max=1;_correctLightness=false;_numClasses=0;_colorCache={};setColors=function(colors,positions){var c,col,_i,_j,_ref,_ref1,_ref2;if(colors==null){colors=["#ddd","#222"]}if(colors!=null&&type(colors)==="string"&&((_ref=chroma.brewer)!=null?_ref[colors]:void 0)!=null){colors=chroma.brewer[colors]}if(type(colors)==="array"){colors=colors.slice(0);for(c=_i=0,_ref1=colors.length-1;0<=_ref1?_i<=_ref1:_i>=_ref1;c=0<=_ref1?++_i:--_i){col=colors[c];if(type(col)==="string"){colors[c]=chroma(col)}}if(positions!=null){_pos=positions}else{_pos=[];for(c=_j=0,_ref2=colors.length-1;0<=_ref2?_j<=_ref2:_j>=_ref2;c=0<=_ref2?++_j:--_j){_pos.push(c/(colors.length-1))}}}resetCache();return _colors=colors};setDomain=function(domain){if(domain==null){domain=[]}_domain=domain;_min=domain[0];_max=domain[domain.length-1];resetCache();if(domain.length===2){return _numClasses=0}else{return _numClasses=domain.length-1}};getClass=function(value){var i,n;if(_domain!=null){n=_domain.length-1;i=0;while(i<n&&value>=_domain[i]){i++}return i-1}return 0};tmap=function(t){return t};classifyValue=function(value){var i,maxc,minc,n,val;val=value;if(_domain.length>2){n=_domain.length-1;i=getClass(value);minc=_domain[0]+(_domain[1]-_domain[0])*(0+_spread*.5);maxc=_domain[n-1]+(_domain[n]-_domain[n-1])*(1-_spread*.5);val=_min+(_domain[i]+(_domain[i+1]-_domain[i])*.5-minc)/(maxc-minc)*(_max-_min)}return val};getColor=function(val,bypassMap){var c,col,f0,i,k,p,t,_i,_ref;if(bypassMap==null){bypassMap=false}if(isNaN(val)){return _nacol}if(!bypassMap){if(_domain.length>2){c=getClass(val);t=c/(_numClasses-1)}else{t=f0=_min!==_max?(val-_min)/(_max-_min):0;t=f0=(val-_min)/(_max-_min);t=Math.min(1,Math.max(0,t))}}else{t=val}if(!bypassMap){t=tmap(t)}k=Math.floor(t*1e4);if(_colorCache[k]){col=_colorCache[k]}else{if(type(_colors)==="array"){for(i=_i=0,_ref=_pos.length-1;0<=_ref?_i<=_ref:_i>=_ref;i=0<=_ref?++_i:--_i){p=_pos[i];if(t<=p){col=_colors[i];break}if(t>=p&&i===_pos.length-1){col=_colors[i];break}if(t>p&&t<_pos[i+1]){t=(t-p)/(_pos[i+1]-p);col=chroma.interpolate(_colors[i],_colors[i+1],t,_mode);break}}}else if(type(_colors)==="function"){col=_colors(t)}_colorCache[k]=col}return col};resetCache=function(){return _colorCache={}};setColors(colors,positions);f=function(v){var c;c=getColor(v);if(_out&&c[_out]){return c[_out]()}else{return c}};f.domain=function(domain,classes,mode,key){var d;if(mode==null){mode="e"}if(!arguments.length){return _domain}if(classes!=null){d=chroma.analyze(domain,key);if(classes===0){domain=[d.min,d.max]}else{domain=chroma.limits(d,mode,classes)}}setDomain(domain);return f};f.mode=function(_m){if(!arguments.length){return _mode}_mode=_m;resetCache();return f};f.range=function(colors,_pos){setColors(colors,_pos);return f};f.out=function(_o){_out=_o;return f};f.spread=function(val){if(!arguments.length){return _spread}_spread=val;return f};f.correctLightness=function(v){if(!arguments.length){return _correctLightness}_correctLightness=v;resetCache();if(_correctLightness){tmap=function(t){var L0,L1,L_actual,L_diff,L_ideal,max_iter,pol,t0,t1;L0=getColor(0,true).lab()[0];L1=getColor(1,true).lab()[0];pol=L0>L1;L_actual=getColor(t,true).lab()[0];L_ideal=L0+(L1-L0)*t;L_diff=L_actual-L_ideal;t0=0;t1=1;max_iter=20;while(Math.abs(L_diff)>.01&&max_iter-->0){!function(){if(pol){L_diff*=-1}if(L_diff<0){t0=t;t+=(t1-t)*.5}else{t1=t;t+=(t0-t)*.5}L_actual=getColor(t,true).lab()[0];return L_diff=L_actual-L_ideal}()}return t}}else{tmap=function(t){return t}}return f};f.colors=function(out){var i,samples,_i,_j,_len,_ref;if(out==null){out="hex"}colors=[];samples=[];if(_domain.length>2){for(i=_i=1,_ref=_domain.length;1<=_ref?_i<_ref:_i>_ref;i=1<=_ref?++_i:--_i){samples.push((_domain[i-1]+_domain[i])*.5)}}else{samples=_domain}for(_j=0,_len=samples.length;_j<_len;_j++){i=samples[_j];colors.push(f(i)[out]())}return colors};return f};if((_ref=chroma.scales)==null){chroma.scales={}}chroma.scales.cool=function(){return chroma.scale([chroma.hsl(180,1,.9),chroma.hsl(250,.7,.4)])};chroma.scales.hot=function(){return chroma.scale(["#000","#f00","#ff0","#fff"],[0,.25,.75,1]).mode("rgb")};chroma.analyze=function(data,key,filter){var add,k,r,val,visit,_i,_len;r={min:Number.MAX_VALUE,max:Number.MAX_VALUE*-1,sum:0,values:[],count:0};if(filter==null){filter=function(){return true}}add=function(val){if(val!=null&&!isNaN(val)){r.values.push(val);r.sum+=val;if(val<r.min){r.min=val}if(val>r.max){r.max=val}r.count+=1}};visit=function(val,k){if(filter(val,k)){if(key!=null&&type(key)==="function"){return add(key(val))}else if(key!=null&&type(key)==="string"||type(key)==="number"){return add(val[key])}else{return add(val)}}};if(type(data)==="array"){for(_i=0,_len=data.length;_i<_len;_i++){val=data[_i];visit(val)}}else{for(k in data){val=data[k];visit(val,k)}}r.domain=[r.min,r.max];r.limits=function(mode,num){return chroma.limits(r,mode,num)};return r};chroma.limits=function(data,mode,num){var assignments,best,centroids,cluster,clusterSizes,dist,i,j,kClusters,limits,max,max_log,min,min_log,mindist,n,nb_iters,newCentroids,p,pb,pr,repeat,sum,tmpKMeansBreaks,value,values,_i,_j,_k,_l,_m,_n,_o,_p,_q,_r,_ref1,_ref10,_ref11,_ref12,_ref13,_ref14,_ref15,_ref2,_ref3,_ref4,_ref5,_ref6,_ref7,_ref8,_ref9,_s,_t,_u,_v,_w;if(mode==null){mode="equal"}if(num==null){num=7}if(type(data)==="array"){data=chroma.analyze(data)}min=data.min;max=data.max;sum=data.sum;values=data.values.sort(function(a,b){return a-b});limits=[];if(mode.substr(0,1)==="c"){limits.push(min);limits.push(max)}if(mode.substr(0,1)==="e"){limits.push(min);for(i=_i=1,_ref1=num-1;1<=_ref1?_i<=_ref1:_i>=_ref1;i=1<=_ref1?++_i:--_i){limits.push(min+i/num*(max-min))}limits.push(max)}else if(mode.substr(0,1)==="l"){if(min<=0){throw"Logarithmic scales are only possible for values > 0"}min_log=Math.LOG10E*Math.log(min);max_log=Math.LOG10E*Math.log(max);limits.push(min);for(i=_j=1,_ref2=num-1;1<=_ref2?_j<=_ref2:_j>=_ref2;i=1<=_ref2?++_j:--_j){limits.push(Math.pow(10,min_log+i/num*(max_log-min_log)))}limits.push(max)}else if(mode.substr(0,1)==="q"){limits.push(min);for(i=_k=1,_ref3=num-1;1<=_ref3?_k<=_ref3:_k>=_ref3;i=1<=_ref3?++_k:--_k){p=values.length*i/num;pb=Math.floor(p);if(pb===p){limits.push(values[pb])}else{pr=p-pb;limits.push(values[pb]*pr+values[pb+1]*(1-pr))}}limits.push(max)}else if(mode.substr(0,1)==="k"){n=values.length;assignments=new Array(n);clusterSizes=new Array(num);repeat=true;nb_iters=0;centroids=null;centroids=[];centroids.push(min);for(i=_l=1,_ref4=num-1;1<=_ref4?_l<=_ref4:_l>=_ref4;i=1<=_ref4?++_l:--_l){centroids.push(min+i/num*(max-min))}centroids.push(max);while(repeat){for(j=_m=0,_ref5=num-1;0<=_ref5?_m<=_ref5:_m>=_ref5;j=0<=_ref5?++_m:--_m){clusterSizes[j]=0}for(i=_n=0,_ref6=n-1;0<=_ref6?_n<=_ref6:_n>=_ref6;i=0<=_ref6?++_n:--_n){value=values[i];mindist=Number.MAX_VALUE;for(j=_o=0,_ref7=num-1;0<=_ref7?_o<=_ref7:_o>=_ref7;j=0<=_ref7?++_o:--_o){dist=Math.abs(centroids[j]-value);if(dist<mindist){mindist=dist;best=j}}clusterSizes[best]++;assignments[i]=best}newCentroids=new Array(num);for(j=_p=0,_ref8=num-1;0<=_ref8?_p<=_ref8:_p>=_ref8;j=0<=_ref8?++_p:--_p){newCentroids[j]=null}for(i=_q=0,_ref9=n-1;0<=_ref9?_q<=_ref9:_q>=_ref9;i=0<=_ref9?++_q:--_q){cluster=assignments[i];if(newCentroids[cluster]===null){newCentroids[cluster]=values[i]}else{newCentroids[cluster]+=values[i]}}for(j=_r=0,_ref10=num-1;0<=_ref10?_r<=_ref10:_r>=_ref10;j=0<=_ref10?++_r:--_r){newCentroids[j]*=1/clusterSizes[j]}repeat=false;for(j=_s=0,_ref11=num-1;0<=_ref11?_s<=_ref11:_s>=_ref11;j=0<=_ref11?++_s:--_s){if(newCentroids[j]!==centroids[i]){repeat=true;break}}centroids=newCentroids;nb_iters++;if(nb_iters>200){repeat=false}}kClusters={};for(j=_t=0,_ref12=num-1;0<=_ref12?_t<=_ref12:_t>=_ref12;j=0<=_ref12?++_t:--_t){kClusters[j]=[]}for(i=_u=0,_ref13=n-1;0<=_ref13?_u<=_ref13:_u>=_ref13;i=0<=_ref13?++_u:--_u){cluster=assignments[i];kClusters[cluster].push(values[i])}tmpKMeansBreaks=[];for(j=_v=0,_ref14=num-1;0<=_ref14?_v<=_ref14:_v>=_ref14;j=0<=_ref14?++_v:--_v){tmpKMeansBreaks.push(kClusters[j][0]);tmpKMeansBreaks.push(kClusters[j][kClusters[j].length-1])}tmpKMeansBreaks=tmpKMeansBreaks.sort(function(a,b){return a-b});limits.push(tmpKMeansBreaks[0]);for(i=_w=1,_ref15=tmpKMeansBreaks.length-1;_w<=_ref15;i=_w+=2){if(!isNaN(tmpKMeansBreaks[i])){limits.push(tmpKMeansBreaks[i])}}}return limits};/**
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ColorBrewer colors for chroma.js
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Copyright (c) 2002 Cynthia Brewer, Mark Harrower, and The
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Pennsylvania State University.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
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CONDITIONS OF ANY KIND, either express or implied. See the License for the
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specific language governing permissions and limitations under the License.
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@preserve
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*/
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|
chroma.brewer=brewer={OrRd:["#fff7ec","#fee8c8","#fdd49e","#fdbb84","#fc8d59","#ef6548","#d7301f","#b30000","#7f0000"],PuBu:["#fff7fb","#ece7f2","#d0d1e6","#a6bddb","#74a9cf","#3690c0","#0570b0","#045a8d","#023858"],BuPu:["#f7fcfd","#e0ecf4","#bfd3e6","#9ebcda","#8c96c6","#8c6bb1","#88419d","#810f7c","#4d004b"],Oranges:["#fff5eb","#fee6ce","#fdd0a2","#fdae6b","#fd8d3c","#f16913","#d94801","#a63603","#7f2704"],BuGn:["#f7fcfd","#e5f5f9","#ccece6","#99d8c9","#66c2a4","#41ae76","#238b45","#006d2c","#00441b"],YlOrBr:["#ffffe5","#fff7bc","#fee391","#fec44f","#fe9929","#ec7014","#cc4c02","#993404","#662506"],YlGn:["#ffffe5","#f7fcb9","#d9f0a3","#addd8e","#78c679","#41ab5d","#238443","#006837","#004529"],Reds:["#fff5f0","#fee0d2","#fcbba1","#fc9272","#fb6a4a","#ef3b2c","#cb181d","#a50f15","#67000d"],RdPu:["#fff7f3","#fde0dd","#fcc5c0","#fa9fb5","#f768a1","#dd3497","#ae017e","#7a0177","#49006a"],Greens:["#f7fcf5","#e5f5e0","#c7e9c0","#a1d99b","#74c476","#41ab5d","#238b45","#006d2c","#00441b"],YlGnBu:["#ffffd9","#edf8b1","#c7e9b4","#7fcdbb","#41b6c4","#1d91c0","#225ea8","#253494","#081d58"],Purples:["#fcfbfd","#efedf5","#dadaeb","#bcbddc","#9e9ac8","#807dba","#6a51a3","#54278f","#3f007d"],GnBu:["#f7fcf0","#e0f3db","#ccebc5","#a8ddb5","#7bccc4","#4eb3d3","#2b8cbe","#0868ac","#084081"],Greys:["#ffffff","#f0f0f0","#d9d9d9","#bdbdbd","#969696","#737373","#525252","#252525","#000000"],YlOrRd:["#ffffcc","#ffeda0","#fed976","#feb24c","#fd8d3c","#fc4e2a","#e31a1c","#bd0026","#800026"],PuRd:["#f7f4f9","#e7e1ef","#d4b9da","#c994c7","#df65b0","#e7298a","#ce1256","#980043","#67001f"],Blues:["#f7fbff","#deebf7","#c6dbef","#9ecae1","#6baed6","#4292c6","#2171b5","#08519c","#08306b"],PuBuGn:["#fff7fb","#ece2f0","#d0d1e6","#a6bddb","#67a9cf","#3690c0","#02818a","#016c59","#014636"],Spectral:["#9e0142","#d53e4f","#f46d43","#fdae61","#fee08b","#ffffbf","#e6f598","#abdda4","#66c2a5","#3288bd","#5e4fa2"],RdYlGn:["#a50026","#d73027","#f46d43","#fdae61","#fee08b","#ffffbf","#d9ef8b","#a6d96a","#66bd63","#1a9850","#006837"],RdBu:["#67001f","#b2182b","#d6604d","#f4a582","#fddbc7","#f7f7f7","#d1e5f0","#92c5de","#4393c3","#2166ac","#053061"],PiYG:["#8e0152","#c51b7d","#de77ae","#f1b6da","#fde0ef","#f7f7f7","#e6f5d0","#b8e186","#7fbc41","#4d9221","#276419"],PRGn:["#40004b","#762a83","#9970ab","#c2a5cf","#e7d4e8","#f7f7f7","#d9f0d3","#a6dba0","#5aae61","#1b7837","#00441b"],RdYlBu:["#a50026","#d73027","#f46d43","#fdae61","#fee090","#ffffbf","#e0f3f8","#abd9e9","#74add1","#4575b4","#313695"],BrBG:["#543005","#8c510a","#bf812d","#dfc27d","#f6e8c3","#f5f5f5","#c7eae5","#80cdc1","#35978f","#01665e","#003c30"],RdGy:["#67001f","#b2182b","#d6604d","#f4a582","#fddbc7","#ffffff","#e0e0e0","#bababa","#878787","#4d4d4d","#1a1a1a"],PuOr:["#7f3b08","#b35806","#e08214","#fdb863","#fee0b6","#f7f7f7","#d8daeb","#b2abd2","#8073ac","#542788","#2d004b"],Set2:["#66c2a5","#fc8d62","#8da0cb","#e78ac3","#a6d854","#ffd92f","#e5c494","#b3b3b3"],Accent:["#7fc97f","#beaed4","#fdc086","#ffff99","#386cb0","#f0027f","#bf5b17","#666666"],Set1:["#e41a1c","#377eb8","#4daf4a","#984ea3","#ff7f00","#ffff33","#a65628","#f781bf","#999999"],Set3:["#8dd3c7","#ffffb3","#bebada","#fb8072","#80b1d3","#fdb462","#b3de69","#fccde5","#d9d9d9","#bc80bd","#ccebc5","#ffed6f"],Dark2:["#1b9e77","#d95f02","#7570b3","#e7298a","#66a61e","#e6ab02","#a6761d","#666666"],Paired:["#a6cee3","#1f78b4","#b2df8a","#33a02c","#fb9a99","#e31a1c","#fdbf6f","#ff7f00","#cab2d6","#6a3d9a","#ffff99","#b15928"],Pastel2:["#b3e2cd","#fdcdac","#cbd5e8","#f4cae4","#e6f5c9","#fff2ae","#f1e2cc","#cccccc"],Pastel1:["#fbb4ae","#b3cde3","#ccebc5","#decbe4","#fed9a6","#ffffcc","#e5d8bd","#fddaec","#f2f2f2"]};chroma.colors=colors={indigo:"#4b0082",gold:"#ffd700",hotpink:"#ff69b4",firebrick:"#b22222",indianred:"#cd5c5c",yellow:"#ffff00",mistyrose:"#ffe4e1",darkolivegreen:"#556b2f",olive:"#808000",darkseagreen:"#8fbc8f",pink:"#ffc0cb",tomato:"#ff6347",lightcoral:"#f08080",orangered:"#ff4500",navajowhite:"#ffdead",lime:"#00ff00",palegreen:"#98fb98",darkslategrey:"#2f4f4f",greenyellow:"#adff2f",burlywood:"#deb887",seashell:"#fff5ee",mediumspringgreen:"#00fa9a",fuchsia:"#ff00ff",papayawhip:"#ffefd5",blanchedalmond:"#ffebcd",chartreuse:"#7fff00",dimgray:"#696969",black:"#000000",peachpuff:"#ffdab9",springgreen:"#00ff7f",aquamarine:"#7fffd4",white:"#ffffff",orange:"#ffa500",lightsalmon:"#ffa07a",darkslategray:"#2f4f4f",brown:"#a52a2a",ivory:"#fffff0",dodgerblue:"#1e90ff",peru:"#cd853f",lawngreen:"#7cfc00",chocolate:"#d2691e",crimson:"#dc143c",forestgreen:"#228b22",darkgrey:"#a9a9a9",lightseagreen:"#20b2aa",cyan:"#00ffff",mintcream:"#f5fffa",silver:"#c0c0c0",antiquewhite:"#faebd7",mediumorchid:"#ba55d3",skyblue:"#87ceeb",gray:"#808080",darkturquoise:"#00ced1",goldenrod:"#daa520",darkgreen:"#006400",floralwhite:"#fffaf0",darkviolet:"#9400d3",darkgray:"#a9a9a9",moccasin:"#ffe4b5",saddlebrown:"#8b4513",grey:"#808080",darkslateblue:"#483d8b",lightskyblue:"#87cefa",lightpink:"#ffb6c1",mediumvioletred:"#c71585",slategrey:"#708090",red:"#ff0000",deeppink:"#ff1493",limegreen:"#32cd32",darkmagenta:"#8b008b",palegoldenrod:"#eee8aa",plum:"#dda0dd",turquoise:"#40e0d0",lightgrey:"#d3d3d3",lightgoldenrodyellow:"#fafad2",darkgoldenrod:"#b8860b",lavender:"#e6e6fa",maroon:"#800000",yellowgreen:"#9acd32",sandybrown:"#f4a460",thistle:"#d8bfd8",violet:"#ee82ee",navy:"#000080",magenta:"#ff00ff",dimgrey:"#696969",tan:"#d2b48c",rosybrown:"#bc8f8f",olivedrab:"#6b8e23",blue:"#0000ff",lightblue:"#add8e6",ghostwhite:"#f8f8ff",honeydew:"#f0fff0",cornflowerblue:"#6495ed",slateblue:"#6a5acd",linen:"#faf0e6",darkblue:"#00008b",powderblue:"#b0e0e6",seagreen:"#2e8b57",darkkhaki:"#bdb76b",snow:"#fffafa",sienna:"#a0522d",mediumblue:"#0000cd",royalblue:"#4169e1",lightcyan:"#e0ffff",green:"#008000",mediumpurple:"#9370db",midnightblue:"#191970",cornsilk:"#fff8dc",paleturquoise:"#afeeee",bisque:"#ffe4c4",slategray:"#708090",darkcyan:"#008b8b",khaki:"#f0e68c",wheat:"#f5deb3",teal:"#008080",darkorchid:"#9932cc",deepskyblue:"#00bfff",salmon:"#fa8072",darkred:"#8b0000",steelblue:"#4682b4",palevioletred:"#db7093",lightslategray:"#778899",aliceblue:"#f0f8ff",lightslategrey:"#778899",lightgreen:"#90ee90",orchid:"#da70d6",gainsboro:"#dcdcdc",mediumseagreen:"#3cb371",lightgray:"#d3d3d3",mediumturquoise:"#48d1cc",lemonchiffon:"#fffacd",cadetblue:"#5f9ea0",lightyellow:"#ffffe0",lavenderblush:"#fff0f5",coral:"#ff7f50",purple:"#800080",aqua:"#00ffff",whitesmoke:"#f5f5f5",mediumslateblue:"#7b68ee",darkorange:"#ff8c00",mediumaquamarine:"#66cdaa",darksalmon:"#e9967a",beige:"#f5f5dc",blueviolet:"#8a2be2",azure:"#f0ffff",lightsteelblue:"#b0c4de",oldlace:"#fdf5e6"};type=function(){var classToType,name,_i,_len,_ref1;classToType={};_ref1="Boolean Number String Function Array Date RegExp Undefined Null".split(" ");for(_i=0,_len=_ref1.length;_i<_len;_i++){name=_ref1[_i];classToType["[object "+name+"]"]=name.toLowerCase()}return function(obj){var strType;strType=Object.prototype.toString.call(obj);return classToType[strType]||"object"}}();limit=function(x,min,max){if(min==null){min=0}if(max==null){max=1}if(x<min){x=min}if(x>max){x=max}return x};unpack=function(args){if(args.length>=3){return args}else{return args[0]}};TWOPI=Math.PI*2;PITHIRD=Math.PI/3;cos=Math.cos;bezier=function(colors){var I,I0,I1,c,lab0,lab1,lab2,lab3,_ref1,_ref2,_ref3;colors=function(){var _i,_len,_results;_results=[];for(_i=0,_len=colors.length;_i<_len;_i++){c=colors[_i];_results.push(chroma(c))}return _results}();if(colors.length===2){_ref1=function(){var _i,_len,_results;_results=[];for(_i=0,_len=colors.length;_i<_len;_i++){c=colors[_i];_results.push(c.lab())}return _results}(),lab0=_ref1[0],lab1=_ref1[1];I=function(t){var i,lab;lab=function(){var _i,_results;_results=[];for(i=_i=0;_i<=2;i=++_i){_results.push(lab0[i]+t*(lab1[i]-lab0[i]))}return _results}();return chroma.lab.apply(chroma,lab)}}else if(colors.length===3){_ref2=function(){var _i,_len,_results;_results=[];for(_i=0,_len=colors.length;_i<_len;_i++){c=colors[_i];_results.push(c.lab())}return _results}(),lab0=_ref2[0],lab1=_ref2[1],lab2=_ref2[2];I=function(t){var i,lab;lab=function(){var _i,_results;_results=[];for(i=_i=0;_i<=2;i=++_i){_results.push((1-t)*(1-t)*lab0[i]+2*(1-t)*t*lab1[i]+t*t*lab2[i])}return _results}();return chroma.lab.apply(chroma,lab)}}else if(colors.length===4){_ref3=function(){var _i,_len,_results;_results=[];for(_i=0,_len=colors.length;_i<_len;_i++){c=colors[_i];_results.push(c.lab())}return _results}(),lab0=_ref3[0],lab1=_ref3[1],lab2=_ref3[2],lab3=_ref3[3];I=function(t){var i,lab;lab=function(){var _i,_results;_results=[];for(i=_i=0;_i<=2;i=++_i){_results.push((1-t)*(1-t)*(1-t)*lab0[i]+3*(1-t)*(1-t)*t*lab1[i]+3*(1-t)*t*t*lab2[i]+t*t*t*lab3[i])}return _results}();return chroma.lab.apply(chroma,lab)}}else if(colors.length===5){I0=bezier(colors.slice(0,3));I1=bezier(colors.slice(2,5));I=function(t){if(t<.5){return I0(t*2)}else{return I1((t-.5)*2)}}}return I};chroma.interpolate.bezier=bezier}.call(this);
|
|
},{}],2:[function(require,module,exports){
|
|
/**
|
|
* @license twgl.js 0.0.32 Copyright (c) 2015, Gregg Tavares All Rights Reserved.
|
|
* Available via the MIT license.
|
|
* see: http://github.com/greggman/twgl.js for details
|
|
*/
|
|
/**
|
|
* @license almond 0.3.1 Copyright (c) 2011-2014, The Dojo Foundation All Rights Reserved.
|
|
* Available via the MIT or new BSD license.
|
|
* see: http://github.com/jrburke/almond for details
|
|
*/
|
|
(function (root, factory) {
|
|
if (typeof define === 'function' && define.amd) {
|
|
define([], factory);
|
|
} if (typeof module !== 'undefined' && module.exports) {
|
|
module.exports = factory();
|
|
} else {
|
|
root.twgl = factory();
|
|
}
|
|
}(this, function () {
|
|
|
|
/**
|
|
* @license almond 0.3.1 Copyright (c) 2011-2014, The Dojo Foundation All Rights Reserved.
|
|
* Available via the MIT or new BSD license.
|
|
* see: http://github.com/jrburke/almond for details
|
|
*/
|
|
//Going sloppy to avoid 'use strict' string cost, but strict practices should
|
|
//be followed.
|
|
/*jslint sloppy: true */
|
|
/*global setTimeout: false */
|
|
|
|
var notrequirebecasebrowserifymessesupjs, notrequirebecasebrowserifymessesup, define;
|
|
(function (undef) {
|
|
var main, req, makeMap, handlers,
|
|
defined = {},
|
|
waiting = {},
|
|
config = {},
|
|
defining = {},
|
|
hasOwn = Object.prototype.hasOwnProperty,
|
|
aps = [].slice,
|
|
jsSuffixRegExp = /\.js$/;
|
|
|
|
function hasProp(obj, prop) {
|
|
return hasOwn.call(obj, prop);
|
|
}
|
|
|
|
/**
|
|
* Given a relative module name, like ./something, normalize it to
|
|
* a real name that can be mapped to a path.
|
|
* @param {String} name the relative name
|
|
* @param {String} baseName a real name that the name arg is relative
|
|
* to.
|
|
* @returns {String} normalized name
|
|
*/
|
|
function normalize(name, baseName) {
|
|
var nameParts, nameSegment, mapValue, foundMap, lastIndex,
|
|
foundI, foundStarMap, starI, i, j, part,
|
|
baseParts = baseName && baseName.split("/"),
|
|
map = config.map,
|
|
starMap = (map && map['*']) || {};
|
|
|
|
//Adjust any relative paths.
|
|
if (name && name.charAt(0) === ".") {
|
|
//If have a base name, try to normalize against it,
|
|
//otherwise, assume it is a top-level notrequirebecasebrowserifymessesup that will
|
|
//be relative to baseUrl in the end.
|
|
if (baseName) {
|
|
name = name.split('/');
|
|
lastIndex = name.length - 1;
|
|
|
|
// Node .js allowance:
|
|
if (config.nodeIdCompat && jsSuffixRegExp.test(name[lastIndex])) {
|
|
name[lastIndex] = name[lastIndex].replace(jsSuffixRegExp, '');
|
|
}
|
|
|
|
//Lop off the last part of baseParts, so that . matches the
|
|
//"directory" and not name of the baseName's module. For instance,
|
|
//baseName of "one/two/three", maps to "one/two/three.js", but we
|
|
//want the directory, "one/two" for this normalization.
|
|
name = baseParts.slice(0, baseParts.length - 1).concat(name);
|
|
|
|
//start trimDots
|
|
for (i = 0; i < name.length; i += 1) {
|
|
part = name[i];
|
|
if (part === ".") {
|
|
name.splice(i, 1);
|
|
i -= 1;
|
|
} else if (part === "..") {
|
|
if (i === 1 && (name[2] === '..' || name[0] === '..')) {
|
|
//End of the line. Keep at least one non-dot
|
|
//path segment at the front so it can be mapped
|
|
//correctly to disk. Otherwise, there is likely
|
|
//no path mapping for a path starting with '..'.
|
|
//This can still fail, but catches the most reasonable
|
|
//uses of ..
|
|
break;
|
|
} else if (i > 0) {
|
|
name.splice(i - 1, 2);
|
|
i -= 2;
|
|
}
|
|
}
|
|
}
|
|
//end trimDots
|
|
|
|
name = name.join("/");
|
|
} else if (name.indexOf('./') === 0) {
|
|
// No baseName, so this is ID is resolved relative
|
|
// to baseUrl, pull off the leading dot.
|
|
name = name.substring(2);
|
|
}
|
|
}
|
|
|
|
//Apply map config if available.
|
|
if ((baseParts || starMap) && map) {
|
|
nameParts = name.split('/');
|
|
|
|
for (i = nameParts.length; i > 0; i -= 1) {
|
|
nameSegment = nameParts.slice(0, i).join("/");
|
|
|
|
if (baseParts) {
|
|
//Find the longest baseName segment match in the config.
|
|
//So, do joins on the biggest to smallest lengths of baseParts.
|
|
for (j = baseParts.length; j > 0; j -= 1) {
|
|
mapValue = map[baseParts.slice(0, j).join('/')];
|
|
|
|
//baseName segment has config, find if it has one for
|
|
//this name.
|
|
if (mapValue) {
|
|
mapValue = mapValue[nameSegment];
|
|
if (mapValue) {
|
|
//Match, update name to the new value.
|
|
foundMap = mapValue;
|
|
foundI = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (foundMap) {
|
|
break;
|
|
}
|
|
|
|
//Check for a star map match, but just hold on to it,
|
|
//if there is a shorter segment match later in a matching
|
|
//config, then favor over this star map.
|
|
if (!foundStarMap && starMap && starMap[nameSegment]) {
|
|
foundStarMap = starMap[nameSegment];
|
|
starI = i;
|
|
}
|
|
}
|
|
|
|
if (!foundMap && foundStarMap) {
|
|
foundMap = foundStarMap;
|
|
foundI = starI;
|
|
}
|
|
|
|
if (foundMap) {
|
|
nameParts.splice(0, foundI, foundMap);
|
|
name = nameParts.join('/');
|
|
}
|
|
}
|
|
|
|
return name;
|
|
}
|
|
|
|
function makeRequire(relName, forceSync) {
|
|
return function () {
|
|
//A version of a notrequirebecasebrowserifymessesup function that passes a moduleName
|
|
//value for items that may need to
|
|
//look up paths relative to the moduleName
|
|
var args = aps.call(arguments, 0);
|
|
|
|
//If first arg is not notrequirebecasebrowserifymessesup('string'), and there is only
|
|
//one arg, it is the array form without a callback. Insert
|
|
//a null so that the following concat is correct.
|
|
if (typeof args[0] !== 'string' && args.length === 1) {
|
|
args.push(null);
|
|
}
|
|
return req.apply(undef, args.concat([relName, forceSync]));
|
|
};
|
|
}
|
|
|
|
function makeNormalize(relName) {
|
|
return function (name) {
|
|
return normalize(name, relName);
|
|
};
|
|
}
|
|
|
|
function makeLoad(depName) {
|
|
return function (value) {
|
|
defined[depName] = value;
|
|
};
|
|
}
|
|
|
|
function callDep(name) {
|
|
if (hasProp(waiting, name)) {
|
|
var args = waiting[name];
|
|
delete waiting[name];
|
|
defining[name] = true;
|
|
main.apply(undef, args);
|
|
}
|
|
|
|
if (!hasProp(defined, name) && !hasProp(defining, name)) {
|
|
throw new Error('No ' + name);
|
|
}
|
|
return defined[name];
|
|
}
|
|
|
|
//Turns a plugin!resource to [plugin, resource]
|
|
//with the plugin being undefined if the name
|
|
//did not have a plugin prefix.
|
|
function splitPrefix(name) {
|
|
var prefix,
|
|
index = name ? name.indexOf('!') : -1;
|
|
if (index > -1) {
|
|
prefix = name.substring(0, index);
|
|
name = name.substring(index + 1, name.length);
|
|
}
|
|
return [prefix, name];
|
|
}
|
|
|
|
/**
|
|
* Makes a name map, normalizing the name, and using a plugin
|
|
* for normalization if necessary. Grabs a ref to plugin
|
|
* too, as an optimization.
|
|
*/
|
|
makeMap = function (name, relName) {
|
|
var plugin,
|
|
parts = splitPrefix(name),
|
|
prefix = parts[0];
|
|
|
|
name = parts[1];
|
|
|
|
if (prefix) {
|
|
prefix = normalize(prefix, relName);
|
|
plugin = callDep(prefix);
|
|
}
|
|
|
|
//Normalize according
|
|
if (prefix) {
|
|
if (plugin && plugin.normalize) {
|
|
name = plugin.normalize(name, makeNormalize(relName));
|
|
} else {
|
|
name = normalize(name, relName);
|
|
}
|
|
} else {
|
|
name = normalize(name, relName);
|
|
parts = splitPrefix(name);
|
|
prefix = parts[0];
|
|
name = parts[1];
|
|
if (prefix) {
|
|
plugin = callDep(prefix);
|
|
}
|
|
}
|
|
|
|
//Using ridiculous property names for space reasons
|
|
return {
|
|
f: prefix ? prefix + '!' + name : name, //fullName
|
|
n: name,
|
|
pr: prefix,
|
|
p: plugin
|
|
};
|
|
};
|
|
|
|
function makeConfig(name) {
|
|
return function () {
|
|
return (config && config.config && config.config[name]) || {};
|
|
};
|
|
}
|
|
|
|
handlers = {
|
|
notrequirebecasebrowserifymessesup: function (name) {
|
|
return makeRequire(name);
|
|
},
|
|
exports: function (name) {
|
|
var e = defined[name];
|
|
if (typeof e !== 'undefined') {
|
|
return e;
|
|
} else {
|
|
return (defined[name] = {});
|
|
}
|
|
},
|
|
module: function (name) {
|
|
return {
|
|
id: name,
|
|
uri: '',
|
|
exports: defined[name],
|
|
config: makeConfig(name)
|
|
};
|
|
}
|
|
};
|
|
|
|
main = function (name, deps, callback, relName) {
|
|
var cjsModule, depName, ret, map, i,
|
|
args = [],
|
|
callbackType = typeof callback,
|
|
usingExports;
|
|
|
|
//Use name if no relName
|
|
relName = relName || name;
|
|
|
|
//Call the callback to define the module, if necessary.
|
|
if (callbackType === 'undefined' || callbackType === 'function') {
|
|
//Pull out the defined dependencies and pass the ordered
|
|
//values to the callback.
|
|
//Default to [notrequirebecasebrowserifymessesup, exports, module] if no deps
|
|
deps = !deps.length && callback.length ? ['notrequirebecasebrowserifymessesup', 'exports', 'module'] : deps;
|
|
for (i = 0; i < deps.length; i += 1) {
|
|
map = makeMap(deps[i], relName);
|
|
depName = map.f;
|
|
|
|
//Fast path CommonJS standard dependencies.
|
|
if (depName === "notrequirebecasebrowserifymessesup") {
|
|
args[i] = handlers.notrequirebecasebrowserifymessesup(name);
|
|
} else if (depName === "exports") {
|
|
//CommonJS module spec 1.1
|
|
args[i] = handlers.exports(name);
|
|
usingExports = true;
|
|
} else if (depName === "module") {
|
|
//CommonJS module spec 1.1
|
|
cjsModule = args[i] = handlers.module(name);
|
|
} else if (hasProp(defined, depName) ||
|
|
hasProp(waiting, depName) ||
|
|
hasProp(defining, depName)) {
|
|
args[i] = callDep(depName);
|
|
} else if (map.p) {
|
|
map.p.load(map.n, makeRequire(relName, true), makeLoad(depName), {});
|
|
args[i] = defined[depName];
|
|
} else {
|
|
throw new Error(name + ' missing ' + depName);
|
|
}
|
|
}
|
|
|
|
ret = callback ? callback.apply(defined[name], args) : undefined;
|
|
|
|
if (name) {
|
|
//If setting exports via "module" is in play,
|
|
//favor that over return value and exports. After that,
|
|
//favor a non-undefined return value over exports use.
|
|
if (cjsModule && cjsModule.exports !== undef &&
|
|
cjsModule.exports !== defined[name]) {
|
|
defined[name] = cjsModule.exports;
|
|
} else if (ret !== undef || !usingExports) {
|
|
//Use the return value from the function.
|
|
defined[name] = ret;
|
|
}
|
|
}
|
|
} else if (name) {
|
|
//May just be an object definition for the module. Only
|
|
//worry about defining if have a module name.
|
|
defined[name] = callback;
|
|
}
|
|
};
|
|
|
|
notrequirebecasebrowserifymessesupjs = notrequirebecasebrowserifymessesup = req = function (deps, callback, relName, forceSync, alt) {
|
|
if (typeof deps === "string") {
|
|
if (handlers[deps]) {
|
|
//callback in this case is really relName
|
|
return handlers[deps](callback);
|
|
}
|
|
//Just return the module wanted. In this scenario, the
|
|
//deps arg is the module name, and second arg (if passed)
|
|
//is just the relName.
|
|
//Normalize module name, if it contains . or ..
|
|
return callDep(makeMap(deps, callback).f);
|
|
} else if (!deps.splice) {
|
|
//deps is a config object, not an array.
|
|
config = deps;
|
|
if (config.deps) {
|
|
req(config.deps, config.callback);
|
|
}
|
|
if (!callback) {
|
|
return;
|
|
}
|
|
|
|
if (callback.splice) {
|
|
//callback is an array, which means it is a dependency list.
|
|
//Adjust args if there are dependencies
|
|
deps = callback;
|
|
callback = relName;
|
|
relName = null;
|
|
} else {
|
|
deps = undef;
|
|
}
|
|
}
|
|
|
|
//Support notrequirebecasebrowserifymessesup(['a'])
|
|
callback = callback || function () {};
|
|
|
|
//If relName is a function, it is an errback handler,
|
|
//so remove it.
|
|
if (typeof relName === 'function') {
|
|
relName = forceSync;
|
|
forceSync = alt;
|
|
}
|
|
|
|
//Simulate async callback;
|
|
if (forceSync) {
|
|
main(undef, deps, callback, relName);
|
|
} else {
|
|
//Using a non-zero value because of concern for what old browsers
|
|
//do, and latest browsers "upgrade" to 4 if lower value is used:
|
|
//http://www.whatwg.org/specs/web-apps/current-work/multipage/timers.html#dom-windowtimers-settimeout:
|
|
//If want a value immediately, use notrequirebecasebrowserifymessesup('id') instead -- something
|
|
//that works in almond on the global level, but not guaranteed and
|
|
//unlikely to work in other AMD implementations.
|
|
setTimeout(function () {
|
|
main(undef, deps, callback, relName);
|
|
}, 4);
|
|
}
|
|
|
|
return req;
|
|
};
|
|
|
|
/**
|
|
* Just drops the config on the floor, but returns req in case
|
|
* the config return value is used.
|
|
*/
|
|
req.config = function (cfg) {
|
|
return req(cfg);
|
|
};
|
|
|
|
/**
|
|
* Expose module registry for debugging and tooling
|
|
*/
|
|
notrequirebecasebrowserifymessesupjs._defined = defined;
|
|
|
|
define = function (name, deps, callback) {
|
|
if (typeof name !== 'string') {
|
|
throw new Error('See almond README: incorrect module build, no module name');
|
|
}
|
|
|
|
//This module may not have dependencies
|
|
if (!deps.splice) {
|
|
//deps is not an array, so probably means
|
|
//an object literal or factory function for
|
|
//the value. Adjust args.
|
|
callback = deps;
|
|
deps = [];
|
|
}
|
|
|
|
if (!hasProp(defined, name) && !hasProp(waiting, name)) {
|
|
waiting[name] = [name, deps, callback];
|
|
}
|
|
};
|
|
|
|
define.amd = {
|
|
jQuery: true
|
|
};
|
|
}());
|
|
|
|
define("node_modules/almond/almond.js", function(){});
|
|
|
|
/*
|
|
* Copyright 2015, Gregg Tavares.
|
|
* All rights reserved.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are
|
|
* met:
|
|
*
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above
|
|
* copyright notice, this list of conditions and the following disclaimer
|
|
* in the documentation and/or other materials provided with the
|
|
* distribution.
|
|
* * Neither the name of Gregg Tavares. nor the names of his
|
|
* contributors may be used to endorse or promote products derived from
|
|
* this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
|
|
define('twgl/twgl',[], function () {
|
|
/**
|
|
* The main TWGL module.
|
|
*
|
|
* @module twgl
|
|
*/
|
|
|
|
var error = window.console && window.console.error ? window.console.error.bind(window.console) : function() { };
|
|
// make sure we don't see a global gl
|
|
var gl = undefined; // eslint-disable-line
|
|
var defaultAttribPrefix = "";
|
|
var defaultTextureColor = new Uint8Array([128, 192, 255, 255]);
|
|
var defaultTextureOptions = {};
|
|
|
|
/* DataType */
|
|
var BYTE = 0x1400;
|
|
var UNSIGNED_BYTE = 0x1401;
|
|
var SHORT = 0x1402;
|
|
var UNSIGNED_SHORT = 0x1403;
|
|
var INT = 0x1404;
|
|
var UNSIGNED_INT = 0x1405;
|
|
var FLOAT = 0x1406;
|
|
|
|
/* PixelFormat */
|
|
var DEPTH_COMPONENT = 0x1902;
|
|
var ALPHA = 0x1906;
|
|
var RGB = 0x1907;
|
|
var RGBA = 0x1908;
|
|
var LUMINANCE = 0x1909;
|
|
var LUMINANCE_ALPHA = 0x190A;
|
|
|
|
/* Framebuffer Object. */
|
|
var RGBA4 = 0x8056;
|
|
var RGB5_A1 = 0x8057;
|
|
var RGB565 = 0x8D62;
|
|
var DEPTH_COMPONENT16 = 0x81A5;
|
|
var STENCIL_INDEX = 0x1901;
|
|
var STENCIL_INDEX8 = 0x8D48;
|
|
var DEPTH_STENCIL = 0x84F9;
|
|
var COLOR_ATTACHMENT0 = 0x8CE0;
|
|
var DEPTH_ATTACHMENT = 0x8D00;
|
|
var STENCIL_ATTACHMENT = 0x8D20;
|
|
var DEPTH_STENCIL_ATTACHMENT = 0x821A;
|
|
|
|
/* TextureWrapMode */
|
|
var REPEAT = 0x2901; // eslint-disable-line
|
|
var CLAMP_TO_EDGE = 0x812F;
|
|
var MIRRORED_REPEAT = 0x8370; // eslint-disable-line
|
|
|
|
/* TextureMagFilter */
|
|
var NEAREST = 0x2600; // eslint-disable-line
|
|
var LINEAR = 0x2601;
|
|
|
|
/* TextureMinFilter */
|
|
var NEAREST_MIPMAP_NEAREST = 0x2700; // eslint-disable-line
|
|
var LINEAR_MIPMAP_NEAREST = 0x2701; // eslint-disable-line
|
|
var NEAREST_MIPMAP_LINEAR = 0x2702; // eslint-disable-line
|
|
var LINEAR_MIPMAP_LINEAR = 0x2703; // eslint-disable-line
|
|
|
|
/**
|
|
* Sets the default texture color.
|
|
*
|
|
* The default texture color is used when loading textures from
|
|
* urls. Because the URL will be loaded async we'd like to be
|
|
* able to use the texture immediately. By putting a 1x1 pixel
|
|
* color in the texture we can start using the texture before
|
|
* the URL has loaded.
|
|
*
|
|
* @param {number[]} color Array of 4 values in the range 0 to 1
|
|
* @memberOf module:twgl
|
|
*/
|
|
function setDefaultTextureColor(color) {
|
|
defaultTextureColor = new Uint8Array([color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255]);
|
|
}
|
|
|
|
/**
|
|
* Sets the default attrib prefix
|
|
*
|
|
* When writing shaders I prefer to name attributes with `a_`, uniforms with `u_` and varyings with `v_`
|
|
* as it makes it clear where they came from. But, when building geometry I prefer using unprefixed names.
|
|
*
|
|
* In otherwords I'll create arrays of geometry like this
|
|
*
|
|
* var arrays = {
|
|
* position: ...
|
|
* normal: ...
|
|
* texcoord: ...
|
|
* };
|
|
*
|
|
* But need those mapped to attributes and my attributes start with `a_`.
|
|
*
|
|
* @param {string} prefix prefix for attribs
|
|
* @memberOf module:twgl
|
|
*/
|
|
function setAttributePrefix(prefix) {
|
|
defaultAttribPrefix = prefix;
|
|
}
|
|
|
|
/**
|
|
* Gets a string for gl enum
|
|
*
|
|
* Note: Several enums are the same. Without more
|
|
* context (which function) it's impossible to always
|
|
* give the correct enum.
|
|
*
|
|
* @param {WebGLRenderingContext} gl A WebGLRenderingContext
|
|
* @param {number} value the value of the enum you want to look up.
|
|
*/
|
|
var glEnumToString = (function() {
|
|
var enums;
|
|
|
|
function init(gl) {
|
|
if (!enums) {
|
|
enums = {};
|
|
Object.keys(gl).forEach(function(key) {
|
|
if (typeof gl[key] === 'number') {
|
|
enums[gl[key]] = key;
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
return function glEnumToString(gl, value) {
|
|
init();
|
|
return enums[value] || ("0x" + value.toString(16));
|
|
};
|
|
}());
|
|
|
|
/**
|
|
* Creates a webgl context.
|
|
* @param {HTMLCanvasElement} canvas The canvas tag to get
|
|
* context from. If one is not passed in one will be
|
|
* created.
|
|
* @return {WebGLRenderingContext} The created context.
|
|
*/
|
|
function create3DContext(canvas, opt_attribs) {
|
|
var names = ["webgl", "experimental-webgl"];
|
|
var context = null;
|
|
for (var ii = 0; ii < names.length; ++ii) {
|
|
try {
|
|
context = canvas.getContext(names[ii], opt_attribs);
|
|
} catch(e) {} // eslint-disable-line
|
|
if (context) {
|
|
break;
|
|
}
|
|
}
|
|
return context;
|
|
}
|
|
|
|
/**
|
|
* Gets a WebGL context.
|
|
* @param {HTMLCanvasElement} canvas a canvas element.
|
|
* @param {WebGLContextCreationAttirbutes} [opt_attribs] optional webgl context creation attributes
|
|
* @memberOf module:twgl
|
|
*/
|
|
function getWebGLContext(canvas, opt_attribs) {
|
|
var gl = create3DContext(canvas, opt_attribs);
|
|
return gl;
|
|
}
|
|
|
|
/**
|
|
* Error Callback
|
|
* @callback ErrorCallback
|
|
* @param {string} msg error message.
|
|
* @memberOf module:twgl
|
|
*/
|
|
|
|
function addLineNumbers(src) {
|
|
return src.split("\n").map(function(line, ndx) {
|
|
return (ndx + 1) + ": " + line;
|
|
}).join("\n");
|
|
}
|
|
|
|
/**
|
|
* Loads a shader.
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
|
|
* @param {string} shaderSource The shader source.
|
|
* @param {number} shaderType The type of shader.
|
|
* @param {module:twgl.ErrorCallback} opt_errorCallback callback for errors.
|
|
* @return {WebGLShader} The created shader.
|
|
*/
|
|
function loadShader(gl, shaderSource, shaderType, opt_errorCallback) {
|
|
var errFn = opt_errorCallback || error;
|
|
// Create the shader object
|
|
var shader = gl.createShader(shaderType);
|
|
|
|
// Load the shader source
|
|
gl.shaderSource(shader, shaderSource);
|
|
|
|
// Compile the shader
|
|
gl.compileShader(shader);
|
|
|
|
// Check the compile status
|
|
var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
|
|
if (!compiled) {
|
|
// Something went wrong during compilation; get the error
|
|
var lastError = gl.getShaderInfoLog(shader);
|
|
errFn(addLineNumbers(shaderSource) + "\n*** Error compiling shader: " + lastError);
|
|
gl.deleteShader(shader);
|
|
return null;
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
/**
|
|
* Creates a program, attaches shaders, binds attrib locations, links the
|
|
* program and calls useProgram.
|
|
* @param {WebGLShader[]} shaders The shaders to attach
|
|
* @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in
|
|
* @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.
|
|
* @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console
|
|
* on error. If you want something else pass an callback. It's passed an error message.
|
|
* @return {WebGLProgram?} the created program or null if error.
|
|
* @memberOf module:twgl
|
|
*/
|
|
function createProgram(
|
|
gl, shaders, opt_attribs, opt_locations, opt_errorCallback) {
|
|
var errFn = opt_errorCallback || error;
|
|
var program = gl.createProgram();
|
|
shaders.forEach(function(shader) {
|
|
gl.attachShader(program, shader);
|
|
});
|
|
if (opt_attribs) {
|
|
opt_attribs.forEach(function(attrib, ndx) {
|
|
gl.bindAttribLocation(
|
|
program,
|
|
opt_locations ? opt_locations[ndx] : ndx,
|
|
attrib);
|
|
});
|
|
}
|
|
gl.linkProgram(program);
|
|
|
|
// Check the link status
|
|
var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
|
|
if (!linked) {
|
|
// something went wrong with the link
|
|
var lastError = gl.getProgramInfoLog(program);
|
|
errFn("Error in program linking:" + lastError);
|
|
|
|
gl.deleteProgram(program);
|
|
return null;
|
|
}
|
|
return program;
|
|
}
|
|
|
|
/**
|
|
* Loads a shader from a script tag.
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
|
|
* @param {string} scriptId The id of the script tag.
|
|
* @param {number} [opt_shaderType] The type of shader. If not passed in it will
|
|
* be derived from the type of the script tag.
|
|
* @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors.
|
|
* @return {WebGLShader?} The created shader or null if error.
|
|
*/
|
|
function createShaderFromScript(
|
|
gl, scriptId, opt_shaderType, opt_errorCallback) {
|
|
var shaderSource = "";
|
|
var shaderType;
|
|
var shaderScript = document.getElementById(scriptId);
|
|
if (!shaderScript) {
|
|
throw "*** Error: unknown script element" + scriptId;
|
|
}
|
|
shaderSource = shaderScript.text;
|
|
|
|
if (!opt_shaderType) {
|
|
if (shaderScript.type === "x-shader/x-vertex") {
|
|
shaderType = gl.VERTEX_SHADER;
|
|
} else if (shaderScript.type === "x-shader/x-fragment") {
|
|
shaderType = gl.FRAGMENT_SHADER;
|
|
} else if (shaderType !== gl.VERTEX_SHADER && shaderType !== gl.FRAGMENT_SHADER) {
|
|
throw "*** Error: unknown shader type";
|
|
}
|
|
}
|
|
|
|
return loadShader(
|
|
gl, shaderSource, opt_shaderType ? opt_shaderType : shaderType,
|
|
opt_errorCallback);
|
|
}
|
|
|
|
var defaultShaderType = [
|
|
"VERTEX_SHADER",
|
|
"FRAGMENT_SHADER",
|
|
];
|
|
|
|
/**
|
|
* Creates a program from 2 script tags.
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext
|
|
* to use.
|
|
* @param {string[]} shaderScriptIds Array of ids of the script
|
|
* tags for the shaders. The first is assumed to be the
|
|
* vertex shader, the second the fragment shader.
|
|
* @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in
|
|
* @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.
|
|
* @param {module:twgl.ErrorCallback} opt_errorCallback callback for errors. By default it just prints an error to the console
|
|
* on error. If you want something else pass an callback. It's passed an error message.
|
|
* @return {WebGLProgram} The created program.
|
|
* @memberOf module:twgl
|
|
*/
|
|
function createProgramFromScripts(
|
|
gl, shaderScriptIds, opt_attribs, opt_locations, opt_errorCallback) {
|
|
var shaders = [];
|
|
for (var ii = 0; ii < shaderScriptIds.length; ++ii) {
|
|
var shader = createShaderFromScript(
|
|
gl, shaderScriptIds[ii], gl[defaultShaderType[ii]], opt_errorCallback);
|
|
if (!shader) {
|
|
return null;
|
|
}
|
|
shaders.push(shader);
|
|
}
|
|
return createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback);
|
|
}
|
|
|
|
/**
|
|
* Creates a program from 2 sources.
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext
|
|
* to use.
|
|
* @param {string[]} shaderSourcess Array of sources for the
|
|
* shaders. The first is assumed to be the vertex shader,
|
|
* the second the fragment shader.
|
|
* @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in
|
|
* @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.
|
|
* @param {module:twgl.ErrorCallback} opt_errorCallback callback for errors. By default it just prints an error to the console
|
|
* on error. If you want something else pass an callback. It's passed an error message.
|
|
* @return {WebGLProgram} The created program.
|
|
* @memberOf module:twgl
|
|
*/
|
|
function createProgramFromSources(
|
|
gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) {
|
|
var shaders = [];
|
|
for (var ii = 0; ii < shaderSources.length; ++ii) {
|
|
var shader = loadShader(
|
|
gl, shaderSources[ii], gl[defaultShaderType[ii]], opt_errorCallback);
|
|
if (!shader) {
|
|
return null;
|
|
}
|
|
shaders.push(shader);
|
|
}
|
|
return createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback);
|
|
}
|
|
|
|
/**
|
|
* Returns the corresponding bind point for a given sampler type
|
|
*/
|
|
function getBindPointForSamplerType(gl, type) {
|
|
if (type === gl.SAMPLER_2D) {
|
|
return gl.TEXTURE_2D;
|
|
}
|
|
if (type === gl.SAMPLER_CUBE) {
|
|
return gl.TEXTURE_CUBE_MAP;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @typedef {Object.<string,function>} Setters
|
|
*/
|
|
|
|
/**
|
|
* Creates setter functions for all uniforms of a shader
|
|
* program.
|
|
*
|
|
* @see {@link module:twgl.setUniforms}
|
|
*
|
|
* @param {WebGLProgram} program the program to create setters for.
|
|
* @returns {Object.<string, function>} an object with a setter by name for each uniform
|
|
* @memberOf module:twgl
|
|
*/
|
|
function createUniformSetters(gl, program) {
|
|
var textureUnit = 0;
|
|
|
|
/**
|
|
* Creates a setter for a uniform of the given program with it's
|
|
* location embedded in the setter.
|
|
* @param {WebGLProgram} program
|
|
* @param {WebGLUniformInfo} uniformInfo
|
|
* @returns {function} the created setter.
|
|
*/
|
|
function createUniformSetter(program, uniformInfo) {
|
|
var location = gl.getUniformLocation(program, uniformInfo.name);
|
|
var type = uniformInfo.type;
|
|
// Check if this uniform is an array
|
|
var isArray = (uniformInfo.size > 1 && uniformInfo.name.substr(-3) === "[0]");
|
|
if (type === gl.FLOAT && isArray) {
|
|
return function(v) {
|
|
gl.uniform1fv(location, v);
|
|
};
|
|
}
|
|
if (type === gl.FLOAT) {
|
|
return function(v) {
|
|
gl.uniform1f(location, v);
|
|
};
|
|
}
|
|
if (type === gl.FLOAT_VEC2) {
|
|
return function(v) {
|
|
gl.uniform2fv(location, v);
|
|
};
|
|
}
|
|
if (type === gl.FLOAT_VEC3) {
|
|
return function(v) {
|
|
gl.uniform3fv(location, v);
|
|
};
|
|
}
|
|
if (type === gl.FLOAT_VEC4) {
|
|
return function(v) {
|
|
gl.uniform4fv(location, v);
|
|
};
|
|
}
|
|
if (type === gl.INT && isArray) {
|
|
return function(v) {
|
|
gl.uniform1iv(location, v);
|
|
};
|
|
}
|
|
if (type === gl.INT) {
|
|
return function(v) {
|
|
gl.uniform1i(location, v);
|
|
};
|
|
}
|
|
if (type === gl.INT_VEC2) {
|
|
return function(v) {
|
|
gl.uniform2iv(location, v);
|
|
};
|
|
}
|
|
if (type === gl.INT_VEC3) {
|
|
return function(v) {
|
|
gl.uniform3iv(location, v);
|
|
};
|
|
}
|
|
if (type === gl.INT_VEC4) {
|
|
return function(v) {
|
|
gl.uniform4iv(location, v);
|
|
};
|
|
}
|
|
if (type === gl.BOOL && isArray) {
|
|
return function(v) {
|
|
gl.uniform1iv(location, v);
|
|
};
|
|
}
|
|
if (type === gl.BOOL) {
|
|
return function(v) {
|
|
gl.uniform1i(location, v);
|
|
};
|
|
}
|
|
if (type === gl.BOOL_VEC2) {
|
|
return function(v) {
|
|
gl.uniform2iv(location, v);
|
|
};
|
|
}
|
|
if (type === gl.BOOL_VEC3) {
|
|
return function(v) {
|
|
gl.uniform3iv(location, v);
|
|
};
|
|
}
|
|
if (type === gl.BOOL_VEC4) {
|
|
return function(v) {
|
|
gl.uniform4iv(location, v);
|
|
};
|
|
}
|
|
if (type === gl.FLOAT_MAT2) {
|
|
return function(v) {
|
|
gl.uniformMatrix2fv(location, false, v);
|
|
};
|
|
}
|
|
if (type === gl.FLOAT_MAT3) {
|
|
return function(v) {
|
|
gl.uniformMatrix3fv(location, false, v);
|
|
};
|
|
}
|
|
if (type === gl.FLOAT_MAT4) {
|
|
return function(v) {
|
|
gl.uniformMatrix4fv(location, false, v);
|
|
};
|
|
}
|
|
if ((type === gl.SAMPLER_2D || type === gl.SAMPLER_CUBE) && isArray) {
|
|
var units = [];
|
|
for (var ii = 0; ii < uniformInfo.size; ++ii) {
|
|
units.push(textureUnit++);
|
|
}
|
|
return function(bindPoint, units) {
|
|
return function(textures) {
|
|
gl.uniform1iv(location, units);
|
|
textures.forEach(function(texture, index) {
|
|
gl.activeTexture(gl.TEXTURE0 + units[index]);
|
|
gl.bindTexture(bindPoint, texture);
|
|
});
|
|
};
|
|
}(getBindPointForSamplerType(gl, type), units);
|
|
}
|
|
if (type === gl.SAMPLER_2D || type === gl.SAMPLER_CUBE) {
|
|
return function(bindPoint, unit) {
|
|
return function(texture) {
|
|
gl.uniform1i(location, unit);
|
|
gl.activeTexture(gl.TEXTURE0 + unit);
|
|
gl.bindTexture(bindPoint, texture);
|
|
};
|
|
}(getBindPointForSamplerType(gl, type), textureUnit++);
|
|
}
|
|
throw ("unknown type: 0x" + type.toString(16)); // we should never get here.
|
|
}
|
|
|
|
var uniformSetters = { };
|
|
var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
|
|
|
|
for (var ii = 0; ii < numUniforms; ++ii) {
|
|
var uniformInfo = gl.getActiveUniform(program, ii);
|
|
if (!uniformInfo) {
|
|
break;
|
|
}
|
|
var name = uniformInfo.name;
|
|
// remove the array suffix.
|
|
if (name.substr(-3) === "[0]") {
|
|
name = name.substr(0, name.length - 3);
|
|
}
|
|
var setter = createUniformSetter(program, uniformInfo);
|
|
uniformSetters[name] = setter;
|
|
}
|
|
return uniformSetters;
|
|
}
|
|
|
|
/**
|
|
* Set uniforms and binds related textures.
|
|
*
|
|
* example:
|
|
*
|
|
* var programInfo = createProgramInfo(
|
|
* gl, ["some-vs", "some-fs");
|
|
*
|
|
* var tex1 = gl.createTexture();
|
|
* var tex2 = gl.createTexture();
|
|
*
|
|
* ... assume we setup the textures with data ...
|
|
*
|
|
* var uniforms = {
|
|
* u_someSampler: tex1,
|
|
* u_someOtherSampler: tex2,
|
|
* u_someColor: [1,0,0,1],
|
|
* u_somePosition: [0,1,1],
|
|
* u_someMatrix: [
|
|
* 1,0,0,0,
|
|
* 0,1,0,0,
|
|
* 0,0,1,0,
|
|
* 0,0,0,0,
|
|
* ],
|
|
* };
|
|
*
|
|
* gl.useProgram(program);
|
|
*
|
|
* This will automatically bind the textures AND set the
|
|
* uniforms.
|
|
*
|
|
* setUniforms(programInfo, uniforms);
|
|
*
|
|
* For the example above it is equivalent to
|
|
*
|
|
* var texUnit = 0;
|
|
* gl.activeTexture(gl.TEXTURE0 + texUnit);
|
|
* gl.bindTexture(gl.TEXTURE_2D, tex1);
|
|
* gl.uniform1i(u_someSamplerLocation, texUnit++);
|
|
* gl.activeTexture(gl.TEXTURE0 + texUnit);
|
|
* gl.bindTexture(gl.TEXTURE_2D, tex2);
|
|
* gl.uniform1i(u_someSamplerLocation, texUnit++);
|
|
* gl.uniform4fv(u_someColorLocation, [1, 0, 0, 1]);
|
|
* gl.uniform3fv(u_somePositionLocation, [0, 1, 1]);
|
|
* gl.uniformMatrix4fv(u_someMatrix, false, [
|
|
* 1,0,0,0,
|
|
* 0,1,0,0,
|
|
* 0,0,1,0,
|
|
* 0,0,0,0,
|
|
* ]);
|
|
*
|
|
* Note it is perfectly reasonable to call `setUniforms` multiple times. For example
|
|
*
|
|
* var uniforms = {
|
|
* u_someSampler: tex1,
|
|
* u_someOtherSampler: tex2,
|
|
* };
|
|
*
|
|
* var moreUniforms {
|
|
* u_someColor: [1,0,0,1],
|
|
* u_somePosition: [0,1,1],
|
|
* u_someMatrix: [
|
|
* 1,0,0,0,
|
|
* 0,1,0,0,
|
|
* 0,0,1,0,
|
|
* 0,0,0,0,
|
|
* ],
|
|
* };
|
|
*
|
|
* setUniforms(programInfo, uniforms);
|
|
* setUniforms(programInfo, moreUniforms);
|
|
*
|
|
* @param {(module:twgl.ProgramInfo|Object.<string, function>)} setters a `ProgramInfo` as returned from `createProgramInfo` or the setters returned from
|
|
* `createUniformSetters`.
|
|
* @param {Object.<string, ?>} values an object with values for the
|
|
* uniforms.
|
|
* You can pass multiple objects by putting them in an array or by calling with more arguments.For example
|
|
*
|
|
* var sharedUniforms = {
|
|
* u_fogNear: 10,
|
|
* u_projection: ...
|
|
* ...
|
|
* };
|
|
*
|
|
* var localUniforms = {
|
|
* u_world: ...
|
|
* u_diffuseColor: ...
|
|
* };
|
|
*
|
|
* twgl.setUniforms(programInfo, sharedUniforms, localUniforms);
|
|
*
|
|
* // is the same as
|
|
*
|
|
* twgl.setUniforms(programInfo, [sharedUniforms, localUniforms]);
|
|
*
|
|
* // is the same as
|
|
*
|
|
* twgl.setUniforms(programInfo, sharedUniforms);
|
|
* twgl.setUniforms(programInfo, localUniforms};
|
|
*
|
|
* @memberOf module:twgl
|
|
*/
|
|
function setUniforms(setters, values) { // eslint-disable-line
|
|
setters = setters.uniformSetters || setters;
|
|
var numArgs = arguments.length;
|
|
for (var andx = 1; andx < numArgs; ++andx) {
|
|
var vals = arguments[andx];
|
|
if (Array.isArray(vals)) {
|
|
var numValues = vals.length;
|
|
for (var ii = 0; ii < numValues; ++ii) {
|
|
setUniforms(setters, vals[ii]);
|
|
}
|
|
} else {
|
|
for (var name in vals) {
|
|
var setter = setters[name];
|
|
if (setter) {
|
|
setter(vals[name]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Creates setter functions for all attributes of a shader
|
|
* program. You can pass this to {@link module:twgl.setBuffersAndAttributes} to set all your buffers and attributes.
|
|
*
|
|
* @see {@link module:twgl.setAttributes} for example
|
|
* @param {WebGLProgram} program the program to create setters for.
|
|
* @return {Object.<string, function>} an object with a setter for each attribute by name.
|
|
* @memberOf module:twgl
|
|
*/
|
|
function createAttributeSetters(gl, program) {
|
|
var attribSetters = {
|
|
};
|
|
|
|
function createAttribSetter(index) {
|
|
return function(b) {
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, b.buffer);
|
|
gl.enableVertexAttribArray(index);
|
|
gl.vertexAttribPointer(
|
|
index, b.numComponents || b.size, b.type || gl.FLOAT, b.normalize || false, b.stride || 0, b.offset || 0);
|
|
};
|
|
}
|
|
|
|
var numAttribs = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
|
|
for (var ii = 0; ii < numAttribs; ++ii) {
|
|
var attribInfo = gl.getActiveAttrib(program, ii);
|
|
if (!attribInfo) {
|
|
break;
|
|
}
|
|
var index = gl.getAttribLocation(program, attribInfo.name);
|
|
attribSetters[attribInfo.name] = createAttribSetter(index);
|
|
}
|
|
|
|
return attribSetters;
|
|
}
|
|
|
|
/**
|
|
* Sets attributes and binds buffers (deprecated... use {@link module:twgl.setBuffersAndAttributes})
|
|
*
|
|
* Example:
|
|
*
|
|
* var program = createProgramFromScripts(
|
|
* gl, ["some-vs", "some-fs");
|
|
*
|
|
* var attribSetters = createAttributeSetters(program);
|
|
*
|
|
* var positionBuffer = gl.createBuffer();
|
|
* var texcoordBuffer = gl.createBuffer();
|
|
*
|
|
* var attribs = {
|
|
* a_position: {buffer: positionBuffer, numComponents: 3},
|
|
* a_texcoord: {buffer: texcoordBuffer, numComponents: 2},
|
|
* };
|
|
*
|
|
* gl.useProgram(program);
|
|
*
|
|
* This will automatically bind the buffers AND set the
|
|
* attributes.
|
|
*
|
|
* setAttributes(attribSetters, attribs);
|
|
*
|
|
* Properties of attribs. For each attrib you can add
|
|
* properties:
|
|
*
|
|
* * type: the type of data in the buffer. Default = gl.FLOAT
|
|
* * normalize: whether or not to normalize the data. Default = false
|
|
* * stride: the stride. Default = 0
|
|
* * offset: offset into the buffer. Default = 0
|
|
*
|
|
* For example if you had 3 value float positions, 2 value
|
|
* float texcoord and 4 value uint8 colors you'd setup your
|
|
* attribs like this
|
|
*
|
|
* var attribs = {
|
|
* a_position: {buffer: positionBuffer, numComponents: 3},
|
|
* a_texcoord: {buffer: texcoordBuffer, numComponents: 2},
|
|
* a_color: {
|
|
* buffer: colorBuffer,
|
|
* numComponents: 4,
|
|
* type: gl.UNSIGNED_BYTE,
|
|
* normalize: true,
|
|
* },
|
|
* };
|
|
*
|
|
* @param {Object.<string, function>} setters Attribute setters as returned from createAttributeSetters
|
|
* @param {Object.<string, module:twgl.AttribInfo>} buffers AttribInfos mapped by attribute name.
|
|
* @memberOf module:twgl
|
|
* @deprecated use {@link module:twgl.setBuffersAndAttributes}
|
|
*/
|
|
function setAttributes(setters, buffers) {
|
|
for (var name in buffers) {
|
|
var setter = setters[name];
|
|
if (setter) {
|
|
setter(buffers[name]);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Sets attributes and buffers including the `ELEMENT_ARRAY_BUFFER` if appropriate
|
|
*
|
|
* Example:
|
|
*
|
|
* var programInfo = createProgramInfo(
|
|
* gl, ["some-vs", "some-fs");
|
|
*
|
|
* var arrays = {
|
|
* position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },
|
|
* texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },
|
|
* };
|
|
*
|
|
* var bufferInfo = createBufferInfoFromArrays(gl, arrays);
|
|
*
|
|
* gl.useProgram(programInfo.program);
|
|
*
|
|
* This will automatically bind the buffers AND set the
|
|
* attributes.
|
|
*
|
|
* setBuffersAndAttributes(gl, programInfo, bufferInfo);
|
|
*
|
|
* For the example above it is equivilent to
|
|
*
|
|
* gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
|
|
* gl.enableVertexAttribArray(a_positionLocation);
|
|
* gl.vertexAttribPointer(a_positionLocation, 3, gl.FLOAT, false, 0, 0);
|
|
* gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
|
|
* gl.enableVertexAttribArray(a_texcoordLocation);
|
|
* gl.vertexAttribPointer(a_texcoordLocation, 4, gl.FLOAT, false, 0, 0);
|
|
*
|
|
* @param {WebGLRenderingContext} gl A WebGLRenderingContext.
|
|
* @param {(module:twgl.ProgramInfo|Object.<string, function>)} setters A `ProgramInfo` as returned from `createProgrmaInfo` Attribute setters as returned from `createAttributeSetters`
|
|
* @param {module:twgl.BufferInfo} buffers a BufferInfo as returned from `createBufferInfoFromArrays`.
|
|
* @memberOf module:twgl
|
|
*/
|
|
function setBuffersAndAttributes(gl, programInfo, buffers) {
|
|
setAttributes(programInfo.attribSetters || programInfo, buffers.attribs);
|
|
if (buffers.indices) {
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @typedef {Object} ProgramInfo
|
|
* @property {WebGLProgram} program A shader program
|
|
* @property {Object<string, function>} uniformSetters object of setters as returned from createUniformSetters,
|
|
* @property {Object<string, function>} attribSetters object of setters as returned from createAttribSetters,
|
|
* @memberOf module:twgl
|
|
*/
|
|
|
|
/**
|
|
* Creates a ProgramInfo from 2 sources.
|
|
*
|
|
* A ProgramInfo contains
|
|
*
|
|
* programInfo = {
|
|
* program: WebGLProgram,
|
|
* uniformSetters: object of setters as returned from createUniformSetters,
|
|
* attribSetters: object of setters as returned from createAttribSetters,
|
|
* }
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext
|
|
* to use.
|
|
* @param {string[]} shaderSourcess Array of sources for the
|
|
* shaders or ids. The first is assumed to be the vertex shader,
|
|
* the second the fragment shader.
|
|
* @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in
|
|
* @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.
|
|
* @param {module:twgl.ErrorCallback} opt_errorCallback callback for errors. By default it just prints an error to the console
|
|
* on error. If you want something else pass an callback. It's passed an error message.
|
|
* @return {module:twgl.ProgramInfo?} The created program.
|
|
* @memberOf module:twgl
|
|
*/
|
|
function createProgramInfo(
|
|
gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) {
|
|
shaderSources = shaderSources.map(function(source) {
|
|
var script = document.getElementById(source);
|
|
return script ? script.text : source;
|
|
});
|
|
var program = createProgramFromSources(gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback);
|
|
if (!program) {
|
|
return null;
|
|
}
|
|
var uniformSetters = createUniformSetters(gl, program);
|
|
var attribSetters = createAttributeSetters(gl, program);
|
|
return {
|
|
program: program,
|
|
uniformSetters: uniformSetters,
|
|
attribSetters: attribSetters,
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Resize a canvas to match the size it's displayed.
|
|
* @param {HTMLCanvasElement} canvas The canvas to resize.
|
|
* @param {number} [a] multiplier. So you can pass in `window.devicePixelRatio` if you want to.
|
|
* @return {boolean} true if the canvas was resized.
|
|
* @memberOf module:twgl
|
|
*/
|
|
function resizeCanvasToDisplaySize(canvas, multiplier) {
|
|
multiplier = multiplier || 1;
|
|
multiplier = Math.max(1, multiplier);
|
|
var width = canvas.clientWidth * multiplier | 0;
|
|
var height = canvas.clientHeight * multiplier | 0;
|
|
if (canvas.width !== width ||
|
|
canvas.height !== height) {
|
|
canvas.width = width;
|
|
canvas.height = height;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
function setBufferFromTypedArray(gl, type, buffer, array, drawType) {
|
|
gl.bindBuffer(type, buffer);
|
|
gl.bufferData(type, array, drawType || gl.STATIC_DRAW);
|
|
}
|
|
|
|
function createBufferFromTypedArray(gl, array, type, drawType) {
|
|
if (array instanceof WebGLBuffer) {
|
|
return array;
|
|
}
|
|
type = type || gl.ARRAY_BUFFER;
|
|
var buffer = gl.createBuffer();
|
|
setBufferFromTypedArray(gl, type, buffer, array, drawType);
|
|
return buffer;
|
|
}
|
|
|
|
function isIndices(name) {
|
|
return name === "indices";
|
|
}
|
|
|
|
function getGLTypeForTypedArray(typedArray) {
|
|
if (typedArray instanceof Int8Array) { return BYTE; } // eslint-disable-line
|
|
if (typedArray instanceof Uint8Array) { return UNSIGNED_BYTE; } // eslint-disable-line
|
|
if (typedArray instanceof Int16Array) { return SHORT; } // eslint-disable-line
|
|
if (typedArray instanceof Uint16Array) { return UNSIGNED_SHORT; } // eslint-disable-line
|
|
if (typedArray instanceof Int32Array) { return INT; } // eslint-disable-line
|
|
if (typedArray instanceof Uint32Array) { return UNSIGNED_INT; } // eslint-disable-line
|
|
if (typedArray instanceof Float32Array) { return FLOAT; } // eslint-disable-line
|
|
throw "unsupported typed array type";
|
|
}
|
|
|
|
function getTypedArrayTypeForGLType(gl, type) {
|
|
switch (type) {
|
|
case gl.BYTE: return Int8Array; // eslint-disable-line
|
|
case gl.UNSIGNED_BYTE: return Uint8Array; // eslint-disable-line
|
|
case gl.SHORT: return Int16Array; // eslint-disable-line
|
|
case gl.UNSIGNED_SHORT: return Uint16Array; // eslint-disable-line
|
|
case gl.INT: return Int32Array; // eslint-disable-line
|
|
case gl.UNSIGNED_INT: return Uint32Array; // eslint-disable-line
|
|
case gl.FLOAT: return Float32Array; // eslint-disable-line
|
|
default:
|
|
throw "unknown gl type";
|
|
}
|
|
}
|
|
|
|
// This is really just a guess. Though I can't really imagine using
|
|
// anything else? Maybe for some compression?
|
|
function getNormalizationForTypedArray(typedArray) {
|
|
if (typedArray instanceof Int8Array) { return true; } // eslint-disable-line
|
|
if (typedArray instanceof Uint8Array) { return true; } // eslint-disable-line
|
|
return false;
|
|
}
|
|
|
|
function isArrayBuffer(a) {
|
|
return a && a.buffer && a.buffer instanceof ArrayBuffer;
|
|
}
|
|
|
|
function guessNumComponentsFromName(name, length) {
|
|
var numComponents;
|
|
if (name.indexOf("coord") >= 0) {
|
|
numComponents = 2;
|
|
} else if (name.indexOf("color") >= 0) {
|
|
numComponents = 4;
|
|
} else {
|
|
numComponents = 3; // position, normals, indices ...
|
|
}
|
|
|
|
if (length % numComponents > 0) {
|
|
throw "can not guess numComponents. You should specify it.";
|
|
}
|
|
|
|
return numComponents;
|
|
}
|
|
|
|
function makeTypedArray(array, name) {
|
|
if (isArrayBuffer(array)) {
|
|
return array;
|
|
}
|
|
|
|
if (isArrayBuffer(array.data)) {
|
|
return array.data;
|
|
}
|
|
|
|
if (Array.isArray(array)) {
|
|
array = {
|
|
data: array,
|
|
};
|
|
}
|
|
|
|
var Type = array.type;
|
|
if (!Type) {
|
|
if (name === "indices") {
|
|
Type = Uint16Array;
|
|
} else {
|
|
Type = Float32Array;
|
|
}
|
|
}
|
|
return new Type(array.data);
|
|
}
|
|
|
|
/**
|
|
* The info for an attribute. This is effectively just the arguments to `gl.vertexAttribPointer` plus the WebGLBuffer
|
|
* for the attribute.
|
|
*
|
|
* @typedef {Object} AttribInfo
|
|
* @property {number} [numComponents] the number of components for this attribute.
|
|
* @property {number} [size] synonym for `numComponents`.
|
|
* @property {number} [type] the type of the attribute (eg. `gl.FLOAT`, `gl.UNSIGNED_BYTE`, etc...) Default = `gl.FLOAT`
|
|
* @property {boolean} [normalized] whether or not to normalize the data. Default = false
|
|
* @property {number} [offset] offset into buffer in bytes. Default = 0
|
|
* @property {number} [stride] the stride in bytes per element. Default = 0
|
|
* @property {WebGLBuffer} buffer the buffer that contains the data for this attribute
|
|
* @property {number} [drawType] the draw type passed to gl.bufferData. Default = gl.STATIC_DRAW
|
|
* @memberOf module:twgl
|
|
*/
|
|
|
|
/**
|
|
* Use this type of array spec when TWGL can't guess the type or number of compoments of an array
|
|
* @typedef {Object} FullArraySpec
|
|
* @property {(number[]|ArrayBuffer)} data The data of the array.
|
|
* @property {number} [numComponents] number of components for `vertexAttribPointer`. Default is based on the name of the array.
|
|
* If `coord` is in the name assumes `numComponents = 2`.
|
|
* If `color` is in the name assumes `numComponents = 4`.
|
|
* otherwise assumes `numComponents = 3`
|
|
* @property {constructor} type The type. This is only used if `data` is a JavaScript array. It is the constructor for the typedarray. (eg. `Uint8Array`).
|
|
* For example if you want colors in a `Uint8Array` you might have a `FullArraySpec` like `{ type: Uint8Array, data: [255,0,255,255, ...], }`.
|
|
* @property {number} [size] synonym for `numComponents`.
|
|
* @property {boolean} [normalize] normalize for `vertexAttribPointer`. Default is true if type is `Int8Array` or `Uint8Array` otherwise false.
|
|
* @property {number} [stride] stride for `vertexAttribPointer`. Default = 0
|
|
* @property {number} [offset] offset for `vertexAttribPointer`. Default = 0
|
|
* @property {string} [attrib] name of attribute this array maps to. Defaults to same name as array prefixed by the defaultAttribPrefix.
|
|
* @property {string} [name] synonym for `attrib`.
|
|
* @property {string} [attribName] synonym for `attrib`.
|
|
* @memberOf module:twgl
|
|
*/
|
|
|
|
/**
|
|
* An individual array in {@link module:twgl.Arrays}
|
|
*
|
|
* When passed to {@link module:twgl.createBufferInfoFromArrays} if an ArraySpec is `number[]` or `ArrayBuffer`
|
|
* the types will be guessed based on the name. `indices` will be `Uint16Array`, everything else will
|
|
* be `Float32Array`
|
|
*
|
|
* @typedef {(number[]|ArrayBuffer|module:twgl.FullArraySpec)} ArraySpec
|
|
* @memberOf module:twgl
|
|
*/
|
|
|
|
/**
|
|
* This is a JavaScript object of arrays by name. The names should match your shader's attributes. If your
|
|
* attributes have a common prefix you can specify it by calling {@link module:twgl.setAttributePrefix}.
|
|
*
|
|
* Bare JavaScript Arrays
|
|
*
|
|
* var arrays = {
|
|
* position: [-1, 1, 0],
|
|
* normal: [0, 1, 0],
|
|
* ...
|
|
* }
|
|
*
|
|
* Bare TypedArrays
|
|
*
|
|
* var arrays = {
|
|
* position: new Float32Array([-1, 1, 0]),
|
|
* color: new Uint8Array([255, 128, 64, 255]),
|
|
* ...
|
|
* }
|
|
*
|
|
* * Will guess at `numComponents` if not specified based on name.
|
|
*
|
|
* If `coord` is in the name assumes `numComponents = 2`
|
|
*
|
|
* If `color` is in the name assumes `numComponents = 4`
|
|
*
|
|
* otherwise assumes `numComponents = 3`
|
|
*
|
|
* Objects with various fields. See {@link module:twgl.FullArraySpec}.
|
|
*
|
|
* var arrays = {
|
|
* position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },
|
|
* texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },
|
|
* normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], },
|
|
* indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], },
|
|
* };
|
|
*
|
|
* @typedef {Object.<string, module:twgl.ArraySpec>} Arrays
|
|
* @memberOf module:twgl
|
|
*/
|
|
|
|
|
|
/**
|
|
* Creates a set of attribute data and WebGLBuffers from set of arrays
|
|
*
|
|
* Given
|
|
*
|
|
* var arrays = {
|
|
* position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },
|
|
* texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },
|
|
* normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], },
|
|
* color: { numComponents: 4, data: [255, 255, 255, 255, 255, 0, 0, 255, 0, 0, 255, 255], type: Uint8Array, },
|
|
* indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], },
|
|
* };
|
|
*
|
|
* returns something like
|
|
*
|
|
* var attribs = {
|
|
* position: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, },
|
|
* texcoord: { numComponents: 2, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, },
|
|
* normal: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, },
|
|
* color: { numComponents: 4, type: gl.UNSIGNED_BYTE, normalize: true, buffer: WebGLBuffer, },
|
|
* };
|
|
*
|
|
* notes:
|
|
*
|
|
* * Arrays can take various forms
|
|
*
|
|
* Bare JavaScript Arrays
|
|
*
|
|
* var arrays = {
|
|
* position: [-1, 1, 0],
|
|
* normal: [0, 1, 0],
|
|
* ...
|
|
* }
|
|
*
|
|
* Bare TypedArrays
|
|
*
|
|
* var arrays = {
|
|
* position: new Float32Array([-1, 1, 0]),
|
|
* color: new Uint8Array([255, 128, 64, 255]),
|
|
* ...
|
|
* }
|
|
*
|
|
* * Will guess at `numComponents` if not specified based on name.
|
|
*
|
|
* If `coord` is in the name assumes `numComponents = 2`
|
|
*
|
|
* If `color` is in the name assumes `numComponents = 4`
|
|
*
|
|
* otherwise assumes `numComponents = 3`
|
|
*
|
|
* @param {WebGLRenderingContext} gl The webgl rendering context.
|
|
* @param {module:twgl.Arrays} arrays The arrays
|
|
* @return {Object.<string, module:twgl.AttribInfo>} the attribs
|
|
* @memberOf module:twgl
|
|
*/
|
|
function createAttribsFromArrays(gl, arrays) {
|
|
var attribs = {};
|
|
Object.keys(arrays).forEach(function(arrayName) {
|
|
if (!isIndices(arrayName)) {
|
|
var array = arrays[arrayName];
|
|
var attribName = array.attrib || array.name || array.attribName || (defaultAttribPrefix + arrayName);
|
|
var typedArray = makeTypedArray(array, arrayName);
|
|
attribs[attribName] = {
|
|
buffer: createBufferFromTypedArray(gl, typedArray, undefined, array.drawType),
|
|
numComponents: array.numComponents || array.size || guessNumComponentsFromName(arrayName),
|
|
type: getGLTypeForTypedArray(typedArray),
|
|
normalize: array.normalize !== undefined ? array.normalize : getNormalizationForTypedArray(typedArray),
|
|
stride: array.stride || 0,
|
|
offset: array.offset || 0,
|
|
drawType: array.drawType,
|
|
};
|
|
}
|
|
});
|
|
return attribs;
|
|
}
|
|
|
|
/**
|
|
* Sets the contents of a buffer attached to an attribInfo
|
|
*
|
|
* This is helper function to dynamically update a buffer.
|
|
*
|
|
* Let's say you make a bufferInfo
|
|
*
|
|
* var arrays = {
|
|
* position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]),
|
|
* texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]),
|
|
* normal: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]),
|
|
* indices: new Uint16Array([0, 1, 2, 1, 2, 3]),
|
|
* };
|
|
* var bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);
|
|
*
|
|
* And you want to dynamically upate the positions. You could do this
|
|
*
|
|
* // assuming arrays.position has already been updated with new data.
|
|
* twgl.setAttribInfoBufferFromArray(gl, bufferInfo.attribs.position, arrays.position);
|
|
*
|
|
* @param {WebGLRenderingContext} gl
|
|
* @param {AttribInfo} attribInfo The attribInfo who's buffer contents to set. NOTE: If you have an attribute prefix
|
|
* the name of the attribute will include the prefix.
|
|
* @param {ArraySpec} array Note: it is arguably ineffient to pass in anything but a typed array because anything
|
|
* else will have to be converted to a typed array before it can be used by WebGL. During init time that
|
|
* inefficiency is usually not important but if you're updating data dynamically best to be efficient.
|
|
* @param {number} [offset] an optional offset into the buffer. This is only an offset into the WebGL buffer
|
|
* not the array. To pass in an offset into the array itself use a typed array and create an `ArrayBufferView`
|
|
* for the portion of the array you want to use.
|
|
*
|
|
* var someArray = new Float32Array(1000); // an array with 1000 floats
|
|
* var someSubArray = new Float32Array(someArray.buffer, offsetInBytes, sizeInUnits); // a view into someArray
|
|
*
|
|
* Now you can pass `someSubArray` into setAttribInfoBufferFromArray`
|
|
*/
|
|
function setAttribInfoBufferFromArray(gl, attribInfo, array, offset) {
|
|
array = makeTypedArray(array);
|
|
if (offset) {
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, offset, array);
|
|
} else {
|
|
setBufferFromTypedArray(gl, gl.ARRAY_BUFFER, attribInfo.buffer, array, attribInfo.drawType);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* tries to get the number of elements from a set of arrays.
|
|
*/
|
|
|
|
var getNumElementsFromNonIndexedArrays = (function() {
|
|
var positionKeys = ['position', 'positions', 'a_position'];
|
|
|
|
return function getNumElementsFromNonIndexedArrays(arrays) {
|
|
var key;
|
|
for (var ii = 0; ii < positionKeys.length; ++ii) {
|
|
key = positionKeys[ii];
|
|
if (key in arrays) {
|
|
break;
|
|
}
|
|
}
|
|
if (ii === positionKeys.length) {
|
|
key = Object.keys(arrays)[0];
|
|
}
|
|
var array = arrays[key];
|
|
var length = array.length || array.data.length;
|
|
var numComponents = array.numComponents || guessNumComponentsFromName(key, length);
|
|
var numElements = length / numComponents;
|
|
if (length % numComponents > 0) {
|
|
throw "numComponents " + numComponents + " not correct for length " + length;
|
|
}
|
|
return numElements;
|
|
};
|
|
}());
|
|
|
|
/**
|
|
* @typedef {Object} BufferInfo
|
|
* @property {number} numElements The number of elements to pass to `gl.drawArrays` or `gl.drawElements`.
|
|
* @property {WebGLBuffer} [indices] The indices `ELEMENT_ARRAY_BUFFER` if any indices exist.
|
|
* @property {Object.<string, module:twgl.AttribInfo>} attribs The attribs approriate to call `setAttributes`
|
|
* @memberOf module:twgl
|
|
*/
|
|
|
|
|
|
/**
|
|
* Creates a BufferInfo from an object of arrays.
|
|
*
|
|
* This can be passed to {@link module:twgl.setBuffersAndAttributes} and to
|
|
* {@link module:twgl:drawBufferInfo}.
|
|
*
|
|
* Given an object like
|
|
*
|
|
* var arrays = {
|
|
* position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },
|
|
* texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },
|
|
* normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], },
|
|
* indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], },
|
|
* };
|
|
*
|
|
* Creates an BufferInfo like this
|
|
*
|
|
* bufferInfo = {
|
|
* numElements: 4, // or whatever the number of elements is
|
|
* indices: WebGLBuffer, // this property will not exist if there are no indices
|
|
* attribs: {
|
|
* a_position: { buffer: WebGLBuffer, numComponents: 3, },
|
|
* a_normal: { buffer: WebGLBuffer, numComponents: 3, },
|
|
* a_texcoord: { buffer: WebGLBuffer, numComponents: 2, },
|
|
* },
|
|
* };
|
|
*
|
|
* The properties of arrays can be JavaScript arrays in which case the number of components
|
|
* will be guessed.
|
|
*
|
|
* var arrays = {
|
|
* position: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0],
|
|
* texcoord: [0, 0, 0, 1, 1, 0, 1, 1],
|
|
* normal: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1],
|
|
* indices: [0, 1, 2, 1, 2, 3],
|
|
* };
|
|
*
|
|
* They can also by TypedArrays
|
|
*
|
|
* var arrays = {
|
|
* position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]),
|
|
* texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]),
|
|
* normal: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]),
|
|
* indices: new Uint16Array([0, 1, 2, 1, 2, 3]),
|
|
* };
|
|
*
|
|
* Or augmentedTypedArrays
|
|
*
|
|
* var positions = createAugmentedTypedArray(3, 4);
|
|
* var texcoords = createAugmentedTypedArray(2, 4);
|
|
* var normals = createAugmentedTypedArray(3, 4);
|
|
* var indices = createAugmentedTypedArray(3, 2, Uint16Array);
|
|
*
|
|
* positions.push([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]);
|
|
* texcoords.push([0, 0, 0, 1, 1, 0, 1, 1]);
|
|
* normals.push([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]);
|
|
* indices.push([0, 1, 2, 1, 2, 3]);
|
|
*
|
|
* var arrays = {
|
|
* position: positions,
|
|
* texcoord: texcoords,
|
|
* normal: normals,
|
|
* indices: indices,
|
|
* };
|
|
*
|
|
* For the last example it is equivalent to
|
|
*
|
|
* var bufferInfo = {
|
|
* attribs: {
|
|
* a_position: { numComponents: 3, buffer: gl.createBuffer(), },
|
|
* a_texcoods: { numComponents: 2, buffer: gl.createBuffer(), },
|
|
* a_normals: { numComponents: 3, buffer: gl.createBuffer(), },
|
|
* },
|
|
* indices: gl.createBuffer(),
|
|
* numElements: 6,
|
|
* };
|
|
*
|
|
* gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.a_position.buffer);
|
|
* gl.bufferData(gl.ARRAY_BUFFER, arrays.position, gl.STATIC_DRAW);
|
|
* gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.a_texcoord.buffer);
|
|
* gl.bufferData(gl.ARRAY_BUFFER, arrays.texcoord, gl.STATIC_DRAW);
|
|
* gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.a_normal.buffer);
|
|
* gl.bufferData(gl.ARRAY_BUFFER, arrays.normal, gl.STATIC_DRAW);
|
|
* gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferInfo.indices);
|
|
* gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, arrays.indices, gl.STATIC_DRAW);
|
|
*
|
|
* @param {WebGLRenderingContext} gl A WebGLRenderingContext
|
|
* @param {module:twgl.Arrays} arrays Your data
|
|
* @return {module:twgl.BufferInfo} A BufferInfo
|
|
* @memberOf module:twgl
|
|
*/
|
|
function createBufferInfoFromArrays(gl, arrays) {
|
|
var bufferInfo = {
|
|
attribs: createAttribsFromArrays(gl, arrays),
|
|
};
|
|
var indices = arrays.indices;
|
|
if (indices) {
|
|
indices = makeTypedArray(indices, "indices");
|
|
bufferInfo.indices = createBufferFromTypedArray(gl, indices, gl.ELEMENT_ARRAY_BUFFER);
|
|
bufferInfo.numElements = indices.length;
|
|
bufferInfo.elementType = (indices instanceof Uint32Array) ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT;
|
|
} else {
|
|
bufferInfo.numElements = getNumElementsFromNonIndexedArrays(arrays);
|
|
}
|
|
|
|
return bufferInfo;
|
|
}
|
|
|
|
/**
|
|
* Creates buffers from typed arrays
|
|
*
|
|
* Given something like this
|
|
*
|
|
* var arrays = {
|
|
* positions: [1, 2, 3],
|
|
* normals: [0, 0, 1],
|
|
* }
|
|
*
|
|
* returns something like
|
|
*
|
|
* buffers = {
|
|
* positions: WebGLBuffer,
|
|
* normals: WebGLBuffer,
|
|
* }
|
|
*
|
|
* If the buffer is named 'indices' it will be made an ELEMENT_ARRAY_BUFFER.
|
|
*
|
|
* @param {WebGLRenderingContext) gl A WebGLRenderingContext.
|
|
* @param {module:twgl.Arrays} arrays
|
|
* @return {Object<string, WebGLBuffer>} returns an object with one WebGLBuffer per array
|
|
* @memberOf module:twgl
|
|
*/
|
|
function createBuffersFromArrays(gl, arrays) {
|
|
var buffers = { };
|
|
Object.keys(arrays).forEach(function(key) {
|
|
var type = key === "indices" ? gl.ELEMENT_ARRAY_BUFFER : gl.ARRAY_BUFFER;
|
|
var array = makeTypedArray(arrays[key], key);
|
|
buffers[key] = createBufferFromTypedArray(gl, array, type);
|
|
});
|
|
|
|
return buffers;
|
|
}
|
|
|
|
/**
|
|
* Calls `gl.drawElements` or `gl.drawArrays`, whichever is appropriate
|
|
*
|
|
* normally you'd call `gl.drawElements` or `gl.drawArrays` yourself
|
|
* but calling this means if you switch from indexed data to non-indexed
|
|
* data you don't have to remember to update your draw call.
|
|
*
|
|
* @param {WebGLRenderingContext} gl A WebGLRenderingContext
|
|
* @param {enum} type eg (gl.TRIANGLES, gl.LINES, gl.POINTS, gl.TRIANGLE_STRIP, ...)
|
|
* @param {module:twgl.BufferInfo} bufferInfo as returned from createBufferInfoFromArrays
|
|
* @param {number} [count] An optional count. Defaults to bufferInfo.numElements
|
|
* @param {number} [offset] An optional offset. Defaults to 0.
|
|
* @memberOf module:twgl
|
|
*/
|
|
function drawBufferInfo(gl, type, bufferInfo, count, offset) {
|
|
var indices = bufferInfo.indices;
|
|
var numElements = count === undefined ? bufferInfo.numElements : count;
|
|
offset = offset === undefined ? 0 : offset;
|
|
if (indices) {
|
|
gl.drawElements(type, numElements, bufferInfo.elementType === undefined ? gl.UNSIGNED_SHORT : bufferInfo.elementType, offset);
|
|
} else {
|
|
gl.drawArrays(type, offset, numElements);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @typedef {Object} DrawObject
|
|
* @property {boolean} [active] whether or not to draw. Default = `true` (must be `false` to be not true). In otherwords `undefined` = `true`
|
|
* @property {number} [type] type to draw eg. `gl.TRIANGLES`, `gl.LINES`, etc...
|
|
* @property {module:twgl.ProgramInfo} programInfo A ProgramInfo as returned from createProgramInfo
|
|
* @property {module:twgl.BufferInfo} bufferInfo A BufferInfo as returned from createBufferInfoFromArrays
|
|
* @property {Object<string, ?>} uniforms The values for the uniforms.
|
|
* You can pass multiple objects by putting them in an array. For example
|
|
*
|
|
* var sharedUniforms = {
|
|
* u_fogNear: 10,
|
|
* u_projection: ...
|
|
* ...
|
|
* };
|
|
*
|
|
* var localUniforms = {
|
|
* u_world: ...
|
|
* u_diffuseColor: ...
|
|
* };
|
|
*
|
|
* var drawObj = {
|
|
* ...
|
|
* uniforms: [sharedUniforms, localUniforms],
|
|
* };
|
|
*
|
|
* @property {number} [offset] the offset to pass to `gl.drawArrays` or `gl.drawElements`. Defaults to 0.
|
|
* @property {number} [count] the count to pass to `gl.drawArrays` or `gl.drawElemnts`. Defaults to bufferInfo.numElements.
|
|
* @memberOf module:twgl
|
|
*/
|
|
|
|
/**
|
|
* Draws a list of objects
|
|
* @param {DrawObject[]} objectsToDraw an array of objects to draw.
|
|
* @memberOf module:twgl
|
|
*/
|
|
function drawObjectList(gl, objectsToDraw) {
|
|
var lastUsedProgramInfo = null;
|
|
var lastUsedBufferInfo = null;
|
|
|
|
objectsToDraw.forEach(function(object) {
|
|
if (object.active === false) {
|
|
return;
|
|
}
|
|
|
|
var programInfo = object.programInfo;
|
|
var bufferInfo = object.bufferInfo;
|
|
var bindBuffers = false;
|
|
|
|
if (programInfo !== lastUsedProgramInfo) {
|
|
lastUsedProgramInfo = programInfo;
|
|
gl.useProgram(programInfo.program);
|
|
|
|
// We have to rebind buffers when changing programs because we
|
|
// only bind buffers the program uses. So if 2 programs use the same
|
|
// bufferInfo but the 1st one uses only positions the when the
|
|
// we switch to the 2nd one some of the attributes will not be on.
|
|
bindBuffers = true;
|
|
}
|
|
|
|
// Setup all the needed attributes.
|
|
if (bindBuffers || bufferInfo !== lastUsedBufferInfo) {
|
|
lastUsedBufferInfo = bufferInfo;
|
|
setBuffersAndAttributes(gl, programInfo, bufferInfo);
|
|
}
|
|
|
|
// Set the uniforms.
|
|
setUniforms(programInfo, object.uniforms);
|
|
|
|
// Draw
|
|
drawBufferInfo(gl, object.type || gl.TRIANGLES, bufferInfo, object.count, object.offset);
|
|
});
|
|
}
|
|
|
|
/**
|
|
* A function to generate the source for a texture.
|
|
* @callback TextureFunc
|
|
* @param {WebGLRenderingContext} gl A WebGLRenderingContext
|
|
* @param {module:twgl.TextureOptions} options the texture options
|
|
* @return {*} Returns any of the things documentented for `src` for {@link module:twgl.TextureOptions}.
|
|
* @memberOf module:twgl
|
|
*/
|
|
|
|
/**
|
|
* Texture options passed to most texture functions. Each function will use whatever options
|
|
* are appropriate for its needs. This lets you pass the same options to all functions.
|
|
*
|
|
* @typedef {Object} TextureOptions
|
|
* @property {number} [target] the type of texture `gl.TEXTURE_2D` or `gl.TEXTURE_CUBE_MAP`. Defaults to `gl.TEXTURE_2D`.
|
|
* @property {number} [width] the width of the texture. Only used if src is an array or typed array or null.
|
|
* @property {number} [height] the height of a texture. Only used if src is an array or typed array or null.
|
|
* @property {number} [min] the min filter setting (eg. `gl.LINEAR`). Defaults to `gl.NEAREST_MIPMAP_LINEAR`
|
|
* or if texture is not a power of 2 on both dimensions then defaults to `gl.LINEAR`.
|
|
* @property {number} [mag] the mag filter setting (eg. `gl.LINEAR`). Defaults to `gl.LINEAR`
|
|
* @property {number} [format] format for texture. Defaults to `gl.RGBA`.
|
|
* @property {number} [type] type for texture. Defaults to `gl.UNSIGNED_BYTE` unless `src` is ArrayBuffer. If `src`
|
|
* is ArrayBuffer defaults to type that matches ArrayBuffer type.
|
|
* @property {number} [wrap] Texture wrapping for both S and T. Defaults to `gl.REPEAT` for 2D and `gl.CLAMP_TO_EDGE` for cube
|
|
* @property {number} [wrapS] Texture wrapping for S. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`.
|
|
* @property {number} [wrapT] Texture wrapping for T. Defaults to 'gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`.
|
|
* @property {number} [unpackAlignment] The `gl.UNPACK_ALIGNMENT` used when uploading an array. Defaults to 1.
|
|
* @property {number} [premultiplyAlpha] Whether or not to premultiply alpha. Defaults to whatever the current setting is.
|
|
* This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override
|
|
* the current setting for specific textures.
|
|
* @property {number} [flipY] Whether or not to flip the texture vertically on upload. Defaults to whatever the current setting is.
|
|
* This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override
|
|
* the current setting for specific textures.
|
|
* @property {number} [colorspaceConversion] Whether or not to let the browser do colorspace conversion of the texture on upload. Defaults to whatever the current setting is.
|
|
* This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override
|
|
* the current setting for specific textures.
|
|
* @property {(number[]|ArrayBuffer)} color color used as temporary 1x1 pixel color for textures loaded async when src is a string.
|
|
* If it's a JavaScript array assumes color is 0 to 1 like most GL colors as in [1, 0, 0, 1] = red=1, green=0, blue=0, alpha=0.
|
|
* Defaults to [0.5, 0.75, 1, 1]. See {@link module:twgl.setDefaultTextureColor}. If `false` texture is set. Can be used to re-load a texture
|
|
* @property {boolean} [auto] If not `false` then texture working filtering is set automatically for non-power of 2 images and
|
|
* mips are generated for power of 2 images.
|
|
* @property {number[]} [cubeFaceOrder] The order that cube faces are pull out of an img or set of images. The default is
|
|
*
|
|
* [gl.TEXTURE_CUBE_MAP_POSITIVE_X,
|
|
* gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
|
|
* gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
|
|
* gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
|
|
* gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
|
|
* gl.TEXTURE_CUBE_MAP_NEGATIVE_Z]
|
|
*
|
|
* @property {(number[]|ArrayBuffer|HTMLCanvasElement|HTMLImageElement|HTMLVideoElement|string|string[]|module:twgl.TextureFunc)} [src] source for texture
|
|
*
|
|
* If `string` then it's assumed to be a URL to an image. The image will be downloaded async. A usable
|
|
* 1x1 pixel texture will be returned immediatley. The texture will be updated once the image has downloaded.
|
|
* If `target` is `gl.TEXTURE_CUBE_MAP` will attempt to divide image into 6 square pieces. 1x6, 6x1, 3x2, 2x3.
|
|
* The pieces will be uploaded in `cubeFaceOrder`
|
|
*
|
|
* If `string[]` then it must have 6 entries, one for each face of a cube map. Target must be `gl.TEXTURE_CUBE_MAP`.
|
|
*
|
|
* If `HTMLElement` then it wil be used immediately to create the contents of the texture. Examples `HTMLImageElement`,
|
|
* `HTMLCanvasElement`, `HTMLVideoElement`.
|
|
*
|
|
* If `number[]` or `ArrayBuffer` it's assumed to be data for a texture. If `width` or `height` is
|
|
* not specified it is guessed as follows. First the number of elements is computed by `src.length / numComponets`
|
|
* where `numComponents` is derived from `format`. If `target` is `gl.TEXTURE_CUBE_MAP` then `numElements` is divided
|
|
* by 6. Then
|
|
*
|
|
* * If neither `width` nor `height` are specified and `sqrt(numElements)` is an integer width and height
|
|
* are set to `sqrt(numElements)`. Otherwise `width = numElements` and `height = 1`.
|
|
*
|
|
* * If only one of `width` or `height` is specified then the other equals `numElements / specifiedDimension`.
|
|
*
|
|
* If `number[]` will be converted to `type`.
|
|
*
|
|
* If `src` is a function it will be called with a `WebGLRenderingContext` and these options.
|
|
* Whatever it returns is subject to these rules. So it can return a string url, an `HTMLElement`
|
|
* an array etc...
|
|
*
|
|
* If `src` is undefined then an empty texture will be created of size `width` by `height`.
|
|
*
|
|
* @memberOf module:twgl
|
|
*/
|
|
|
|
// NOTE: While querying GL is considered slow it's not remotely as slow
|
|
// as uploading a texture. On top of that you're unlikely to call this in
|
|
// a perf critical loop. Even if upload a texture every frame that's unlikely
|
|
// to be more than 1 or 2 textures a frame. In other words, the benefits of
|
|
// making the API easy to use outweigh any supposed perf benefits
|
|
var lastPackState = {};
|
|
|
|
/**
|
|
* Saves any packing state that will be set based on the options.
|
|
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
|
|
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
|
|
*/
|
|
function savePackState(gl, options) {
|
|
if (options.colorspaceConversion !== undefined) {
|
|
lastPackState.colorSpaceConversion = gl.getParameter(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL);
|
|
}
|
|
if (options.premultiplyAlpha !== undefined) {
|
|
lastPackState.premultiplyAlpha = gl.getParameter(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL);
|
|
}
|
|
if (options.flipY !== undefined) {
|
|
lastPackState.flipY = gl.getParameter(gl.UNPACK_FLIP_Y_WEBGL);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Restores any packing state that was set based on the options.
|
|
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
|
|
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
|
|
*/
|
|
function restorePackState(gl, options) {
|
|
if (options.colorspaceConversion !== undefined) {
|
|
gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, lastPackState.colorSpaceConversion);
|
|
}
|
|
if (options.premultiplyAlpha !== undefined) {
|
|
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, lastPackState.premultiplyAlpha);
|
|
}
|
|
if (options.flipY !== undefined) {
|
|
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, lastPackState.flipY);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Sets the texture parameters of a texture.
|
|
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
|
|
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
|
|
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
|
|
* This is often the same options you passed in when you created the texture.
|
|
* @memberOf module:twgl
|
|
*/
|
|
function setTextureParameters(gl, tex, options) {
|
|
var target = options.target || gl.TEXTURE_2D;
|
|
gl.bindTexture(target, tex);
|
|
if (options.min) {
|
|
gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, options.min);
|
|
}
|
|
if (options.mag) {
|
|
gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, options.mag);
|
|
}
|
|
if (options.wrap) {
|
|
gl.texParameteri(target, gl.TEXTURE_WRAP_S, options.wrap);
|
|
gl.texParameteri(target, gl.TEXTURE_WRAP_T, options.wrap);
|
|
}
|
|
if (options.wrapS) {
|
|
gl.texParameteri(target, gl.TEXTURE_WRAP_S, options.wrapS);
|
|
}
|
|
if (options.wrapT) {
|
|
gl.texParameteri(target, gl.TEXTURE_WRAP_T, options.wrapT);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Makes a 1x1 pixel
|
|
* If no color is passed in uses the default color which can be set by calling `setDefaultTextureColor`.
|
|
* @param {(number[]|ArrayBuffer)} [color] The color using 0-1 values
|
|
* @return {Uint8Array} Unit8Array with color.
|
|
*/
|
|
function make1Pixel(color) {
|
|
color = color || defaultTextureColor;
|
|
if (isArrayBuffer(color)) {
|
|
return color;
|
|
}
|
|
return new Uint8Array([color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255]);
|
|
}
|
|
|
|
/**
|
|
* Returns true if value is power of 2
|
|
* @param {number} value number to check.
|
|
* @return true if value is power of 2
|
|
*/
|
|
function isPowerOf2(value) {
|
|
return (value & (value - 1)) === 0;
|
|
}
|
|
|
|
/**
|
|
* Sets filtering or generates mips for texture based on width or height
|
|
* If width or height is not passed in uses `options.width` and//or `options.height`
|
|
*
|
|
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
|
|
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
|
|
* @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
|
|
* This is often the same options you passed in when you created the texture.
|
|
* @param {number} [width] width of texture
|
|
* @param {number} [height] height of texture
|
|
* @memberOf module:twgl
|
|
*/
|
|
function setTextureFilteringForSize(gl, tex, options, width, height) {
|
|
options = options || defaultTextureOptions;
|
|
var target = options.target || gl.TEXTURE_2D;
|
|
width = width || options.width;
|
|
height = height || options.height;
|
|
gl.bindTexture(target, tex);
|
|
if (!isPowerOf2(width) || !isPowerOf2(height)) {
|
|
gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
|
gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
} else {
|
|
gl.generateMipmap(target);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Gets an array of cubemap face enums
|
|
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
|
|
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
|
|
* This is often the same options you passed in when you created the texture.
|
|
* @return {number[]} cubemap face enums
|
|
*/
|
|
function getCubeFaceOrder(gl, options) {
|
|
options = options || {};
|
|
return options.cubeFaceOrder || [
|
|
gl.TEXTURE_CUBE_MAP_POSITIVE_X,
|
|
gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
|
|
gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
|
|
gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
|
|
gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
|
|
gl.TEXTURE_CUBE_MAP_NEGATIVE_Z,
|
|
];
|
|
}
|
|
|
|
/**
|
|
* @typedef {Object} FaceInfo
|
|
* @property {number} face gl enum for texImage2D
|
|
* @property {number} ndx face index (0 - 5) into source data
|
|
*/
|
|
|
|
/**
|
|
* Gets an array of FaceInfos
|
|
* There's a bug in some NVidia drivers that will crash the driver if
|
|
* `gl.TEXTURE_CUBE_MAP_POSITIVE_X` is not uploaded first. So, we take
|
|
* the user's desired order from his faces to WebGL and make sure we
|
|
* do the faces in WebGL order
|
|
*
|
|
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
|
|
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
|
|
* @return {FaceInfo[]} cubemap face infos. Arguably the `face` property of each element is redundent but
|
|
* it's needed internally to sort the array of `ndx` properties by `face`.
|
|
*/
|
|
function getCubeFacesWithNdx(gl, options) {
|
|
var faces = getCubeFaceOrder(gl, options);
|
|
// work around bug in NVidia drivers. We have to upload the first face first else the driver crashes :(
|
|
var facesWithNdx = faces.map(function(face, ndx) {
|
|
return { face: face, ndx: ndx };
|
|
});
|
|
facesWithNdx.sort(function(a, b) {
|
|
return a.face - b.face;
|
|
});
|
|
return facesWithNdx;
|
|
}
|
|
|
|
/**
|
|
* Set a texture from the contents of an element. Will also set
|
|
* texture filtering or generate mips based on the dimensions of the element
|
|
* unless `options.auto === false`. If `target === gl.TEXTURE_CUBE_MAP` will
|
|
* attempt to slice image into 1x6, 2x3, 3x2, or 6x1 images, one for each face.
|
|
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
|
|
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
|
|
* @param {HTMLElement} element a canvas, img, or video element.
|
|
* @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
|
|
* This is often the same options you passed in when you created the texture.
|
|
* @memberOf module:twgl
|
|
* @kind function
|
|
*/
|
|
var setTextureFromElement = function() {
|
|
var ctx = document.createElement("canvas").getContext("2d");
|
|
return function setTextureFromElement(gl, tex, element, options) {
|
|
options = options || defaultTextureOptions;
|
|
var target = options.target || gl.TEXTURE_2D;
|
|
var width = element.width;
|
|
var height = element.height;
|
|
var format = options.format || gl.RGBA;
|
|
var type = options.type || gl.UNSIGNED_BYTE;
|
|
savePackState(gl, options);
|
|
gl.bindTexture(target, tex);
|
|
if (target === gl.TEXTURE_CUBE_MAP) {
|
|
// guess the parts
|
|
var imgWidth = element.width;
|
|
var imgHeight = element.height;
|
|
var size;
|
|
var slices;
|
|
if (imgWidth / 6 === imgHeight) {
|
|
// It's 6x1
|
|
size = imgHeight;
|
|
slices = [0, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5, 0];
|
|
} else if (imgHeight / 6 === imgWidth) {
|
|
// It's 1x6
|
|
size = imgWidth;
|
|
slices = [0, 0, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5];
|
|
} else if (imgWidth / 3 === imgHeight / 2) {
|
|
// It's 3x2
|
|
size = imgWidth / 3;
|
|
slices = [0, 0, 1, 0, 2, 0, 0, 1, 1, 1, 2, 1];
|
|
} else if (imgWidth / 2 === imgHeight / 3) {
|
|
// It's 2x3
|
|
size = imgWidth / 2;
|
|
slices = [0, 0, 1, 0, 0, 1, 1, 1, 0, 2, 1, 2];
|
|
} else {
|
|
throw "can't figure out cube map from element: " + (element.src ? element.src : element.nodeName);
|
|
}
|
|
ctx.canvas.width = size;
|
|
ctx.canvas.height = size;
|
|
width = size;
|
|
height = size;
|
|
getCubeFacesWithNdx(gl, options).forEach(function(f) {
|
|
var xOffset = slices[f.ndx * 2 + 0] * size;
|
|
var yOffset = slices[f.ndx * 2 + 1] * size;
|
|
ctx.drawImage(element, xOffset, yOffset, size, size, 0, 0, size, size);
|
|
gl.texImage2D(f.face, 0, format, format, type, ctx.canvas);
|
|
});
|
|
// Free up the canvas memory
|
|
ctx.canvas.width = 1;
|
|
ctx.canvas.height = 1;
|
|
} else {
|
|
gl.texImage2D(target, 0, format, format, type, element);
|
|
}
|
|
restorePackState(gl, options);
|
|
if (options.auto !== false) {
|
|
setTextureFilteringForSize(gl, tex, options, width, height);
|
|
}
|
|
setTextureParameters(gl, tex, options);
|
|
};
|
|
}();
|
|
|
|
/**
|
|
* Copy an object 1 level deep
|
|
* @param {object} src object to copy
|
|
* @return {object} the copy
|
|
*/
|
|
function shallowCopy(src) {
|
|
var dst = {};
|
|
Object.keys(src).forEach(function(key) {
|
|
dst[key] = src[key];
|
|
});
|
|
return dst;
|
|
}
|
|
|
|
function noop() {
|
|
}
|
|
|
|
/**
|
|
* Loads an image
|
|
* @param {string} url url to image
|
|
* @param {function(err, img)} [callback] a callback that's passed an error and the image. The error will be non-null
|
|
* if there was an error
|
|
* @return {HTMLImageElement} the image being loaded.
|
|
*/
|
|
function loadImage(url, callback) {
|
|
callback = callback || noop;
|
|
var img = new Image();
|
|
img.onerror = function() {
|
|
var msg = "couldn't load image: " + url;
|
|
error(msg);
|
|
callback(msg, img);
|
|
};
|
|
img.onload = function() {
|
|
callback(null, img);
|
|
};
|
|
img.src = url;
|
|
return img;
|
|
}
|
|
|
|
/**
|
|
* Sets a texture to a 1x1 pixel color. If `options.color === false` is nothing happens. If it's not set
|
|
* the default texture color is used which can be set by calling `setDefaultTextureColor`.
|
|
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
|
|
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
|
|
* @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
|
|
* This is often the same options you passed in when you created the texture.
|
|
* @memberOf module:twgl
|
|
*/
|
|
function setTextureTo1PixelColor(gl, tex, options) {
|
|
options = options || defaultTextureOptions;
|
|
var target = options.target || gl.TEXTURE_2D;
|
|
gl.bindTexture(target, tex);
|
|
if (options.color === false) {
|
|
return;
|
|
}
|
|
// Assume it's a URL
|
|
// Put 1x1 pixels in texture. That makes it renderable immediately regardless of filtering.
|
|
var color = make1Pixel(options.color);
|
|
if (target === gl.TEXTURE_CUBE_MAP) {
|
|
for (var ii = 0; ii < 6; ++ii) {
|
|
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, color);
|
|
}
|
|
} else {
|
|
gl.texImage2D(target, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, color);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* A callback for when an image finished downloading and been uploaded into a texture
|
|
* @callback TextureReadyCallback
|
|
* @param {*} err If truthy there was an error.
|
|
* @param {WebGLTexture} tex the texture.
|
|
* @param {HTMLImageElement} img the image element.
|
|
* @memberOf module:twgl
|
|
*/
|
|
|
|
/**
|
|
* A callback for when all images have finished downloading and been uploaded into their respective textures
|
|
* @callback TexturesReadyCallback
|
|
* @param {*} err If truthy there was an error.
|
|
* @param {WebGLTexture} tex the texture.
|
|
* @param {Object.<string,module:twgl.TextureOptions>} options A object of TextureOptions one per texture.
|
|
* @memberOf module:twgl
|
|
*/
|
|
|
|
/**
|
|
* A callback for when an image finished downloading and been uploaded into a texture
|
|
* @callback CubemapReadyCallback
|
|
* @param {*} err If truthy there was an error.
|
|
* @param {WebGLTexture} tex the texture.
|
|
* @param {HTMLImageElement[]} imgs the images for each face.
|
|
* @memberOf module:twgl
|
|
*/
|
|
|
|
/**
|
|
* Loads a texture from an image from a Url as specified in `options.src`
|
|
* If `options.color !== false` will set the texture to a 1x1 pixel color so that the texture is
|
|
* immediately useable. It will be updated with the contents of the image once the image has finished
|
|
* downloading. Filtering options will be set as approriate for image unless `options.auto === false`.
|
|
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
|
|
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
|
|
* @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
|
|
* @param {module:twgl.TextureReadyCallback} [callback] A function to be called when the image has finished loading. err will
|
|
* be non null if there was an error.
|
|
* @return {HTMLImageElement} the image being downloaded.
|
|
* @memberOf module:twgl
|
|
*/
|
|
function loadTextureFromUrl(gl, tex, options, callback) {
|
|
callback = callback || noop;
|
|
options = options || defaultTextureOptions;
|
|
setTextureTo1PixelColor(gl, tex, options);
|
|
// Because it's async we need to copy the options.
|
|
options = shallowCopy(options);
|
|
var img = loadImage(options.src, function(err, img) {
|
|
if (err) {
|
|
callback(err, tex, img);
|
|
} else {
|
|
setTextureFromElement(gl, tex, img, options);
|
|
callback(null, tex, img);
|
|
}
|
|
});
|
|
return img;
|
|
}
|
|
|
|
/**
|
|
* Loads a cubemap from 6 urls as specified in `options.src`. Will set the cubemap to a 1x1 pixel color
|
|
* so that it is usable immediately unless `option.color === false`.
|
|
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
|
|
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
|
|
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
|
|
* @param {module:twgl.CubemapReadyCallback} [callback] A function to be called when all the images have finished loading. err will
|
|
* be non null if there was an error.
|
|
* @memberOf module:twgl
|
|
*/
|
|
function loadCubemapFromUrls(gl, tex, options, callback) {
|
|
callback = callback || noop;
|
|
var urls = options.src;
|
|
if (urls.length !== 6) {
|
|
throw "there must be 6 urls for a cubemap";
|
|
}
|
|
var format = options.format || gl.RGBA;
|
|
var type = options.type || gl.UNSIGNED_BYTE;
|
|
var target = options.target || gl.TEXTURE_2D;
|
|
if (target !== gl.TEXTURE_CUBE_MAP) {
|
|
throw "target must be TEXTURE_CUBE_MAP";
|
|
}
|
|
setTextureTo1PixelColor(gl, tex, options);
|
|
// Because it's async we need to copy the options.
|
|
options = shallowCopy(options);
|
|
var numToLoad = 6;
|
|
var errors = [];
|
|
var imgs;
|
|
var faces = getCubeFaceOrder(gl, options);
|
|
|
|
function uploadImg(faceTarget) {
|
|
return function(err, img) {
|
|
--numToLoad;
|
|
if (err) {
|
|
errors.push(err);
|
|
} else {
|
|
if (img.width !== img.height) {
|
|
errors.push("cubemap face img is not a square: " + img.src);
|
|
} else {
|
|
savePackState(gl, options);
|
|
gl.bindTexture(target, tex);
|
|
|
|
// So assuming this is the first image we now have one face that's img sized
|
|
// and 5 faces that are 1x1 pixel so size the other faces
|
|
if (numToLoad === 5) {
|
|
// use the default order
|
|
getCubeFaceOrder(gl).forEach(function(otherTarget) {
|
|
// Should we re-use the same face or a color?
|
|
gl.texImage2D(otherTarget, 0, format, format, type, img);
|
|
});
|
|
} else {
|
|
gl.texImage2D(faceTarget, 0, format, format, type, img);
|
|
}
|
|
|
|
restorePackState(gl, options);
|
|
gl.generateMipmap(target);
|
|
}
|
|
}
|
|
|
|
if (numToLoad === 0) {
|
|
callback(errors.length ? errors : undefined, imgs, tex);
|
|
}
|
|
};
|
|
}
|
|
|
|
imgs = urls.map(function(url, ndx) {
|
|
return loadImage(url, uploadImg(faces[ndx]));
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Gets the number of compontents for a given image format.
|
|
* @param {number} format the format.
|
|
* @return {number} the number of components for the format.
|
|
*/
|
|
function getNumComponentsForFormat(format) {
|
|
switch (format) {
|
|
case ALPHA:
|
|
case LUMINANCE:
|
|
return 1;
|
|
case LUMINANCE_ALPHA:
|
|
return 2;
|
|
case RGB:
|
|
return 3;
|
|
case RGBA:
|
|
return 4;
|
|
default:
|
|
throw "unknown type: " + format;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Gets the texture type for a given array type.
|
|
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
|
|
* @return {number} the gl texture type
|
|
*/
|
|
function getTextureTypeForArrayType(gl, src) {
|
|
if (isArrayBuffer(src)) {
|
|
return getGLTypeForTypedArray(src);
|
|
}
|
|
return gl.UNSIGNED_BYTE;
|
|
}
|
|
|
|
/**
|
|
* Sets a texture from an array or typed array. If the width or height is not provided will attempt to
|
|
* guess the size. See {@link module:twgl.TextureOptions}.
|
|
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
|
|
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
|
|
* @param {(number[]|ArrayBuffer)} src An array or typed arry with texture data.
|
|
* @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
|
|
* This is often the same options you passed in when you created the texture.
|
|
* @memberOf module:twgl
|
|
*/
|
|
function setTextureFromArray(gl, tex, src, options) {
|
|
options = options || defaultTextureOptions;
|
|
var target = options.target || gl.TEXTURE_2D;
|
|
var width = options.width;
|
|
var height = options.height;
|
|
var format = options.format || gl.RGBA;
|
|
var type = options.type || getTextureTypeForArrayType(gl, src);
|
|
var numComponents = getNumComponentsForFormat(format);
|
|
var numElements = src.length / numComponents;
|
|
if (numElements % 1) {
|
|
throw "length wrong size of format: " + glEnumToString(gl, format);
|
|
}
|
|
if (!width && !height) {
|
|
var size = Math.sqrt(numElements / (target === gl.TEXTURE_CUBE_MAP ? 6 : 1));
|
|
if (size % 1 === 0) {
|
|
width = size;
|
|
height = size;
|
|
} else {
|
|
width = numElements;
|
|
height = 1;
|
|
}
|
|
} else if (!height) {
|
|
height = numElements / width;
|
|
if (height % 1) {
|
|
throw "can't guess height";
|
|
}
|
|
} else if (!width) {
|
|
width = numElements / height;
|
|
if (width % 1) {
|
|
throw "can't guess width";
|
|
}
|
|
}
|
|
if (!isArrayBuffer(src)) {
|
|
var Type = getTypedArrayTypeForGLType(gl, type);
|
|
src = new Type(src);
|
|
}
|
|
gl.pixelStorei(gl.UNPACK_ALIGNMENT, options.unpackAlignment || 1);
|
|
savePackState(gl, options);
|
|
if (target === gl.TEXTURE_CUBE_MAP) {
|
|
var faceSize = numElements / 6 * numComponents;
|
|
getCubeFacesWithNdx(gl, options).forEach(function(f) {
|
|
var offset = faceSize * f.ndx;
|
|
var data = src.subarray(offset, offset + faceSize);
|
|
gl.texImage2D(f.face, 0, format, width, height, 0, format, type, data);
|
|
});
|
|
} else {
|
|
gl.texImage2D(target, 0, format, width, height, 0, format, type, src);
|
|
}
|
|
restorePackState(gl, options);
|
|
return {
|
|
width: width,
|
|
height: height,
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Sets a texture with no contents of a certain size. In other words calls `gl.texImage2D` with `null`.
|
|
* You must set `options.width` and `options.height`.
|
|
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
|
|
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
|
|
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
|
|
* @memberOf module:twgl
|
|
*/
|
|
function setEmptyTexture(gl, tex, options) {
|
|
var target = options.target || gl.TEXTURE_2D;
|
|
gl.bindTexture(target, tex);
|
|
var format = options.format || gl.RGBA;
|
|
var type = options.type || gl.UNSIGNED_BYTE;
|
|
savePackState(gl, options);
|
|
if (target === gl.TEXTURE_CUBE_MAP) {
|
|
for (var ii = 0; ii < 6; ++ii) {
|
|
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, format, options.width, options.height, 0, format, type, null);
|
|
}
|
|
} else {
|
|
gl.texImage2D(target, 0, format, options.width, options.height, 0, format, type, null);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Creates a texture based on the options passed in.
|
|
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
|
|
* @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
|
|
* @param {module:twgl.TextureReadyCallback} [callback] A callback called when an image has been downloaded and uploaded to the texture.
|
|
* @return {WebGLTexture} the created texture.
|
|
* @memberOf module:twgl
|
|
*/
|
|
function createTexture(gl, options, callback) {
|
|
callback = callback || noop;
|
|
options = options || defaultTextureOptions;
|
|
var tex = gl.createTexture();
|
|
var target = options.target || gl.TEXTURE_2D;
|
|
var width = options.width || 1;
|
|
var height = options.height || 1;
|
|
gl.bindTexture(target, tex);
|
|
if (target === gl.TEXTURE_CUBE_MAP) {
|
|
// this should have been the default for CUBEMAPS :(
|
|
gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
}
|
|
var src = options.src;
|
|
if (src) {
|
|
if (typeof src === "function") {
|
|
src = src(gl, options);
|
|
}
|
|
if (typeof (src) === "string") {
|
|
loadTextureFromUrl(gl, tex, options, callback);
|
|
} else if (isArrayBuffer(src) ||
|
|
(Array.isArray(src) && (
|
|
typeof src[0] === 'number' ||
|
|
Array.isArray(src[0]) ||
|
|
isArrayBuffer(src[0]))
|
|
)
|
|
) {
|
|
var dimensions = setTextureFromArray(gl, tex, src, options);
|
|
width = dimensions.width;
|
|
height = dimensions.height;
|
|
} else if (Array.isArray(src) && typeof (src[0]) === 'string') {
|
|
loadCubemapFromUrls(gl, tex, options, callback);
|
|
} else if (src instanceof HTMLElement) {
|
|
setTextureFromElement(gl, tex, src, options);
|
|
width = src.width;
|
|
height = src.height;
|
|
} else {
|
|
throw "unsupported src type";
|
|
}
|
|
} else {
|
|
setEmptyTexture(gl, tex, options);
|
|
}
|
|
if (options.auto !== false) {
|
|
setTextureFilteringForSize(gl, tex, options, width, height);
|
|
}
|
|
setTextureParameters(gl, tex, options);
|
|
return tex;
|
|
}
|
|
|
|
/**
|
|
* Resizes a texture based on the options passed in.
|
|
*
|
|
* Note: This is not a generic resize anything function.
|
|
* It's mostly used by {@link module:twgl.resizeFramebufferInfo}
|
|
* It will use `options.src` if it exists to try to determine a `type`
|
|
* otherwise it will assume `gl.UNSIGNED_BYTE`. No data is provided
|
|
* for the texture. Texture parameters will be set accordingly
|
|
*
|
|
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
|
|
* @param {WebGLTexture} tex the texture to resize
|
|
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
|
|
* @param {number} [width] the new width. If not passed in will use `options.width`
|
|
* @param {number} [height] the new height. If not passed in will use `options.height`
|
|
* @memberOf module:twgl
|
|
*/
|
|
function resizeTexture(gl, tex, options, width, height) {
|
|
width = width || options.width;
|
|
height = height || options.height;
|
|
var target = options.target || gl.TEXTURE_2D;
|
|
gl.bindTexture(target, tex);
|
|
var format = options.format || gl.RGBA;
|
|
var type;
|
|
var src = options.src;
|
|
if (!src) {
|
|
type = options.type || gl.UNSIGNED_BYTE;
|
|
} else if (isArrayBuffer(src) || (Array.isArray(src) && typeof (src[0]) === 'number')) {
|
|
type = options.type || getTextureTypeForArrayType(gl, src);
|
|
} else {
|
|
type = options.type || gl.UNSIGNED_BYTE;
|
|
}
|
|
if (target === gl.TEXTURE_CUBE_MAP) {
|
|
for (var ii = 0; ii < 6; ++ii) {
|
|
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, format, width, height, 0, format, type, null);
|
|
}
|
|
} else {
|
|
gl.texImage2D(target, 0, format, width, height, 0, format, type, null);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Check if a src is an async request.
|
|
* if src is a string we're going to download an image
|
|
* if src is an array of strings we're going to download cubemap images
|
|
* @param {*} src The src from a TextureOptions
|
|
* @returns {bool} true if src is async.
|
|
*/
|
|
function isAsyncSrc(src) {
|
|
return typeof src === 'string' ||
|
|
(Array.isArray(src) && typeof src[0] === 'string');
|
|
}
|
|
|
|
/**
|
|
* Creates a bunch of textures based on the passed in options.
|
|
*
|
|
* Example:
|
|
*
|
|
* var textures = twgl.createTextures(gl, {
|
|
* // a power of 2 image
|
|
* hftIcon: { src: "images/hft-icon-16.png", mag: gl.NEAREST },
|
|
* // a non-power of 2 image
|
|
* clover: { src: "images/clover.jpg" },
|
|
* // From a canvas
|
|
* fromCanvas: { src: ctx.canvas },
|
|
* // A cubemap from 6 images
|
|
* yokohama: {
|
|
* target: gl.TEXTURE_CUBE_MAP,
|
|
* src: [
|
|
* 'images/yokohama/posx.jpg',
|
|
* 'images/yokohama/negx.jpg',
|
|
* 'images/yokohama/posy.jpg',
|
|
* 'images/yokohama/negy.jpg',
|
|
* 'images/yokohama/posz.jpg',
|
|
* 'images/yokohama/negz.jpg',
|
|
* ],
|
|
* },
|
|
* // A cubemap from 1 image (can be 1x6, 2x3, 3x2, 6x1)
|
|
* goldengate: {
|
|
* target: gl.TEXTURE_CUBE_MAP,
|
|
* src: 'images/goldengate.jpg',
|
|
* },
|
|
* // A 2x2 pixel texture from a JavaScript array
|
|
* checker: {
|
|
* mag: gl.NEAREST,
|
|
* min: gl.LINEAR,
|
|
* src: [
|
|
* 255,255,255,255,
|
|
* 192,192,192,255,
|
|
* 192,192,192,255,
|
|
* 255,255,255,255,
|
|
* ],
|
|
* },
|
|
* // a 1x2 pixel texture from a typed array.
|
|
* stripe: {
|
|
* mag: gl.NEAREST,
|
|
* min: gl.LINEAR,
|
|
* format: gl.LUMINANCE,
|
|
* src: new Uint8Array([
|
|
* 255,
|
|
* 128,
|
|
* 255,
|
|
* 128,
|
|
* 255,
|
|
* 128,
|
|
* 255,
|
|
* 128,
|
|
* ]),
|
|
* width: 1,
|
|
* },
|
|
* });
|
|
*
|
|
* Now
|
|
*
|
|
* * `textures.hftIcon` will be a 2d texture
|
|
* * `textures.clover` will be a 2d texture
|
|
* * `textures.fromCanvas` will be a 2d texture
|
|
* * `textures.yohohama` will be a cubemap texture
|
|
* * `textures.goldengate` will be a cubemap texture
|
|
* * `textures.checker` will be a 2d texture
|
|
* * `textures.stripe` will be a 2d texture
|
|
*
|
|
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
|
|
* @param {Object.<string,module:twgl.TextureOptions>} options A object of TextureOptions one per texture.
|
|
* @param {module:twgl.TexturesReadyCallback} [callback] A callback called when all textures have been downloaded.
|
|
* @return {Object.<string,WebGLTexture>) the created textures by name
|
|
* @memberOf module:twgl
|
|
*/
|
|
function createTextures(gl, textureOptions, callback) {
|
|
callback = callback || noop;
|
|
var numDownloading = 0;
|
|
var errors = [];
|
|
var textures = {};
|
|
|
|
function callCallbackIfReady() {
|
|
if (numDownloading === 0) {
|
|
setTimeout(function() {
|
|
callback(errors.length ? errors : undefined, textureOptions);
|
|
}, 0);
|
|
}
|
|
}
|
|
|
|
function finishedDownloading(err) {
|
|
--numDownloading;
|
|
if (err) {
|
|
errors.push(err);
|
|
}
|
|
callCallbackIfReady();
|
|
}
|
|
|
|
Object.keys(textureOptions).forEach(function(name) {
|
|
var options = textureOptions[name];
|
|
var onLoadFn = undefined;
|
|
if (isAsyncSrc(options.src)) {
|
|
onLoadFn = finishedDownloading;
|
|
++numDownloading;
|
|
}
|
|
textures[name] = createTexture(gl, options, onLoadFn);
|
|
});
|
|
|
|
// queue the callback if there are no images to download.
|
|
// We do this because if your code is structured to wait for
|
|
// images to download but then you comment out all the async
|
|
// images your code would break.
|
|
callCallbackIfReady();
|
|
|
|
return textures;
|
|
}
|
|
|
|
/**
|
|
* The options for a framebuffer attachment.
|
|
*
|
|
* Note: For a `format` that is a texture include all the texture
|
|
* options from {@link module:twgl.TextureOptions} for example
|
|
* `min`, `mag`, `clamp`, etc... Note that unlike {@link module:twgl.TextureOptions}
|
|
* `auto` defaults to `false` for attachment textures
|
|
*
|
|
* @typedef {Object} AttachmentOptions
|
|
* @property {number} [attach] The attachment point. Defaults
|
|
* to `gl.COLOR_ATTACTMENT0 + ndx` unless type is a depth or stencil type
|
|
* then it's gl.DEPTH_ATTACHMENT or `gl.DEPTH_STENCIL_ATTACHMENT` depending
|
|
* on the format or attachment type.
|
|
* @property {number} [format] The format. If one of `gl.RGBA4`,
|
|
* `gl.RGB565`, `gl.RGB5_A1`, `gl.DEPTH_COMPONENT16`,
|
|
* `gl.STENCIL_INDEX8` or `gl.DEPTH_STENCIL` then will create a
|
|
* renderbuffer. Otherwise will create a texture. Default = `gl.RGBA`
|
|
* @property {number} [type] The type. Used for texture. Default = `gl.UNSIGNED_BYTE`.
|
|
* @property {number} [target] The texture target for `gl.framebufferTexture2D`.
|
|
* Defaults to `gl.TEXTURE_2D`. Set to appropriate face for cube maps.
|
|
* @property {number} [level] level for `gl.framebufferTexture2D`. Defaults to 0.
|
|
* @property {WebGLObject} [attachment] An existing renderbuffer or texture.
|
|
* If provided will attach this Object. This allows you to share
|
|
* attachemnts across framebuffers.
|
|
* @memberOf module:twgl
|
|
*/
|
|
|
|
var defaultAttachments = [
|
|
{ format: RGBA, type: UNSIGNED_BYTE, min: LINEAR, wrap: CLAMP_TO_EDGE, },
|
|
{ format: DEPTH_STENCIL, },
|
|
];
|
|
|
|
var attachmentsByFormat = {};
|
|
attachmentsByFormat[DEPTH_STENCIL] = DEPTH_STENCIL_ATTACHMENT;
|
|
attachmentsByFormat[STENCIL_INDEX] = STENCIL_ATTACHMENT;
|
|
attachmentsByFormat[STENCIL_INDEX8] = STENCIL_ATTACHMENT;
|
|
attachmentsByFormat[DEPTH_COMPONENT] = DEPTH_ATTACHMENT;
|
|
attachmentsByFormat[DEPTH_COMPONENT16] = DEPTH_ATTACHMENT;
|
|
|
|
function getAttachmentPointForFormat(format) {
|
|
return attachmentsByFormat[format];
|
|
}
|
|
|
|
var renderbufferFormats = {};
|
|
renderbufferFormats[RGBA4] = true;
|
|
renderbufferFormats[RGB5_A1] = true;
|
|
renderbufferFormats[RGB565] = true;
|
|
renderbufferFormats[DEPTH_STENCIL] = true;
|
|
renderbufferFormats[DEPTH_COMPONENT16] = true;
|
|
renderbufferFormats[STENCIL_INDEX] = true;
|
|
renderbufferFormats[STENCIL_INDEX8] = true;
|
|
|
|
function isRenderbufferFormat(format) {
|
|
return renderbufferFormats[format];
|
|
}
|
|
|
|
/**
|
|
* @typedef {Object} FramebufferInfo
|
|
* @property {WebGLFramebuffer} framebuffer The WebGLFramebuffer for this framebufferInfo
|
|
* @property {WebGLObject[]} attachments The created attachments in the same order as passed in to {@link module:twgl.createFramebufferInfo}.
|
|
* @memberOf module:twgl
|
|
*/
|
|
|
|
/**
|
|
* Creates a framebuffer and attachments.
|
|
*
|
|
* This returns a {@link module:twgl.FramebufferInfo} because it needs to return the attachments as well as the framebuffer.
|
|
*
|
|
* The simplest usage
|
|
*
|
|
* // create an RGBA/UNSIGNED_BYTE texture and DEPTH_STENCIL renderbuffer
|
|
* var fbi = twgl.createFramebuffer(gl);
|
|
*
|
|
* More complex usage
|
|
*
|
|
* // create an RGB565 renderbuffer and a STENCIL_INDEX8 renderbuffer
|
|
* var attachments = [
|
|
* { format: RGB565, mag: NEAREST },
|
|
* { format: STENCIL_INDEX8 },
|
|
* ]
|
|
* var fbi = twgl.createFramebuffer(gl, attachments);
|
|
*
|
|
* Passing in a specific size
|
|
*
|
|
* var width = 256;
|
|
* var height = 256;
|
|
* var fbi = twgl.createFramebuffer(gl, attachments, width, height);
|
|
*
|
|
* **Note!!** It is up to you to check if the framebuffer is renderable by calling `gl.checkFramebufferStatus`.
|
|
* [WebGL only guarantees 3 combinations of attachments work](https://www.khronos.org/registry/webgl/specs/latest/1.0/#6.6).
|
|
*
|
|
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
|
|
* @param {module:twgl.AttachmentOptions[]} [attachments] which attachments to create. If not provided the default is a framebuffer with an
|
|
* `RGBA`, `UNSIGNED_BYTE` texture `COLOR_ATTACHMENT0` and a `DEPTH_STENCIL` renderbuffer `DEPTH_STENCIL_ATTACHMENT`.
|
|
* @param {number} [width] the width for the attachments. Default = size of drawingBuffer
|
|
* @param {number} [height] the height for the attachments. Defautt = size of drawingBuffer
|
|
* @return {module:twgl.FramebufferInfo} the framebuffer and attachments.
|
|
* @memberOf module:twgl
|
|
*/
|
|
function createFramebufferInfo(gl, attachments, width, height) {
|
|
var target = gl.FRAMEBUFFER;
|
|
var fb = gl.createFramebuffer();
|
|
gl.bindFramebuffer(target, fb);
|
|
width = width || gl.drawingBufferWidth;
|
|
height = height || gl.drawingBufferHeight;
|
|
attachments = attachments || defaultAttachments;
|
|
var colorAttachmentCount = 0;
|
|
var framebufferInfo = {
|
|
framebuffer: fb,
|
|
attachments: [],
|
|
};
|
|
attachments.forEach(function(attachmentOptions) {
|
|
var attachment = attachmentOptions.attachment;
|
|
var format = attachmentOptions.format;
|
|
var attachmentPoint = getAttachmentPointForFormat(format);
|
|
if (!attachmentPoint) {
|
|
attachmentPoint = COLOR_ATTACHMENT0 + colorAttachmentCount++;
|
|
}
|
|
if (!attachment) {
|
|
if (isRenderbufferFormat(format)) {
|
|
attachment = gl.createRenderbuffer();
|
|
gl.bindRenderbuffer(gl.RENDERBUFFER, attachment);
|
|
gl.renderbufferStorage(gl.RENDERBUFFER, format, width, height);
|
|
} else {
|
|
var textureOptions = shallowCopy(attachmentOptions);
|
|
textureOptions.width = width;
|
|
textureOptions.height = height;
|
|
textureOptions.auto = attachmentOptions.auto === undefined ? false : attachmentOptions.auto;
|
|
attachment = createTexture(gl, textureOptions);
|
|
}
|
|
}
|
|
if (attachment instanceof WebGLRenderbuffer) {
|
|
gl.framebufferRenderbuffer(target, attachmentPoint, gl.RENDERBUFFER, attachment);
|
|
} else if (attachment instanceof WebGLTexture) {
|
|
gl.framebufferTexture2D(
|
|
target,
|
|
attachmentPoint,
|
|
attachmentOptions.texTarget || gl.TEXTURE_2D,
|
|
attachment,
|
|
attachmentOptions.level || 0);
|
|
} else {
|
|
throw "unknown attachment type";
|
|
}
|
|
framebufferInfo.attachments.push(attachment);
|
|
});
|
|
return framebufferInfo;
|
|
}
|
|
|
|
/**
|
|
* Resizes the attachments of a framebuffer.
|
|
*
|
|
* You need to pass in the same `attachments` as you passed in {@link module:twgl.createFramebuffer}
|
|
* because TWGL has no idea the format/type of each attachment.
|
|
*
|
|
* The simplest usage
|
|
*
|
|
* // create an RGBA/UNSIGNED_BYTE texture and DEPTH_STENCIL renderbuffer
|
|
* var fbi = twgl.createFramebuffer(gl);
|
|
*
|
|
* ...
|
|
*
|
|
* function render() {
|
|
* if (twgl.resizeCanvasToDisplaySize(gl.canvas)) {
|
|
* // resize the attachments
|
|
* twgl.resizeFramebufferInfo(gl, fbi);
|
|
* }
|
|
*
|
|
* More complex usage
|
|
*
|
|
* // create an RGB565 renderbuffer and a STENCIL_INDEX8 renderbuffer
|
|
* var attachments = [
|
|
* { format: RGB565, mag: NEAREST },
|
|
* { format: STENCIL_INDEX8 },
|
|
* ]
|
|
* var fbi = twgl.createFramebuffer(gl, attachments);
|
|
*
|
|
* ...
|
|
*
|
|
* function render() {
|
|
* if (twgl.resizeCanvasToDisplaySize(gl.canvas)) {
|
|
* // resize the attachments to match
|
|
* twgl.resizeFramebufferInfo(gl, fbi, attachments);
|
|
* }
|
|
*
|
|
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
|
|
* @param {module:twgl.FramebufferInfo} framebufferInfo a framebufferInfo as returned from {@link module:twgl.createFramebuffer}.
|
|
* @param {module:twgl.AttachmentOptions[]} [attachments] the same attachments options as passed to {@link module:twgl.createFramebuffer}.
|
|
* @param {number} [width] the width for the attachments. Default = size of drawingBuffer
|
|
* @param {number} [height] the height for the attachments. Defautt = size of drawingBuffer
|
|
* @memberOf module:twgl
|
|
*/
|
|
function resizeFramebufferInfo(gl, framebufferInfo, attachments, width, height) {
|
|
width = width || gl.drawingBufferWidth;
|
|
height = height || gl.drawingBufferHeight;
|
|
attachments = attachments || defaultAttachments;
|
|
attachments.forEach(function(attachmentOptions, ndx) {
|
|
var attachment = framebufferInfo.attachments[ndx];
|
|
var format = attachmentOptions.format;
|
|
if (attachment instanceof WebGLRenderbuffer) {
|
|
gl.bindRenderbuffer(gl.RENDERBUFFER, attachment);
|
|
gl.renderbufferStorage(gl.RENDERBUFFER, format, width, height);
|
|
} else if (attachment instanceof WebGLTexture) {
|
|
resizeTexture(gl, attachment, attachmentOptions, width, height);
|
|
} else {
|
|
throw "unknown attachment type";
|
|
}
|
|
});
|
|
}
|
|
|
|
|
|
|
|
// Using quotes prevents Uglify from changing the names.
|
|
// No speed diff AFAICT.
|
|
return {
|
|
"createAttribsFromArrays": createAttribsFromArrays,
|
|
"createBuffersFromArrays": createBuffersFromArrays,
|
|
"createBufferInfoFromArrays": createBufferInfoFromArrays,
|
|
"createAttributeSetters": createAttributeSetters,
|
|
"setAttribInfoBufferFromArray": setAttribInfoBufferFromArray,
|
|
|
|
"createProgram": createProgram,
|
|
"createProgramFromScripts": createProgramFromScripts,
|
|
"createProgramFromSources": createProgramFromSources,
|
|
"createProgramInfo": createProgramInfo,
|
|
"createUniformSetters": createUniformSetters,
|
|
|
|
"drawBufferInfo": drawBufferInfo,
|
|
"drawObjectList": drawObjectList,
|
|
"getWebGLContext": getWebGLContext,
|
|
"resizeCanvasToDisplaySize": resizeCanvasToDisplaySize,
|
|
"setAttributes": setAttributes,
|
|
"setAttributePrefix": setAttributePrefix,
|
|
"setBuffersAndAttributes": setBuffersAndAttributes,
|
|
"setUniforms": setUniforms,
|
|
|
|
"createTexture": createTexture,
|
|
"setEmptyTexture": setEmptyTexture,
|
|
"setTextureFromArray": setTextureFromArray,
|
|
"loadTextureFromUrl": loadTextureFromUrl,
|
|
"setTextureFromElement": setTextureFromElement,
|
|
"setTextureFilteringForSize": setTextureFilteringForSize,
|
|
"setTextureParameters": setTextureParameters,
|
|
"setDefaultTextureColor": setDefaultTextureColor,
|
|
"createTextures": createTextures,
|
|
"resizeTexture": resizeTexture,
|
|
|
|
"createFramebufferInfo": createFramebufferInfo,
|
|
"resizeFramebufferInfo": resizeFramebufferInfo,
|
|
};
|
|
|
|
});
|
|
|
|
|
|
/*
|
|
* Copyright 2015, Gregg Tavares.
|
|
* All rights reserved.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are
|
|
* met:
|
|
*
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above
|
|
* copyright notice, this list of conditions and the following disclaimer
|
|
* in the documentation and/or other materials provided with the
|
|
* distribution.
|
|
* * Neither the name of Gregg Tavares. nor the names of his
|
|
* contributors may be used to endorse or promote products derived from
|
|
* this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
|
|
define('twgl/v3',[], function () {
|
|
|
|
/**
|
|
*
|
|
* Vec3 math math functions.
|
|
*
|
|
* Almost all functions take an optional `dst` argument. If it is not passed in the
|
|
* functions will create a new Vec3. In other words you can do this
|
|
*
|
|
* var v = v3.cross(v1, v2); // Creates a new Vec3 with the cross product of v1 x v2.
|
|
*
|
|
* or
|
|
*
|
|
* var v3 = v3.create();
|
|
* v3.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v
|
|
*
|
|
* The first style is often easier but depending on where it's used it generates garbage where
|
|
* as there is almost never allocation with the second style.
|
|
*
|
|
* It is always save to pass any vector as the destination. So for example
|
|
*
|
|
* v3.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1
|
|
*
|
|
* @module twgl/v3
|
|
*/
|
|
|
|
var VecType = Float32Array;
|
|
|
|
/**
|
|
* A JavaScript array with 3 values or a Float32Array with 3 values.
|
|
* When created by the library will create the default type which is `Float32Array`
|
|
* but can be set by calling {@link module:twgl/v3.setDefaultType}.
|
|
* @typedef {(number[]|Float32Array)} Vec3
|
|
* @memberOf module:twgl/v3
|
|
*/
|
|
|
|
/**
|
|
* Sets the type this library creates for a Vec3
|
|
* @param {constructor} ctor the constructor for the type. Either `Float32Array` or `Array`
|
|
*/
|
|
function setDefaultType(ctor) {
|
|
VecType = ctor;
|
|
}
|
|
|
|
/**
|
|
* Creates a vec3; may be called with x, y, z to set initial values.
|
|
* @return {Vec3} the created vector
|
|
* @memberOf module:twgl/v3
|
|
*/
|
|
function create(x, y, z) {
|
|
var dst = new VecType(3);
|
|
if (x) {
|
|
dst[0] = x;
|
|
}
|
|
if (y) {
|
|
dst[1] = y;
|
|
}
|
|
if (z) {
|
|
dst[2] = z;
|
|
}
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Adds two vectors; assumes a and b have the same dimension.
|
|
* @param {module:twgl/v3.Vec3} a Operand vector.
|
|
* @param {module:twgl/v3.Vec3} b Operand vector.
|
|
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
|
|
* @memberOf module:twgl/v3
|
|
*/
|
|
function add(a, b, dst) {
|
|
dst = dst || new VecType(3);
|
|
|
|
dst[0] = a[0] + b[0];
|
|
dst[1] = a[1] + b[1];
|
|
dst[2] = a[2] + b[2];
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Subtracts two vectors.
|
|
* @param {module:twgl/v3.Vec3} a Operand vector.
|
|
* @param {module:twgl/v3.Vec3} b Operand vector.
|
|
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
|
|
* @memberOf module:twgl/v3
|
|
*/
|
|
function subtract(a, b, dst) {
|
|
dst = dst || new VecType(3);
|
|
|
|
dst[0] = a[0] - b[0];
|
|
dst[1] = a[1] - b[1];
|
|
dst[2] = a[2] - b[2];
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Performs linear interpolation on two vectors.
|
|
* Given vectors a and b and interpolation coefficient t, returns
|
|
* (1 - t) * a + t * b.
|
|
* @param {module:twgl/v3.Vec3} a Operand vector.
|
|
* @param {module:twgl/v3.Vec3} b Operand vector.
|
|
* @param {number} t Interpolation coefficient.
|
|
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
|
|
* @memberOf module:twgl/v3
|
|
*/
|
|
function lerp(a, b, t, dst) {
|
|
dst = dst || new VecType(3);
|
|
|
|
dst[0] = (1 - t) * a[0] + t * b[0];
|
|
dst[1] = (1 - t) * a[1] + t * b[1];
|
|
dst[2] = (1 - t) * a[2] + t * b[2];
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Mutiplies a vector by a scalar.
|
|
* @param {module:twgl/v3.Vec3} v The vector.
|
|
* @param {number} k The scalar.
|
|
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
|
|
* @return {module:twgl/v3.Vec3} dst.
|
|
* @memberOf module:twgl/v3
|
|
*/
|
|
function mulScalar(v, k, dst) {
|
|
dst = dst || new VecType(3);
|
|
|
|
dst[0] = v[0] * k;
|
|
dst[1] = v[1] * k;
|
|
dst[2] = v[2] * k;
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Divides a vector by a scalar.
|
|
* @param {module:twgl/v3.Vec3} v The vector.
|
|
* @param {number} k The scalar.
|
|
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
|
|
* @return {module:twgl/v3.Vec3} dst.
|
|
* @memberOf module:twgl/v3
|
|
*/
|
|
function divScalar(v, k, dst) {
|
|
dst = dst || new VecType(3);
|
|
|
|
dst[0] = v[0] / k;
|
|
dst[1] = v[1] / k;
|
|
dst[2] = v[2] / k;
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Computes the cross product of two vectors; assumes both vectors have
|
|
* three entries.
|
|
* @param {module:twgl/v3.Vec3} a Operand vector.
|
|
* @param {module:twgl/v3.Vec3} b Operand vector.
|
|
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
|
|
* @return {module:twgl/v3.Vec3} The vector a cross b.
|
|
* @memberOf module:twgl/v3
|
|
*/
|
|
function cross(a, b, dst) {
|
|
dst = dst || new VecType(3);
|
|
|
|
dst[0] = a[1] * b[2] - a[2] * b[1];
|
|
dst[1] = a[2] * b[0] - a[0] * b[2];
|
|
dst[2] = a[0] * b[1] - a[1] * b[0];
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Computes the dot product of two vectors; assumes both vectors have
|
|
* three entries.
|
|
* @param {module:twgl/v3.Vec3} a Operand vector.
|
|
* @param {module:twgl/v3.Vec3} b Operand vector.
|
|
* @return {number} dot product
|
|
* @memberOf module:twgl/v3
|
|
*/
|
|
function dot(a, b) {
|
|
return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]);
|
|
}
|
|
|
|
/**
|
|
* Computes the length of vector
|
|
* @param {module:twgl/v3.Vec3} v vector.
|
|
* @return {number} length of vector.
|
|
* @memberOf module:twgl/v3
|
|
*/
|
|
function length(v) {
|
|
return Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
|
|
}
|
|
|
|
/**
|
|
* Computes the square of the length of vector
|
|
* @param {module:twgl/v3.Vec3} v vector.
|
|
* @return {number} square of the length of vector.
|
|
* @memberOf module:twgl/v3
|
|
*/
|
|
function lengthSq(v) {
|
|
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
|
|
}
|
|
|
|
/**
|
|
* Divides a vector by its Euclidean length and returns the quotient.
|
|
* @param {module:twgl/v3.Vec3} a The vector.
|
|
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
|
|
* @return {module:twgl/v3.Vec3} The normalized vector.
|
|
* @memberOf module:twgl/v3
|
|
*/
|
|
function normalize(a, dst) {
|
|
dst = dst || new VecType(3);
|
|
|
|
var lenSq = a[0] * a[0] + a[1] * a[1] + a[2] * a[2];
|
|
var len = Math.sqrt(lenSq);
|
|
if (len > 0.00001) {
|
|
dst[0] = a[0] / len;
|
|
dst[1] = a[1] / len;
|
|
dst[2] = a[2] / len;
|
|
} else {
|
|
dst[0] = 0;
|
|
dst[1] = 0;
|
|
dst[2] = 0;
|
|
}
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Negates a vector.
|
|
* @param {module:twgl/v3.Vec3} v The vector.
|
|
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
|
|
* @return {module:twgl/v3.Vec3} -v.
|
|
* @memberOf module:twgl/v3
|
|
*/
|
|
function negate(v, dst) {
|
|
dst = dst || new VecType(3);
|
|
|
|
dst[0] = -v[0];
|
|
dst[1] = -v[1];
|
|
dst[2] = -v[2];
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Copies a vector.
|
|
* @param {module:twgl/v3.Vec3} v The vector.
|
|
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
|
|
* @return {module:twgl/v3.Vec3} A copy of v.
|
|
* @memberOf module:twgl/v3
|
|
*/
|
|
function copy(v, dst) {
|
|
dst = dst || new VecType(3);
|
|
|
|
dst[0] = v[0];
|
|
dst[1] = v[1];
|
|
dst[2] = v[2];
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Multiplies a vector by another vector (component-wise); assumes a and
|
|
* b have the same length.
|
|
* @param {module:twgl/v3.Vec3} a Operand vector.
|
|
* @param {module:twgl/v3.Vec3} b Operand vector.
|
|
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
|
|
* @return {module:twgl/v3.Vec3} The vector of products of entries of a and
|
|
* b.
|
|
* @memberOf module:twgl/v3
|
|
*/
|
|
function multiply(a, b, dst) {
|
|
dst = dst || new VecType(3);
|
|
|
|
dst[0] = a[0] * b[0];
|
|
dst[1] = a[1] * b[1];
|
|
dst[2] = a[2] * b[2];
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Divides a vector by another vector (component-wise); assumes a and
|
|
* b have the same length.
|
|
* @param {module:twgl/v3.Vec3} a Operand vector.
|
|
* @param {module:twgl/v3.Vec3} b Operand vector.
|
|
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created..
|
|
* @return {module:twgl/v3.Vec3} The vector of quotients of entries of a and
|
|
* b.
|
|
* @memberOf module:twgl/v3
|
|
*/
|
|
function divide(a, b, dst) {
|
|
dst = dst || new VecType(3);
|
|
|
|
dst[0] = a[0] / b[0];
|
|
dst[1] = a[1] / b[1];
|
|
dst[2] = a[2] / b[2];
|
|
|
|
return dst;
|
|
}
|
|
|
|
// Using quotes prevents Uglify from changing the names.
|
|
// No speed diff AFAICT.
|
|
return {
|
|
"add": add,
|
|
"copy": copy,
|
|
"create": create,
|
|
"cross": cross,
|
|
"divide": divide,
|
|
"divScalar": divScalar,
|
|
"dot": dot,
|
|
"lerp": lerp,
|
|
"length": length,
|
|
"lengthSq": lengthSq,
|
|
"mulScalar": mulScalar,
|
|
"multiply": multiply,
|
|
"negate": negate,
|
|
"normalize": normalize,
|
|
"setDefaultType": setDefaultType,
|
|
"subtract": subtract,
|
|
};
|
|
|
|
});
|
|
|
|
/*
|
|
* Copyright 2015, Gregg Tavares.
|
|
* All rights reserved.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are
|
|
* met:
|
|
*
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above
|
|
* copyright notice, this list of conditions and the following disclaimer
|
|
* in the documentation and/or other materials provided with the
|
|
* distribution.
|
|
* * Neither the name of Gregg Tavares. nor the names of his
|
|
* contributors may be used to endorse or promote products derived from
|
|
* this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
|
|
|
|
define('twgl/m4',['./v3'], function (v3) {
|
|
|
|
/**
|
|
* 4x4 Matrix math math functions.
|
|
*
|
|
* Almost all functions take an optional `dst` argument. If it is not passed in the
|
|
* functions will create a new matrix. In other words you can do this
|
|
*
|
|
* var mat = m4.translation([1, 2, 3]); // Creates a new translation matrix
|
|
*
|
|
* or
|
|
*
|
|
* var mat = m4.create();
|
|
* m4.translation([1, 2, 3], mat); // Puts translation matrix in mat.
|
|
*
|
|
* The first style is often easier but depending on where it's used it generates garbage where
|
|
* as there is almost never allocation with the second style.
|
|
*
|
|
* It is always save to pass any matrix as the destination. So for example
|
|
*
|
|
* var mat = m4.identity();
|
|
* var trans = m4.translation([1, 2, 3]);
|
|
* m4.multiply(mat, trans, mat); // Multiplies mat * trans and puts result in mat.
|
|
*
|
|
* @module twgl/m4
|
|
*/
|
|
var MatType = Float32Array;
|
|
|
|
var tempV3a = v3.create();
|
|
var tempV3b = v3.create();
|
|
var tempV3c = v3.create();
|
|
|
|
/**
|
|
* A JavaScript array with 16 values or a Float32Array with 16 values.
|
|
* When created by the library will create the default type which is `Float32Array`
|
|
* but can be set by calling {@link module:twgl/m4.setDefaultType}.
|
|
* @typedef {(number[]|Float32Array)} Mat4
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
|
|
/**
|
|
* Sets the type this library creates for a Mat4
|
|
* @param {constructor} ctor the constructor for the type. Either `Float32Array` or `Array`
|
|
*/
|
|
function setDefaultType(ctor) {
|
|
VecType = ctor;
|
|
}
|
|
|
|
/**
|
|
* Negates a matrix.
|
|
* @param {module:twgl/m4.Mat4} m The matrix.
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} -m.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function negate(m, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
dst[ 0] = -m[ 0];
|
|
dst[ 1] = -m[ 1];
|
|
dst[ 2] = -m[ 2];
|
|
dst[ 3] = -m[ 3];
|
|
dst[ 4] = -m[ 4];
|
|
dst[ 5] = -m[ 5];
|
|
dst[ 6] = -m[ 6];
|
|
dst[ 7] = -m[ 7];
|
|
dst[ 8] = -m[ 8];
|
|
dst[ 9] = -m[ 9];
|
|
dst[10] = -m[10];
|
|
dst[11] = -m[11];
|
|
dst[12] = -m[12];
|
|
dst[13] = -m[13];
|
|
dst[14] = -m[14];
|
|
dst[15] = -m[15];
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Copies a matrix.
|
|
* @param {module:twgl/m4.Mat4} m The matrix.
|
|
* @param {module:twgl/m4.Mat4} [dst] The matrix.
|
|
* @return {module:twgl/m4.Mat4} A copy of m.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function copy(m, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
dst[ 0] = m[ 0];
|
|
dst[ 1] = m[ 1];
|
|
dst[ 2] = m[ 2];
|
|
dst[ 3] = m[ 3];
|
|
dst[ 4] = m[ 4];
|
|
dst[ 5] = m[ 5];
|
|
dst[ 6] = m[ 6];
|
|
dst[ 7] = m[ 7];
|
|
dst[ 8] = m[ 8];
|
|
dst[ 9] = m[ 9];
|
|
dst[10] = m[10];
|
|
dst[11] = m[11];
|
|
dst[12] = m[12];
|
|
dst[13] = m[13];
|
|
dst[14] = m[14];
|
|
dst[15] = m[15];
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Creates an n-by-n identity matrix.
|
|
*
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} An n-by-n identity matrix.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function identity(dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
dst[ 0] = 1;
|
|
dst[ 1] = 0;
|
|
dst[ 2] = 0;
|
|
dst[ 3] = 0;
|
|
dst[ 4] = 0;
|
|
dst[ 5] = 1;
|
|
dst[ 6] = 0;
|
|
dst[ 7] = 0;
|
|
dst[ 8] = 0;
|
|
dst[ 9] = 0;
|
|
dst[10] = 1;
|
|
dst[11] = 0;
|
|
dst[12] = 0;
|
|
dst[13] = 0;
|
|
dst[14] = 0;
|
|
dst[15] = 1;
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Takes the transpose of a matrix.
|
|
* @param {module:twgl/m4.Mat4} m The matrix.
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} The transpose of m.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function transpose(m, dst) {
|
|
dst = dst || new MatType(16);
|
|
if (dst === m) {
|
|
var t;
|
|
|
|
t = m[1];
|
|
m[1] = m[4];
|
|
m[4] = t;
|
|
|
|
t = m[2];
|
|
m[2] = m[8];
|
|
m[8] = t;
|
|
|
|
t = m[3];
|
|
m[3] = m[12];
|
|
m[12] = t;
|
|
|
|
t = m[6];
|
|
m[6] = m[9];
|
|
m[9] = t;
|
|
|
|
t = m[7];
|
|
m[7] = m[13];
|
|
m[13] = t;
|
|
|
|
t = m[11];
|
|
m[11] = m[14];
|
|
m[14] = t;
|
|
return dst;
|
|
}
|
|
|
|
var m00 = m[0 * 4 + 0];
|
|
var m01 = m[0 * 4 + 1];
|
|
var m02 = m[0 * 4 + 2];
|
|
var m03 = m[0 * 4 + 3];
|
|
var m10 = m[1 * 4 + 0];
|
|
var m11 = m[1 * 4 + 1];
|
|
var m12 = m[1 * 4 + 2];
|
|
var m13 = m[1 * 4 + 3];
|
|
var m20 = m[2 * 4 + 0];
|
|
var m21 = m[2 * 4 + 1];
|
|
var m22 = m[2 * 4 + 2];
|
|
var m23 = m[2 * 4 + 3];
|
|
var m30 = m[3 * 4 + 0];
|
|
var m31 = m[3 * 4 + 1];
|
|
var m32 = m[3 * 4 + 2];
|
|
var m33 = m[3 * 4 + 3];
|
|
|
|
dst[ 0] = m00;
|
|
dst[ 1] = m10;
|
|
dst[ 2] = m20;
|
|
dst[ 3] = m30;
|
|
dst[ 4] = m01;
|
|
dst[ 5] = m11;
|
|
dst[ 6] = m21;
|
|
dst[ 7] = m31;
|
|
dst[ 8] = m02;
|
|
dst[ 9] = m12;
|
|
dst[10] = m22;
|
|
dst[11] = m32;
|
|
dst[12] = m03;
|
|
dst[13] = m13;
|
|
dst[14] = m23;
|
|
dst[15] = m33;
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Computes the inverse of a 4-by-4 matrix.
|
|
* @param {module:twgl/m4.Mat4} m The matrix.
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} The inverse of m.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function inverse(m, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
var m00 = m[0 * 4 + 0];
|
|
var m01 = m[0 * 4 + 1];
|
|
var m02 = m[0 * 4 + 2];
|
|
var m03 = m[0 * 4 + 3];
|
|
var m10 = m[1 * 4 + 0];
|
|
var m11 = m[1 * 4 + 1];
|
|
var m12 = m[1 * 4 + 2];
|
|
var m13 = m[1 * 4 + 3];
|
|
var m20 = m[2 * 4 + 0];
|
|
var m21 = m[2 * 4 + 1];
|
|
var m22 = m[2 * 4 + 2];
|
|
var m23 = m[2 * 4 + 3];
|
|
var m30 = m[3 * 4 + 0];
|
|
var m31 = m[3 * 4 + 1];
|
|
var m32 = m[3 * 4 + 2];
|
|
var m33 = m[3 * 4 + 3];
|
|
var tmp_0 = m22 * m33;
|
|
var tmp_1 = m32 * m23;
|
|
var tmp_2 = m12 * m33;
|
|
var tmp_3 = m32 * m13;
|
|
var tmp_4 = m12 * m23;
|
|
var tmp_5 = m22 * m13;
|
|
var tmp_6 = m02 * m33;
|
|
var tmp_7 = m32 * m03;
|
|
var tmp_8 = m02 * m23;
|
|
var tmp_9 = m22 * m03;
|
|
var tmp_10 = m02 * m13;
|
|
var tmp_11 = m12 * m03;
|
|
var tmp_12 = m20 * m31;
|
|
var tmp_13 = m30 * m21;
|
|
var tmp_14 = m10 * m31;
|
|
var tmp_15 = m30 * m11;
|
|
var tmp_16 = m10 * m21;
|
|
var tmp_17 = m20 * m11;
|
|
var tmp_18 = m00 * m31;
|
|
var tmp_19 = m30 * m01;
|
|
var tmp_20 = m00 * m21;
|
|
var tmp_21 = m20 * m01;
|
|
var tmp_22 = m00 * m11;
|
|
var tmp_23 = m10 * m01;
|
|
|
|
var t0 = (tmp_0 * m11 + tmp_3 * m21 + tmp_4 * m31) -
|
|
(tmp_1 * m11 + tmp_2 * m21 + tmp_5 * m31);
|
|
var t1 = (tmp_1 * m01 + tmp_6 * m21 + tmp_9 * m31) -
|
|
(tmp_0 * m01 + tmp_7 * m21 + tmp_8 * m31);
|
|
var t2 = (tmp_2 * m01 + tmp_7 * m11 + tmp_10 * m31) -
|
|
(tmp_3 * m01 + tmp_6 * m11 + tmp_11 * m31);
|
|
var t3 = (tmp_5 * m01 + tmp_8 * m11 + tmp_11 * m21) -
|
|
(tmp_4 * m01 + tmp_9 * m11 + tmp_10 * m21);
|
|
|
|
var d = 1.0 / (m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3);
|
|
|
|
dst[ 0] = d * t0;
|
|
dst[ 1] = d * t1;
|
|
dst[ 2] = d * t2;
|
|
dst[ 3] = d * t3;
|
|
dst[ 4] = d * ((tmp_1 * m10 + tmp_2 * m20 + tmp_5 * m30) -
|
|
(tmp_0 * m10 + tmp_3 * m20 + tmp_4 * m30));
|
|
dst[ 5] = d * ((tmp_0 * m00 + tmp_7 * m20 + tmp_8 * m30) -
|
|
(tmp_1 * m00 + tmp_6 * m20 + tmp_9 * m30));
|
|
dst[ 6] = d * ((tmp_3 * m00 + tmp_6 * m10 + tmp_11 * m30) -
|
|
(tmp_2 * m00 + tmp_7 * m10 + tmp_10 * m30));
|
|
dst[ 7] = d * ((tmp_4 * m00 + tmp_9 * m10 + tmp_10 * m20) -
|
|
(tmp_5 * m00 + tmp_8 * m10 + tmp_11 * m20));
|
|
dst[ 8] = d * ((tmp_12 * m13 + tmp_15 * m23 + tmp_16 * m33) -
|
|
(tmp_13 * m13 + tmp_14 * m23 + tmp_17 * m33));
|
|
dst[ 9] = d * ((tmp_13 * m03 + tmp_18 * m23 + tmp_21 * m33) -
|
|
(tmp_12 * m03 + tmp_19 * m23 + tmp_20 * m33));
|
|
dst[10] = d * ((tmp_14 * m03 + tmp_19 * m13 + tmp_22 * m33) -
|
|
(tmp_15 * m03 + tmp_18 * m13 + tmp_23 * m33));
|
|
dst[11] = d * ((tmp_17 * m03 + tmp_20 * m13 + tmp_23 * m23) -
|
|
(tmp_16 * m03 + tmp_21 * m13 + tmp_22 * m23));
|
|
dst[12] = d * ((tmp_14 * m22 + tmp_17 * m32 + tmp_13 * m12) -
|
|
(tmp_16 * m32 + tmp_12 * m12 + tmp_15 * m22));
|
|
dst[13] = d * ((tmp_20 * m32 + tmp_12 * m02 + tmp_19 * m22) -
|
|
(tmp_18 * m22 + tmp_21 * m32 + tmp_13 * m02));
|
|
dst[14] = d * ((tmp_18 * m12 + tmp_23 * m32 + tmp_15 * m02) -
|
|
(tmp_22 * m32 + tmp_14 * m02 + tmp_19 * m12));
|
|
dst[15] = d * ((tmp_22 * m22 + tmp_16 * m02 + tmp_21 * m12) -
|
|
(tmp_20 * m12 + tmp_23 * m22 + tmp_17 * m02));
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Multiplies two 4-by-4 matrices; assumes that the given matrices are 4-by-4;
|
|
* assumes matrix entries are accessed in [row][column] fashion.
|
|
* @param {module:twgl/m4.Mat4} a The matrix on the left.
|
|
* @param {module:twgl/m4.Mat4} b The matrix on the right.
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} The matrix product of a and b.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function multiply(a, b, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
var a00 = a[0];
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a03 = a[3];
|
|
var a10 = a[ 4 + 0];
|
|
var a11 = a[ 4 + 1];
|
|
var a12 = a[ 4 + 2];
|
|
var a13 = a[ 4 + 3];
|
|
var a20 = a[ 8 + 0];
|
|
var a21 = a[ 8 + 1];
|
|
var a22 = a[ 8 + 2];
|
|
var a23 = a[ 8 + 3];
|
|
var a30 = a[12 + 0];
|
|
var a31 = a[12 + 1];
|
|
var a32 = a[12 + 2];
|
|
var a33 = a[12 + 3];
|
|
var b00 = b[0];
|
|
var b01 = b[1];
|
|
var b02 = b[2];
|
|
var b03 = b[3];
|
|
var b10 = b[ 4 + 0];
|
|
var b11 = b[ 4 + 1];
|
|
var b12 = b[ 4 + 2];
|
|
var b13 = b[ 4 + 3];
|
|
var b20 = b[ 8 + 0];
|
|
var b21 = b[ 8 + 1];
|
|
var b22 = b[ 8 + 2];
|
|
var b23 = b[ 8 + 3];
|
|
var b30 = b[12 + 0];
|
|
var b31 = b[12 + 1];
|
|
var b32 = b[12 + 2];
|
|
var b33 = b[12 + 3];
|
|
|
|
dst[ 0] = a00 * b00 + a01 * b10 + a02 * b20 + a03 * b30;
|
|
dst[ 1] = a00 * b01 + a01 * b11 + a02 * b21 + a03 * b31;
|
|
dst[ 2] = a00 * b02 + a01 * b12 + a02 * b22 + a03 * b32;
|
|
dst[ 3] = a00 * b03 + a01 * b13 + a02 * b23 + a03 * b33;
|
|
dst[ 4] = a10 * b00 + a11 * b10 + a12 * b20 + a13 * b30;
|
|
dst[ 5] = a10 * b01 + a11 * b11 + a12 * b21 + a13 * b31;
|
|
dst[ 6] = a10 * b02 + a11 * b12 + a12 * b22 + a13 * b32;
|
|
dst[ 7] = a10 * b03 + a11 * b13 + a12 * b23 + a13 * b33;
|
|
dst[ 8] = a20 * b00 + a21 * b10 + a22 * b20 + a23 * b30;
|
|
dst[ 9] = a20 * b01 + a21 * b11 + a22 * b21 + a23 * b31;
|
|
dst[10] = a20 * b02 + a21 * b12 + a22 * b22 + a23 * b32;
|
|
dst[11] = a20 * b03 + a21 * b13 + a22 * b23 + a23 * b33;
|
|
dst[12] = a30 * b00 + a31 * b10 + a32 * b20 + a33 * b30;
|
|
dst[13] = a30 * b01 + a31 * b11 + a32 * b21 + a33 * b31;
|
|
dst[14] = a30 * b02 + a31 * b12 + a32 * b22 + a33 * b32;
|
|
dst[15] = a30 * b03 + a31 * b13 + a32 * b23 + a33 * b33;
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Sets the translation component of a 4-by-4 matrix to the given
|
|
* vector.
|
|
* @param {module:twgl/m4.Mat4} a The matrix.
|
|
* @param {Vec3} v The vector.
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} a once modified.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function setTranslation(a, v, dst) {
|
|
dst = dst || identity();
|
|
if (a !== dst) {
|
|
dst[ 0] = a[ 0];
|
|
dst[ 1] = a[ 1];
|
|
dst[ 2] = a[ 2];
|
|
dst[ 3] = a[ 3];
|
|
dst[ 4] = a[ 4];
|
|
dst[ 5] = a[ 5];
|
|
dst[ 6] = a[ 6];
|
|
dst[ 7] = a[ 7];
|
|
dst[ 8] = a[ 8];
|
|
dst[ 9] = a[ 9];
|
|
dst[10] = a[10];
|
|
dst[11] = a[11];
|
|
}
|
|
dst[12] = v[0];
|
|
dst[13] = v[1];
|
|
dst[14] = v[2];
|
|
dst[15] = 1;
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Returns the translation component of a 4-by-4 matrix as a vector with 3
|
|
* entries.
|
|
* @param {module:twgl/m4.Mat4} m The matrix.
|
|
* @return {Vec3} [dst] vector..
|
|
* @return {Vec3} The translation component of m.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function getTranslation(m, dst) {
|
|
dst = dst || v3.create();
|
|
dst[0] = m[12];
|
|
dst[1] = m[13];
|
|
dst[2] = m[14];
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Returns the axis of a 4x4 matrix as a vector with 3 entries
|
|
* @param {module:twgl/m4.Mat4} m The matrix.
|
|
* @param {number} axis The axis 0 = x, 1 = y, 2 = z;
|
|
* @return {Vec3} [dst] vector.
|
|
* @return {Vec3} The axis component of m.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function getAxis(m, axis, dst) {
|
|
dst = dst || v3.create();
|
|
var off = axis * 4;
|
|
dst[0] = m[off + 0];
|
|
dst[1] = m[off + 1];
|
|
dst[2] = m[off + 2];
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Computes a 4-by-4 perspective transformation matrix given the angular height
|
|
* of the frustum, the aspect ratio, and the near and far clipping planes. The
|
|
* arguments define a frustum extending in the negative z direction. The given
|
|
* angle is the vertical angle of the frustum, and the horizontal angle is
|
|
* determined to produce the given aspect ratio. The arguments near and far are
|
|
* the distances to the near and far clipping planes. Note that near and far
|
|
* are not z coordinates, but rather they are distances along the negative
|
|
* z-axis. The matrix generated sends the viewing frustum to the unit box.
|
|
* We assume a unit box extending from -1 to 1 in the x and y dimensions and
|
|
* from 0 to 1 in the z dimension.
|
|
* @param {number} fieldOfViewYInRadians The camera angle from top to bottom (in radians).
|
|
* @param {number} aspect The aspect ratio width / height.
|
|
* @param {number} zNear The depth (negative z coordinate)
|
|
* of the near clipping plane.
|
|
* @param {number} zFar The depth (negative z coordinate)
|
|
* of the far clipping plane.
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} The perspective matrix.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function perspective(fieldOfViewYInRadians, aspect, zNear, zFar, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
var f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewYInRadians);
|
|
var rangeInv = 1.0 / (zNear - zFar);
|
|
|
|
dst[0] = f / aspect;
|
|
dst[1] = 0;
|
|
dst[2] = 0;
|
|
dst[3] = 0;
|
|
|
|
dst[4] = 0;
|
|
dst[5] = f;
|
|
dst[6] = 0;
|
|
dst[7] = 0;
|
|
|
|
dst[8] = 0;
|
|
dst[9] = 0;
|
|
dst[10] = (zNear + zFar) * rangeInv;
|
|
dst[11] = -1;
|
|
|
|
dst[12] = 0;
|
|
dst[13] = 0;
|
|
dst[14] = zNear * zFar * rangeInv * 2;
|
|
dst[15] = 0;
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Computes a 4-by-4 othogonal transformation matrix given the left, right,
|
|
* bottom, and top dimensions of the near clipping plane as well as the
|
|
* near and far clipping plane distances.
|
|
* @param {number} left Left side of the near clipping plane viewport.
|
|
* @param {number} right Right side of the near clipping plane viewport.
|
|
* @param {number} top Top of the near clipping plane viewport.
|
|
* @param {number} bottom Bottom of the near clipping plane viewport.
|
|
* @param {number} near The depth (negative z coordinate)
|
|
* of the near clipping plane.
|
|
* @param {number} far The depth (negative z coordinate)
|
|
* of the far clipping plane.
|
|
* @param {module:twgl/m4.Mat4} [dst] Output matrix.
|
|
* @return {module:twgl/m4.Mat4} The perspective matrix.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function ortho(left, right, bottom, top, near, far, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
dst[0] = 2 / (right - left);
|
|
dst[1] = 0;
|
|
dst[2] = 0;
|
|
dst[3] = 0;
|
|
|
|
dst[4] = 0;
|
|
dst[5] = 2 / (top - bottom);
|
|
dst[6] = 0;
|
|
dst[7] = 0;
|
|
|
|
dst[8] = 0;
|
|
dst[9] = 0;
|
|
dst[10] = -1 / (far - near);
|
|
dst[11] = 0;
|
|
|
|
dst[12] = (right + left) / (left - right);
|
|
dst[13] = (top + bottom) / (bottom - top);
|
|
dst[14] = -near / (near - far);
|
|
dst[15] = 1;
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Computes a 4-by-4 perspective transformation matrix given the left, right,
|
|
* top, bottom, near and far clipping planes. The arguments define a frustum
|
|
* extending in the negative z direction. The arguments near and far are the
|
|
* distances to the near and far clipping planes. Note that near and far are not
|
|
* z coordinates, but rather they are distances along the negative z-axis. The
|
|
* matrix generated sends the viewing frustum to the unit box. We assume a unit
|
|
* box extending from -1 to 1 in the x and y dimensions and from 0 to 1 in the z
|
|
* dimension.
|
|
* @param {number} left The x coordinate of the left plane of the box.
|
|
* @param {number} right The x coordinate of the right plane of the box.
|
|
* @param {number} bottom The y coordinate of the bottom plane of the box.
|
|
* @param {number} top The y coordinate of the right plane of the box.
|
|
* @param {number} near The negative z coordinate of the near plane of the box.
|
|
* @param {number} far The negative z coordinate of the far plane of the box.
|
|
* @param {module:twgl/m4.Mat4} [dst] Output matrix.
|
|
* @return {module:twgl/m4.Mat4} The perspective projection matrix.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function frustum(left, right, bottom, top, near, far, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
var dx = (right - left);
|
|
var dy = (top - bottom);
|
|
var dz = (near - far);
|
|
|
|
dst[ 0] = 2 * near / dx;
|
|
dst[ 1] = 0;
|
|
dst[ 2] = 0;
|
|
dst[ 3] = 0;
|
|
dst[ 4] = 0;
|
|
dst[ 5] = 2 * near / dy;
|
|
dst[ 6] = 0;
|
|
dst[ 7] = 0;
|
|
dst[ 8] = (left + right) / dx;
|
|
dst[ 9] = (top + bottom) / dy;
|
|
dst[10] = far / dz;
|
|
dst[11] = -1;
|
|
dst[12] = 0;
|
|
dst[13] = 0;
|
|
dst[14] = near * far / dz;
|
|
dst[15] = 0;
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Computes a 4-by-4 look-at transformation.
|
|
*
|
|
* This is a matrix which positions the camera itself. If you want
|
|
* a view matrix (a matrix which moves things in front of the camera)
|
|
* take the inverse of this.
|
|
*
|
|
* @param {Vec3} eye The position of the eye.
|
|
* @param {Vec3} target The position meant to be viewed.
|
|
* @param {Vec3} up A vector pointing up.
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} The look-at matrix.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function lookAt(eye, target, up, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
var xAxis = tempV3a;
|
|
var yAxis = tempV3b;
|
|
var zAxis = tempV3c;
|
|
|
|
v3.normalize(
|
|
v3.subtract(eye, target, zAxis), zAxis);
|
|
v3.normalize(v3.cross(up, zAxis, xAxis), xAxis);
|
|
v3.normalize(v3.cross(zAxis, xAxis, yAxis), yAxis);
|
|
|
|
dst[ 0] = xAxis[0];
|
|
dst[ 1] = xAxis[1];
|
|
dst[ 2] = xAxis[2];
|
|
dst[ 3] = 0;
|
|
dst[ 4] = yAxis[0];
|
|
dst[ 5] = yAxis[1];
|
|
dst[ 6] = yAxis[2];
|
|
dst[ 7] = 0;
|
|
dst[ 8] = zAxis[0];
|
|
dst[ 9] = zAxis[1];
|
|
dst[10] = zAxis[2];
|
|
dst[11] = 0;
|
|
dst[12] = eye[0];
|
|
dst[13] = eye[1];
|
|
dst[14] = eye[2];
|
|
dst[15] = 1;
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Creates a 4-by-4 matrix which translates by the given vector v.
|
|
* @param {Vec3} v The vector by
|
|
* which to translate.
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} The translation matrix.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function translation(v, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
dst[ 0] = 1;
|
|
dst[ 1] = 0;
|
|
dst[ 2] = 0;
|
|
dst[ 3] = 0;
|
|
dst[ 4] = 0;
|
|
dst[ 5] = 1;
|
|
dst[ 6] = 0;
|
|
dst[ 7] = 0;
|
|
dst[ 8] = 0;
|
|
dst[ 9] = 0;
|
|
dst[10] = 1;
|
|
dst[11] = 0;
|
|
dst[12] = v[0];
|
|
dst[13] = v[1];
|
|
dst[14] = v[2];
|
|
dst[15] = 1;
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Modifies the given 4-by-4 matrix by translation by the given vector v.
|
|
* @param {module:twgl/m4.Mat4} m The matrix.
|
|
* @param {Vec3} v The vector by
|
|
* which to translate.
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} m once modified.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function translate(m, v, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
var v0 = v[0];
|
|
var v1 = v[1];
|
|
var v2 = v[2];
|
|
var m00 = m[0];
|
|
var m01 = m[1];
|
|
var m02 = m[2];
|
|
var m03 = m[3];
|
|
var m10 = m[1 * 4 + 0];
|
|
var m11 = m[1 * 4 + 1];
|
|
var m12 = m[1 * 4 + 2];
|
|
var m13 = m[1 * 4 + 3];
|
|
var m20 = m[2 * 4 + 0];
|
|
var m21 = m[2 * 4 + 1];
|
|
var m22 = m[2 * 4 + 2];
|
|
var m23 = m[2 * 4 + 3];
|
|
var m30 = m[3 * 4 + 0];
|
|
var m31 = m[3 * 4 + 1];
|
|
var m32 = m[3 * 4 + 2];
|
|
var m33 = m[3 * 4 + 3];
|
|
|
|
if (m !== dst) {
|
|
dst[ 0] = m00;
|
|
dst[ 1] = m01;
|
|
dst[ 2] = m02;
|
|
dst[ 3] = m03;
|
|
dst[ 4] = m10;
|
|
dst[ 5] = m11;
|
|
dst[ 6] = m12;
|
|
dst[ 7] = m13;
|
|
dst[ 8] = m20;
|
|
dst[ 9] = m21;
|
|
dst[10] = m22;
|
|
dst[11] = m23;
|
|
}
|
|
|
|
dst[12] = m00 * v0 + m10 * v1 + m20 * v2 + m30;
|
|
dst[13] = m01 * v0 + m11 * v1 + m21 * v2 + m31;
|
|
dst[14] = m02 * v0 + m12 * v1 + m22 * v2 + m32;
|
|
dst[15] = m03 * v0 + m13 * v1 + m23 * v2 + m33;
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Creates a 4-by-4 matrix which rotates around the x-axis by the given angle.
|
|
* @param {number} angleInRadians The angle by which to rotate (in radians).
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} The rotation matrix.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function rotationX(angleInRadians, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
var c = Math.cos(angleInRadians);
|
|
var s = Math.sin(angleInRadians);
|
|
|
|
dst[ 0] = 1;
|
|
dst[ 1] = 0;
|
|
dst[ 2] = 0;
|
|
dst[ 3] = 0;
|
|
dst[ 4] = 0;
|
|
dst[ 5] = c;
|
|
dst[ 6] = s;
|
|
dst[ 7] = 0;
|
|
dst[ 8] = 0;
|
|
dst[ 9] = -s;
|
|
dst[10] = c;
|
|
dst[11] = 0;
|
|
dst[12] = 0;
|
|
dst[13] = 0;
|
|
dst[14] = 0;
|
|
dst[15] = 1;
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Modifies the given 4-by-4 matrix by a rotation around the x-axis by the given
|
|
* angle.
|
|
* @param {module:twgl/m4.Mat4} m The matrix.
|
|
* @param {number} angleInRadians The angle by which to rotate (in radians).
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} m once modified.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function rotateX(m, angleInRadians, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
var m10 = m[4];
|
|
var m11 = m[5];
|
|
var m12 = m[6];
|
|
var m13 = m[7];
|
|
var m20 = m[8];
|
|
var m21 = m[9];
|
|
var m22 = m[10];
|
|
var m23 = m[11];
|
|
var c = Math.cos(angleInRadians);
|
|
var s = Math.sin(angleInRadians);
|
|
|
|
dst[4] = c * m10 + s * m20;
|
|
dst[5] = c * m11 + s * m21;
|
|
dst[6] = c * m12 + s * m22;
|
|
dst[7] = c * m13 + s * m23;
|
|
dst[8] = c * m20 - s * m10;
|
|
dst[9] = c * m21 - s * m11;
|
|
dst[10] = c * m22 - s * m12;
|
|
dst[11] = c * m23 - s * m13;
|
|
|
|
if (m !== dst) {
|
|
dst[ 0] = m[ 0];
|
|
dst[ 1] = m[ 1];
|
|
dst[ 2] = m[ 2];
|
|
dst[ 3] = m[ 3];
|
|
dst[12] = m[12];
|
|
dst[13] = m[13];
|
|
dst[14] = m[14];
|
|
dst[15] = m[15];
|
|
}
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Creates a 4-by-4 matrix which rotates around the y-axis by the given angle.
|
|
* @param {number} angleInRadians The angle by which to rotate (in radians).
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} The rotation matrix.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function rotationY(angleInRadians, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
var c = Math.cos(angleInRadians);
|
|
var s = Math.sin(angleInRadians);
|
|
|
|
dst[ 0] = c;
|
|
dst[ 1] = 0;
|
|
dst[ 2] = -s;
|
|
dst[ 3] = 0;
|
|
dst[ 4] = 0;
|
|
dst[ 5] = 1;
|
|
dst[ 6] = 0;
|
|
dst[ 7] = 0;
|
|
dst[ 8] = s;
|
|
dst[ 9] = 0;
|
|
dst[10] = c;
|
|
dst[11] = 0;
|
|
dst[12] = 0;
|
|
dst[13] = 0;
|
|
dst[14] = 0;
|
|
dst[15] = 1;
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Modifies the given 4-by-4 matrix by a rotation around the y-axis by the given
|
|
* angle.
|
|
* @param {module:twgl/m4.Mat4} m The matrix.
|
|
* @param {number} angleInRadians The angle by which to rotate (in radians).
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} m once modified.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function rotateY(m, angleInRadians, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
var m00 = m[0 * 4 + 0];
|
|
var m01 = m[0 * 4 + 1];
|
|
var m02 = m[0 * 4 + 2];
|
|
var m03 = m[0 * 4 + 3];
|
|
var m20 = m[2 * 4 + 0];
|
|
var m21 = m[2 * 4 + 1];
|
|
var m22 = m[2 * 4 + 2];
|
|
var m23 = m[2 * 4 + 3];
|
|
var c = Math.cos(angleInRadians);
|
|
var s = Math.sin(angleInRadians);
|
|
|
|
dst[ 0] = c * m00 - s * m20;
|
|
dst[ 1] = c * m01 - s * m21;
|
|
dst[ 2] = c * m02 - s * m22;
|
|
dst[ 3] = c * m03 - s * m23;
|
|
dst[ 8] = c * m20 + s * m00;
|
|
dst[ 9] = c * m21 + s * m01;
|
|
dst[10] = c * m22 + s * m02;
|
|
dst[11] = c * m23 + s * m03;
|
|
|
|
if (m !== dst) {
|
|
dst[ 4] = m[ 4];
|
|
dst[ 5] = m[ 5];
|
|
dst[ 6] = m[ 6];
|
|
dst[ 7] = m[ 7];
|
|
dst[12] = m[12];
|
|
dst[13] = m[13];
|
|
dst[14] = m[14];
|
|
dst[15] = m[15];
|
|
}
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.
|
|
* @param {number} angleInRadians The angle by which to rotate (in radians).
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} The rotation matrix.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function rotationZ(angleInRadians, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
var c = Math.cos(angleInRadians);
|
|
var s = Math.sin(angleInRadians);
|
|
|
|
dst[ 0] = c;
|
|
dst[ 1] = s;
|
|
dst[ 2] = 0;
|
|
dst[ 3] = 0;
|
|
dst[ 4] = -s;
|
|
dst[ 5] = c;
|
|
dst[ 6] = 0;
|
|
dst[ 7] = 0;
|
|
dst[ 8] = 0;
|
|
dst[ 9] = 0;
|
|
dst[10] = 1;
|
|
dst[11] = 0;
|
|
dst[12] = 0;
|
|
dst[13] = 0;
|
|
dst[14] = 0;
|
|
dst[15] = 1;
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Modifies the given 4-by-4 matrix by a rotation around the z-axis by the given
|
|
* angle.
|
|
* @param {module:twgl/m4.Mat4} m The matrix.
|
|
* @param {number} angleInRadians The angle by which to rotate (in radians).
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} m once modified.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function rotateZ(m, angleInRadians, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
var m00 = m[0 * 4 + 0];
|
|
var m01 = m[0 * 4 + 1];
|
|
var m02 = m[0 * 4 + 2];
|
|
var m03 = m[0 * 4 + 3];
|
|
var m10 = m[1 * 4 + 0];
|
|
var m11 = m[1 * 4 + 1];
|
|
var m12 = m[1 * 4 + 2];
|
|
var m13 = m[1 * 4 + 3];
|
|
var c = Math.cos(angleInRadians);
|
|
var s = Math.sin(angleInRadians);
|
|
|
|
dst[ 0] = c * m00 + s * m10;
|
|
dst[ 1] = c * m01 + s * m11;
|
|
dst[ 2] = c * m02 + s * m12;
|
|
dst[ 3] = c * m03 + s * m13;
|
|
dst[ 4] = c * m10 - s * m00;
|
|
dst[ 5] = c * m11 - s * m01;
|
|
dst[ 6] = c * m12 - s * m02;
|
|
dst[ 7] = c * m13 - s * m03;
|
|
|
|
if (m !== dst) {
|
|
dst[ 8] = m[ 8];
|
|
dst[ 9] = m[ 9];
|
|
dst[10] = m[10];
|
|
dst[11] = m[11];
|
|
dst[12] = m[12];
|
|
dst[13] = m[13];
|
|
dst[14] = m[14];
|
|
dst[15] = m[15];
|
|
}
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Creates a 4-by-4 matrix which rotates around the given axis by the given
|
|
* angle.
|
|
* @param {Vec3} axis The axis
|
|
* about which to rotate.
|
|
* @param {number} angleInRadians The angle by which to rotate (in radians).
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} A matrix which rotates angle radians
|
|
* around the axis.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function axisRotation(axis, angleInRadians, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
var x = axis[0];
|
|
var y = axis[1];
|
|
var z = axis[2];
|
|
var n = Math.sqrt(x * x + y * y + z * z);
|
|
x /= n;
|
|
y /= n;
|
|
z /= n;
|
|
var xx = x * x;
|
|
var yy = y * y;
|
|
var zz = z * z;
|
|
var c = Math.cos(angleInRadians);
|
|
var s = Math.sin(angleInRadians);
|
|
var oneMinusCosine = 1 - c;
|
|
|
|
dst[ 0] = xx + (1 - xx) * c;
|
|
dst[ 1] = x * y * oneMinusCosine + z * s;
|
|
dst[ 2] = x * z * oneMinusCosine - y * s;
|
|
dst[ 3] = 0;
|
|
dst[ 4] = x * y * oneMinusCosine - z * s;
|
|
dst[ 5] = yy + (1 - yy) * c;
|
|
dst[ 6] = y * z * oneMinusCosine + x * s;
|
|
dst[ 7] = 0;
|
|
dst[ 8] = x * z * oneMinusCosine + y * s;
|
|
dst[ 9] = y * z * oneMinusCosine - x * s;
|
|
dst[10] = zz + (1 - zz) * c;
|
|
dst[11] = 0;
|
|
dst[12] = 0;
|
|
dst[13] = 0;
|
|
dst[14] = 0;
|
|
dst[15] = 1;
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Modifies the given 4-by-4 matrix by rotation around the given axis by the
|
|
* given angle.
|
|
* @param {module:twgl/m4.Mat4} m The matrix.
|
|
* @param {Vec3} axis The axis
|
|
* about which to rotate.
|
|
* @param {number} angleInRadians The angle by which to rotate (in radians).
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} m once modified.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function axisRotate(m, axis, angleInRadians, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
var x = axis[0];
|
|
var y = axis[1];
|
|
var z = axis[2];
|
|
var n = Math.sqrt(x * x + y * y + z * z);
|
|
x /= n;
|
|
y /= n;
|
|
z /= n;
|
|
var xx = x * x;
|
|
var yy = y * y;
|
|
var zz = z * z;
|
|
var c = Math.cos(angleInRadians);
|
|
var s = Math.sin(angleInRadians);
|
|
var oneMinusCosine = 1 - c;
|
|
|
|
var r00 = xx + (1 - xx) * c;
|
|
var r01 = x * y * oneMinusCosine + z * s;
|
|
var r02 = x * z * oneMinusCosine - y * s;
|
|
var r10 = x * y * oneMinusCosine - z * s;
|
|
var r11 = yy + (1 - yy) * c;
|
|
var r12 = y * z * oneMinusCosine + x * s;
|
|
var r20 = x * z * oneMinusCosine + y * s;
|
|
var r21 = y * z * oneMinusCosine - x * s;
|
|
var r22 = zz + (1 - zz) * c;
|
|
|
|
var m00 = m[0];
|
|
var m01 = m[1];
|
|
var m02 = m[2];
|
|
var m03 = m[3];
|
|
var m10 = m[4];
|
|
var m11 = m[5];
|
|
var m12 = m[6];
|
|
var m13 = m[7];
|
|
var m20 = m[8];
|
|
var m21 = m[9];
|
|
var m22 = m[10];
|
|
var m23 = m[11];
|
|
|
|
dst[ 0] = r00 * m00 + r01 * m10 + r02 * m20;
|
|
dst[ 1] = r00 * m01 + r01 * m11 + r02 * m21;
|
|
dst[ 2] = r00 * m02 + r01 * m12 + r02 * m22;
|
|
dst[ 3] = r00 * m03 + r01 * m13 + r02 * m23;
|
|
dst[ 4] = r10 * m00 + r11 * m10 + r12 * m20;
|
|
dst[ 5] = r10 * m01 + r11 * m11 + r12 * m21;
|
|
dst[ 6] = r10 * m02 + r11 * m12 + r12 * m22;
|
|
dst[ 7] = r10 * m03 + r11 * m13 + r12 * m23;
|
|
dst[ 8] = r20 * m00 + r21 * m10 + r22 * m20;
|
|
dst[ 9] = r20 * m01 + r21 * m11 + r22 * m21;
|
|
dst[10] = r20 * m02 + r21 * m12 + r22 * m22;
|
|
dst[11] = r20 * m03 + r21 * m13 + r22 * m23;
|
|
|
|
if (m !== dst) {
|
|
dst[12] = m[12];
|
|
dst[13] = m[13];
|
|
dst[14] = m[14];
|
|
dst[15] = m[15];
|
|
}
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Creates a 4-by-4 matrix which scales in each dimension by an amount given by
|
|
* the corresponding entry in the given vector; assumes the vector has three
|
|
* entries.
|
|
* @param {Vec3} v A vector of
|
|
* three entries specifying the factor by which to scale in each dimension.
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} The scaling matrix.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function scaling(v, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
dst[ 0] = v[0];
|
|
dst[ 1] = 0;
|
|
dst[ 2] = 0;
|
|
dst[ 3] = 0;
|
|
dst[ 4] = 0;
|
|
dst[ 5] = v[1];
|
|
dst[ 6] = 0;
|
|
dst[ 7] = 0;
|
|
dst[ 8] = 0;
|
|
dst[ 9] = 0;
|
|
dst[10] = v[2];
|
|
dst[11] = 0;
|
|
dst[12] = 0;
|
|
dst[13] = 0;
|
|
dst[14] = 0;
|
|
dst[15] = 1;
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Modifies the given 4-by-4 matrix, scaling in each dimension by an amount
|
|
* given by the corresponding entry in the given vector; assumes the vector has
|
|
* three entries.
|
|
* @param {module:twgl/m4.Mat4} m The matrix to be modified.
|
|
* @param {Vec3} v A vector of three entries specifying the
|
|
* factor by which to scale in each dimension.
|
|
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If none new one is created..
|
|
* @return {module:twgl/m4.Mat4} m once modified.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function scale(m, v, dst) {
|
|
dst = dst || new MatType(16);
|
|
|
|
var v0 = v[0];
|
|
var v1 = v[1];
|
|
var v2 = v[2];
|
|
|
|
dst[ 0] = v0 * m[0 * 4 + 0];
|
|
dst[ 1] = v0 * m[0 * 4 + 1];
|
|
dst[ 2] = v0 * m[0 * 4 + 2];
|
|
dst[ 3] = v0 * m[0 * 4 + 3];
|
|
dst[ 4] = v1 * m[1 * 4 + 0];
|
|
dst[ 5] = v1 * m[1 * 4 + 1];
|
|
dst[ 6] = v1 * m[1 * 4 + 2];
|
|
dst[ 7] = v1 * m[1 * 4 + 3];
|
|
dst[ 8] = v2 * m[2 * 4 + 0];
|
|
dst[ 9] = v2 * m[2 * 4 + 1];
|
|
dst[10] = v2 * m[2 * 4 + 2];
|
|
dst[11] = v2 * m[2 * 4 + 3];
|
|
|
|
if (m !== dst) {
|
|
dst[12] = m[12];
|
|
dst[13] = m[13];
|
|
dst[14] = m[14];
|
|
dst[15] = m[15];
|
|
}
|
|
|
|
return m;
|
|
}
|
|
|
|
/**
|
|
* Takes a 4-by-4 matrix and a vector with 3 entries,
|
|
* interprets the vector as a point, transforms that point by the matrix, and
|
|
* returns the result as a vector with 3 entries.
|
|
* @param {module:twgl/m4.Mat4} m The matrix.
|
|
* @param {Vec3} v The point.
|
|
* @param {Vec3} dst optional vec3 to store result
|
|
* @return {Vec3} dst or new vec3 if not provided
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function transformPoint(m, v, dst) {
|
|
dst = dst || v3.create();
|
|
var v0 = v[0];
|
|
var v1 = v[1];
|
|
var v2 = v[2];
|
|
var d = v0 * m[0 * 4 + 3] + v1 * m[1 * 4 + 3] + v2 * m[2 * 4 + 3] + m[3 * 4 + 3];
|
|
|
|
dst[0] = (v0 * m[0 * 4 + 0] + v1 * m[1 * 4 + 0] + v2 * m[2 * 4 + 0] + m[3 * 4 + 0]) / d;
|
|
dst[1] = (v0 * m[0 * 4 + 1] + v1 * m[1 * 4 + 1] + v2 * m[2 * 4 + 1] + m[3 * 4 + 1]) / d;
|
|
dst[2] = (v0 * m[0 * 4 + 2] + v1 * m[1 * 4 + 2] + v2 * m[2 * 4 + 2] + m[3 * 4 + 2]) / d;
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Takes a 4-by-4 matrix and a vector with 3 entries, interprets the vector as a
|
|
* direction, transforms that direction by the matrix, and returns the result;
|
|
* assumes the transformation of 3-dimensional space represented by the matrix
|
|
* is parallel-preserving, i.e. any combination of rotation, scaling and
|
|
* translation, but not a perspective distortion. Returns a vector with 3
|
|
* entries.
|
|
* @param {module:twgl/m4.Mat4} m The matrix.
|
|
* @param {Vec3} v The direction.
|
|
* @param {Vec3} dst optional Vec3 to store result
|
|
* @return {Vec3} dst or new Vec3 if not provided
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function transformDirection(m, v, dst) {
|
|
dst = dst || v3.create();
|
|
|
|
var v0 = v[0];
|
|
var v1 = v[1];
|
|
var v2 = v[2];
|
|
|
|
dst[0] = v0 * m[0 * 4 + 0] + v1 * m[1 * 4 + 0] + v2 * m[2 * 4 + 0];
|
|
dst[1] = v0 * m[0 * 4 + 1] + v1 * m[1 * 4 + 1] + v2 * m[2 * 4 + 1];
|
|
dst[2] = v0 * m[0 * 4 + 2] + v1 * m[1 * 4 + 2] + v2 * m[2 * 4 + 2];
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Takes a 4-by-4 matrix m and a vector v with 3 entries, interprets the vector
|
|
* as a normal to a surface, and computes a vector which is normal upon
|
|
* transforming that surface by the matrix. The effect of this function is the
|
|
* same as transforming v (as a direction) by the inverse-transpose of m. This
|
|
* function assumes the transformation of 3-dimensional space represented by the
|
|
* matrix is parallel-preserving, i.e. any combination of rotation, scaling and
|
|
* translation, but not a perspective distortion. Returns a vector with 3
|
|
* entries.
|
|
* @param {module:twgl/m4.Mat4} m The matrix.
|
|
* @param {Vec3} v The normal.
|
|
* @param {Vec3} [dst] The direction.
|
|
* @return {Vec3} The transformed direction.
|
|
* @memberOf module:twgl/m4
|
|
*/
|
|
function transformNormal(m, v, dst) {
|
|
dst = dst || v3.create();
|
|
var mi = inverse(m);
|
|
var v0 = v[0];
|
|
var v1 = v[1];
|
|
var v2 = v[2];
|
|
|
|
dst[0] = v0 * mi[0 * 4 + 0] + v1 * mi[0 * 4 + 1] + v2 * mi[0 * 4 + 2];
|
|
dst[1] = v0 * mi[1 * 4 + 0] + v1 * mi[1 * 4 + 1] + v2 * mi[1 * 4 + 2];
|
|
dst[2] = v0 * mi[2 * 4 + 0] + v1 * mi[2 * 4 + 1] + v2 * mi[2 * 4 + 2];
|
|
|
|
return dst;
|
|
}
|
|
|
|
// Using quotes prevents Uglify from changing the names.
|
|
// No speed diff AFAICT.
|
|
return {
|
|
"axisRotate": axisRotate,
|
|
"axisRotation": axisRotation,
|
|
"create": identity,
|
|
"copy": copy,
|
|
"frustum": frustum,
|
|
"getAxis": getAxis,
|
|
"getTranslation": getTranslation,
|
|
"identity": identity,
|
|
"inverse": inverse,
|
|
"lookAt": lookAt,
|
|
"multiply": multiply,
|
|
"negate": negate,
|
|
"ortho": ortho,
|
|
"perspective": perspective,
|
|
"rotateX": rotateX,
|
|
"rotateY": rotateY,
|
|
"rotateZ": rotateZ,
|
|
"rotateAxis": axisRotate,
|
|
"rotationX": rotationX,
|
|
"rotationY": rotationY,
|
|
"rotationZ": rotationZ,
|
|
"scale": scale,
|
|
"scaling": scaling,
|
|
"setDefaultType": setDefaultType,
|
|
"setTranslation": setTranslation,
|
|
"transformDirection": transformDirection,
|
|
"transformNormal": transformNormal,
|
|
"transformPoint": transformPoint,
|
|
"translate": translate,
|
|
"translation": translation,
|
|
"transpose": transpose,
|
|
};
|
|
});
|
|
|
|
|
|
/*
|
|
* Copyright 2015, Gregg Tavares.
|
|
* All rights reserved.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are
|
|
* met:
|
|
*
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above
|
|
* copyright notice, this list of conditions and the following disclaimer
|
|
* in the documentation and/or other materials provided with the
|
|
* distribution.
|
|
* * Neither the name of Gregg Tavares. nor the names of his
|
|
* contributors may be used to endorse or promote products derived from
|
|
* this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
|
|
|
|
/**
|
|
* Various functions to make simple primitives
|
|
*
|
|
* note: Most primitive functions come in 3 styles
|
|
*
|
|
* * `createSomeShapeBufferInfo`
|
|
*
|
|
* These functions are almost always the functions you want to call. They
|
|
* create vertices then make WebGLBuffers and create {@link module:twgl.AttribInfo}s
|
|
* returing a {@link module:twgl.BufferInfo} you can pass to {@link module:twgl.setBuffersAndAttributes}
|
|
* and {@link module:twgl.drawBufferInfo} etc...
|
|
*
|
|
* * `createSomeShapeBuffers`
|
|
*
|
|
* These create WebGLBuffers and put your data in them but nothing else.
|
|
* It's a shortcut to doing it yourself if you don't want to use
|
|
* the higher level functions.
|
|
*
|
|
* * `createSomeShapeVertices`
|
|
*
|
|
* These just create vertices, no buffers. This allows you to manipulate the vertices
|
|
* or add more data before generating a {@link module:twgl.BufferInfo}. Once you're finished
|
|
* manipulating the vertices call {@link module:twgl.createBufferInfoFromArrays}.
|
|
*
|
|
* example:
|
|
*
|
|
* var arrays = twgl.primitives.createPlaneArrays(1);
|
|
* twgl.primitives.reorientVertices(arrays, m4.rotationX(Math.PI * 0.5));
|
|
* var bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);
|
|
*
|
|
* @module twgl/primitives
|
|
*/
|
|
define('twgl/primitives',[
|
|
'./twgl',
|
|
'./m4',
|
|
'./v3',
|
|
], function (
|
|
twgl,
|
|
m4,
|
|
v3
|
|
) {
|
|
|
|
/**
|
|
* Add `push` to a typed array. It just keeps a 'cursor'
|
|
* and allows use to `push` values into the array so we
|
|
* don't have to manually compute offsets
|
|
* @param {TypedArray} typedArray TypedArray to augment
|
|
* @param {number} numComponents number of components.
|
|
*/
|
|
function augmentTypedArray(typedArray, numComponents) {
|
|
var cursor = 0;
|
|
typedArray.push = function() {
|
|
for (var ii = 0; ii < arguments.length; ++ii) {
|
|
var value = arguments[ii];
|
|
if (value instanceof Array || (value.buffer && value.buffer instanceof ArrayBuffer)) {
|
|
for (var jj = 0; jj < value.length; ++jj) {
|
|
typedArray[cursor++] = value[jj];
|
|
}
|
|
} else {
|
|
typedArray[cursor++] = value;
|
|
}
|
|
}
|
|
};
|
|
typedArray.reset = function(opt_index) {
|
|
cursor = opt_index || 0;
|
|
};
|
|
typedArray.numComponents = numComponents;
|
|
Object.defineProperty(typedArray, 'numElements', {
|
|
get: function() {
|
|
return this.length / this.numComponents | 0;
|
|
},
|
|
});
|
|
return typedArray;
|
|
}
|
|
|
|
/**
|
|
* creates a typed array with a `push` function attached
|
|
* so that you can easily *push* values.
|
|
*
|
|
* `push` can take multiple arguments. If an argument is an array each element
|
|
* of the array will be added to the typed array.
|
|
*
|
|
* Example:
|
|
*
|
|
* var array = createAugmentedTypedArray(3, 2); // creates a Float32Array with 6 values
|
|
* array.push(1, 2, 3);
|
|
* array.push([4, 5, 6]);
|
|
* // array now contains [1, 2, 3, 4, 5, 6]
|
|
*
|
|
* Also has `numComponents` and `numElements` properties.
|
|
*
|
|
* @param {number} numComponents number of components
|
|
* @param {number} numElements number of elements. The total size of the array will be `numComponents * numElements`.
|
|
* @param {constructor} opt_type A constructor for the type. Default = `Float32Array`.
|
|
* @return {ArrayBuffer} A typed array.
|
|
* @memberOf module:twgl
|
|
*/
|
|
function createAugmentedTypedArray(numComponents, numElements, opt_type) {
|
|
var Type = opt_type || Float32Array;
|
|
return augmentTypedArray(new Type(numComponents * numElements), numComponents);
|
|
}
|
|
|
|
function allButIndices(name) {
|
|
return name !== "indices";
|
|
}
|
|
|
|
/**
|
|
* Given indexed vertices creates a new set of vertices unindexed by expanding the indexed vertices.
|
|
* @param {Object.<string, TypedArray>} vertices The indexed vertices to deindex
|
|
* @return {Object.<string, TypedArray>} The deindexed vertices
|
|
* @memberOf module:twgl/primitives
|
|
*/
|
|
function deindexVertices(vertices) {
|
|
var indices = vertices.indices;
|
|
var newVertices = {};
|
|
var numElements = indices.length;
|
|
|
|
function expandToUnindexed(channel) {
|
|
var srcBuffer = vertices[channel];
|
|
var numComponents = srcBuffer.numComponents;
|
|
var dstBuffer = createAugmentedTypedArray(numComponents, numElements, srcBuffer.constructor);
|
|
for (var ii = 0; ii < numElements; ++ii) {
|
|
var ndx = indices[ii];
|
|
var offset = ndx * numComponents;
|
|
for (var jj = 0; jj < numComponents; ++jj) {
|
|
dstBuffer.push(srcBuffer[offset + jj]);
|
|
}
|
|
}
|
|
newVertices[channel] = dstBuffer;
|
|
}
|
|
|
|
Object.keys(vertices).filter(allButIndices).forEach(expandToUnindexed);
|
|
|
|
return newVertices;
|
|
}
|
|
|
|
/**
|
|
* flattens the normals of deindexed vertices in place.
|
|
* @param {Object.<string, TypedArray>} vertices The deindexed vertices who's normals to flatten
|
|
* @return {Object.<string, TypedArray>} The flattened vertices (same as was passed in)
|
|
* @memberOf module:twgl/primitives
|
|
*/
|
|
function flattenNormals(vertices) {
|
|
if (vertices.indices) {
|
|
throw "can't flatten normals of indexed vertices. deindex them first";
|
|
}
|
|
|
|
var normals = vertices.normal;
|
|
var numNormals = normals.length;
|
|
for (var ii = 0; ii < numNormals; ii += 9) {
|
|
// pull out the 3 normals for this triangle
|
|
var nax = normals[ii + 0];
|
|
var nay = normals[ii + 1];
|
|
var naz = normals[ii + 2];
|
|
|
|
var nbx = normals[ii + 3];
|
|
var nby = normals[ii + 4];
|
|
var nbz = normals[ii + 5];
|
|
|
|
var ncx = normals[ii + 6];
|
|
var ncy = normals[ii + 7];
|
|
var ncz = normals[ii + 8];
|
|
|
|
// add them
|
|
var nx = nax + nbx + ncx;
|
|
var ny = nay + nby + ncy;
|
|
var nz = naz + nbz + ncz;
|
|
|
|
// normalize them
|
|
var length = Math.sqrt(nx * nx + ny * ny + nz * nz);
|
|
|
|
nx /= length;
|
|
ny /= length;
|
|
nz /= length;
|
|
|
|
// copy them back in
|
|
normals[ii + 0] = nx;
|
|
normals[ii + 1] = ny;
|
|
normals[ii + 2] = nz;
|
|
|
|
normals[ii + 3] = nx;
|
|
normals[ii + 4] = ny;
|
|
normals[ii + 5] = nz;
|
|
|
|
normals[ii + 6] = nx;
|
|
normals[ii + 7] = ny;
|
|
normals[ii + 8] = nz;
|
|
}
|
|
|
|
return vertices;
|
|
}
|
|
|
|
function applyFuncToV3Array(array, matrix, fn) {
|
|
var len = array.length;
|
|
var tmp = new Float32Array(3);
|
|
for (var ii = 0; ii < len; ii += 3) {
|
|
fn(matrix, [array[ii], array[ii + 1], array[ii + 2]], tmp);
|
|
array[ii ] = tmp[0];
|
|
array[ii + 1] = tmp[1];
|
|
array[ii + 2] = tmp[2];
|
|
}
|
|
}
|
|
|
|
function transformNormal(mi, v, dst) {
|
|
dst = dst || v3.create();
|
|
var v0 = v[0];
|
|
var v1 = v[1];
|
|
var v2 = v[2];
|
|
|
|
dst[0] = v0 * mi[0 * 4 + 0] + v1 * mi[0 * 4 + 1] + v2 * mi[0 * 4 + 2];
|
|
dst[1] = v0 * mi[1 * 4 + 0] + v1 * mi[1 * 4 + 1] + v2 * mi[1 * 4 + 2];
|
|
dst[2] = v0 * mi[2 * 4 + 0] + v1 * mi[2 * 4 + 1] + v2 * mi[2 * 4 + 2];
|
|
|
|
return dst;
|
|
}
|
|
|
|
/**
|
|
* Reorients directions by the given matrix..
|
|
* @param {number[]|TypedArray} array The array. Assumes value floats per element.
|
|
* @param {Matrix} matrix A matrix to multiply by.
|
|
* @return {number[]|TypedArray} the same array that was passed in
|
|
* @memberOf module:twgl/primitives
|
|
*/
|
|
function reorientDirections(array, matrix) {
|
|
applyFuncToV3Array(array, matrix, m4.transformDirection);
|
|
return array;
|
|
}
|
|
|
|
/**
|
|
* Reorients normals by the inverse-transpose of the given
|
|
* matrix..
|
|
* @param {number[]|TypedArray} array The array. Assumes value floats per element.
|
|
* @param {Matrix} matrix A matrix to multiply by.
|
|
* @return {number[]|TypedArray} the same array that was passed in
|
|
* @memberOf module:twgl/primitives
|
|
*/
|
|
function reorientNormals(array, matrix) {
|
|
applyFuncToV3Array(array, m4.inverse(matrix), transformNormal);
|
|
return array;
|
|
}
|
|
|
|
/**
|
|
* Reorients positions by the given matrix. In other words, it
|
|
* multiplies each vertex by the given matrix.
|
|
* @param {number[]|TypedArray} array The array. Assumes value floats per element.
|
|
* @param {Matrix} matrix A matrix to multiply by.
|
|
* @return {number[]|TypedArray} the same array that was passed in
|
|
* @memberOf module:twgl/primitives
|
|
*/
|
|
function reorientPositions(array, matrix) {
|
|
applyFuncToV3Array(array, matrix, m4.transformPoint);
|
|
return array;
|
|
}
|
|
|
|
/**
|
|
* Reorients arrays by the given matrix. Assumes arrays have
|
|
* names that contains 'pos' could be reoriented as positions,
|
|
* 'binorm' or 'tan' as directions, and 'norm' as normals.
|
|
*
|
|
* @param {Object.<string, (number[]|TypedArray)>} arrays The vertices to reorient
|
|
* @param {Matrix} matrix matrix to reorient by.
|
|
* @return {Object.<string, (number[]|TypedArray)>} same arrays that were passed in.
|
|
* @memberOf module:twgl/primitives
|
|
*/
|
|
function reorientVertices(arrays, matrix) {
|
|
Object.keys(arrays).forEach(function(name) {
|
|
var array = arrays[name];
|
|
if (name.indexOf("pos") >= 0) {
|
|
reorientPositions(array, matrix);
|
|
} else if (name.indexOf("tan") >= 0 || name.indexOf("binorm") >= 0) {
|
|
reorientDirections(array, matrix);
|
|
} else if (name.indexOf("norm") >= 0) {
|
|
reorientNormals(array, matrix);
|
|
}
|
|
});
|
|
return arrays;
|
|
}
|
|
|
|
/**
|
|
* Creates XY quad BufferInfo
|
|
*
|
|
* The default with no parameters will return a 2x2 quad with values from -1 to +1.
|
|
* If you want a unit quad with that goes from 0 to 1 you'd call it with
|
|
*
|
|
* twgl.primitives.createXYQuadBufferInfo(gl, 1, 0.5, 0.5);
|
|
*
|
|
* If you want a unit quad centered above 0,0 you'd call it with
|
|
*
|
|
* twgl.primitives.createXYQuadBufferInfo(gl, 1, 0, 0.5);
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1
|
|
* @param {number} [xOffset] the amount to offset the quad in X
|
|
* @param {number} [yOffset] the amount to offset the quad in Y
|
|
* @return {Object.<string, WebGLBuffer>} the created XY Quad BufferInfo
|
|
* @memberOf module:twgl/primitives
|
|
* @function createXYQuadBufferInfo
|
|
*/
|
|
|
|
/**
|
|
* Creates XY quad Buffers
|
|
*
|
|
* The default with no parameters will return a 2x2 quad with values from -1 to +1.
|
|
* If you want a unit quad with that goes from 0 to 1 you'd call it with
|
|
*
|
|
* twgl.primitives.createXYQuadBufferInfo(gl, 1, 0.5, 0.5);
|
|
*
|
|
* If you want a unit quad centered above 0,0 you'd call it with
|
|
*
|
|
* twgl.primitives.createXYQuadBufferInfo(gl, 1, 0, 0.5);
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1
|
|
* @param {number} [xOffset] the amount to offset the quad in X
|
|
* @param {number} [yOffset] the amount to offset the quad in Y
|
|
* @return {module:twgl.BufferInfo} the created XY Quad buffers
|
|
* @memberOf module:twgl/primitives
|
|
* @function createXYQuadBuffers
|
|
*/
|
|
|
|
/**
|
|
* Creates XY quad vertices
|
|
*
|
|
* The default with no parameters will return a 2x2 quad with values from -1 to +1.
|
|
* If you want a unit quad with that goes from 0 to 1 you'd call it with
|
|
*
|
|
* twgl.primitives.createXYQuadVertices(1, 0.5, 0.5);
|
|
*
|
|
* If you want a unit quad centered above 0,0 you'd call it with
|
|
*
|
|
* twgl.primitives.createXYQuadVertices(1, 0, 0.5);
|
|
*
|
|
* @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1
|
|
* @param {number} [xOffset] the amount to offset the quad in X
|
|
* @param {number} [yOffset] the amount to offset the quad in Y
|
|
* @return {Object.<string, TypedArray> the created XY Quad vertices
|
|
* @memberOf module:twgl/primitives
|
|
*/
|
|
function createXYQuadVertices(size, xOffset, yOffset) {
|
|
size = size || 2;
|
|
xOffset = xOffset || 0;
|
|
yOffset = yOffset || 0;
|
|
size *= 0.5;
|
|
return {
|
|
position: {
|
|
numComponents: 2,
|
|
data: [
|
|
xOffset + -1 * size, yOffset + -1 * size,
|
|
xOffset + 1 * size, yOffset + -1 * size,
|
|
xOffset + -1 * size, yOffset + 1 * size,
|
|
xOffset + 1 * size, yOffset + 1 * size,
|
|
],
|
|
},
|
|
normal: [
|
|
0, 0, 1,
|
|
0, 0, 1,
|
|
0, 0, 1,
|
|
0, 0, 1,
|
|
],
|
|
texcoord: [
|
|
0, 0,
|
|
1, 0,
|
|
0, 1,
|
|
1, 1,
|
|
],
|
|
indices: [ 0, 1, 2, 2, 1, 3 ],
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Creates XZ plane BufferInfo.
|
|
*
|
|
* The created plane has position, normal, and texcoord data
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @param {number} [width] Width of the plane. Default = 1
|
|
* @param {number} [depth] Depth of the plane. Default = 1
|
|
* @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1
|
|
* @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1
|
|
* @param {Matrix4} [matrix] A matrix by which to multiply all the vertices.
|
|
* @return {@module:twgl.BufferInfo} The created plane BufferInfo.
|
|
* @memberOf module:twgl/primitives
|
|
* @function createPlaneBufferInfo
|
|
*/
|
|
|
|
/**
|
|
* Creates XZ plane buffers.
|
|
*
|
|
* The created plane has position, normal, and texcoord data
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @param {number} [width] Width of the plane. Default = 1
|
|
* @param {number} [depth] Depth of the plane. Default = 1
|
|
* @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1
|
|
* @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1
|
|
* @param {Matrix4} [matrix] A matrix by which to multiply all the vertices.
|
|
* @return {Object.<string, WebGLBuffer>} The created plane buffers.
|
|
* @memberOf module:twgl/primitives
|
|
* @function createPlaneBuffers
|
|
*/
|
|
|
|
/**
|
|
* Creates XZ plane vertices.
|
|
*
|
|
* The created plane has position, normal, and texcoord data
|
|
*
|
|
* @param {number} [width] Width of the plane. Default = 1
|
|
* @param {number} [depth] Depth of the plane. Default = 1
|
|
* @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1
|
|
* @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1
|
|
* @param {Matrix4} [matrix] A matrix by which to multiply all the vertices.
|
|
* @return {Object.<string, TypedArray>} The created plane vertices.
|
|
* @memberOf module:twgl/primitives
|
|
*/
|
|
function createPlaneVertices(
|
|
width,
|
|
depth,
|
|
subdivisionsWidth,
|
|
subdivisionsDepth,
|
|
matrix) {
|
|
width = width || 1;
|
|
depth = depth || 1;
|
|
subdivisionsWidth = subdivisionsWidth || 1;
|
|
subdivisionsDepth = subdivisionsDepth || 1;
|
|
matrix = matrix || m4.identity();
|
|
|
|
var numVertices = (subdivisionsWidth + 1) * (subdivisionsDepth + 1);
|
|
var positions = createAugmentedTypedArray(3, numVertices);
|
|
var normals = createAugmentedTypedArray(3, numVertices);
|
|
var texcoords = createAugmentedTypedArray(2, numVertices);
|
|
|
|
for (var z = 0; z <= subdivisionsDepth; z++) {
|
|
for (var x = 0; x <= subdivisionsWidth; x++) {
|
|
var u = x / subdivisionsWidth;
|
|
var v = z / subdivisionsDepth;
|
|
positions.push(
|
|
width * u - width * 0.5,
|
|
0,
|
|
depth * v - depth * 0.5);
|
|
normals.push(0, 1, 0);
|
|
texcoords.push(u, v);
|
|
}
|
|
}
|
|
|
|
var numVertsAcross = subdivisionsWidth + 1;
|
|
var indices = createAugmentedTypedArray(
|
|
3, subdivisionsWidth * subdivisionsDepth * 2, Uint16Array);
|
|
|
|
for (var z = 0; z < subdivisionsDepth; z++) { // eslint-disable-line
|
|
for (var x = 0; x < subdivisionsWidth; x++) { // eslint-disable-line
|
|
// Make triangle 1 of quad.
|
|
indices.push(
|
|
(z + 0) * numVertsAcross + x,
|
|
(z + 1) * numVertsAcross + x,
|
|
(z + 0) * numVertsAcross + x + 1);
|
|
|
|
// Make triangle 2 of quad.
|
|
indices.push(
|
|
(z + 1) * numVertsAcross + x,
|
|
(z + 1) * numVertsAcross + x + 1,
|
|
(z + 0) * numVertsAcross + x + 1);
|
|
}
|
|
}
|
|
|
|
var arrays = reorientVertices({
|
|
position: positions,
|
|
normal: normals,
|
|
texcoord: texcoords,
|
|
indices: indices,
|
|
}, matrix);
|
|
return arrays;
|
|
}
|
|
|
|
/**
|
|
* Creates sphere BufferInfo.
|
|
*
|
|
* The created sphere has position, normal, and texcoord data
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @param {number} radius radius of the sphere.
|
|
* @param {number} subdivisionsAxis number of steps around the sphere.
|
|
* @param {number} subdivisionsHeight number of vertically on the sphere.
|
|
* @param {number} [opt_startLatitudeInRadians] where to start the
|
|
* top of the sphere. Default = 0.
|
|
* @param {number} [opt_endLatitudeInRadians] Where to end the
|
|
* bottom of the sphere. Default = Math.PI.
|
|
* @param {number} [opt_startLongitudeInRadians] where to start
|
|
* wrapping the sphere. Default = 0.
|
|
* @param {number} [opt_endLongitudeInRadians] where to end
|
|
* wrapping the sphere. Default = 2 * Math.PI.
|
|
* @return {module:twgl.BufferInfo} The created sphere BufferInfo.
|
|
* @memberOf module:twgl/primitives
|
|
* @function createSphereBufferInfo
|
|
*/
|
|
|
|
/**
|
|
* Creates sphere buffers.
|
|
*
|
|
* The created sphere has position, normal, and texcoord data
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @param {number} radius radius of the sphere.
|
|
* @param {number} subdivisionsAxis number of steps around the sphere.
|
|
* @param {number} subdivisionsHeight number of vertically on the sphere.
|
|
* @param {number} [opt_startLatitudeInRadians] where to start the
|
|
* top of the sphere. Default = 0.
|
|
* @param {number} [opt_endLatitudeInRadians] Where to end the
|
|
* bottom of the sphere. Default = Math.PI.
|
|
* @param {number} [opt_startLongitudeInRadians] where to start
|
|
* wrapping the sphere. Default = 0.
|
|
* @param {number} [opt_endLongitudeInRadians] where to end
|
|
* wrapping the sphere. Default = 2 * Math.PI.
|
|
* @return {Object.<string, WebGLBuffer>} The created sphere buffers.
|
|
* @memberOf module:twgl/primitives
|
|
* @function createSphereBuffers
|
|
*/
|
|
|
|
/**
|
|
* Creates sphere vertices.
|
|
*
|
|
* The created sphere has position, normal, and texcoord data
|
|
*
|
|
* @param {number} radius radius of the sphere.
|
|
* @param {number} subdivisionsAxis number of steps around the sphere.
|
|
* @param {number} subdivisionsHeight number of vertically on the sphere.
|
|
* @param {number} [opt_startLatitudeInRadians] where to start the
|
|
* top of the sphere. Default = 0.
|
|
* @param {number} [opt_endLatitudeInRadians] Where to end the
|
|
* bottom of the sphere. Default = Math.PI.
|
|
* @param {number} [opt_startLongitudeInRadians] where to start
|
|
* wrapping the sphere. Default = 0.
|
|
* @param {number} [opt_endLongitudeInRadians] where to end
|
|
* wrapping the sphere. Default = 2 * Math.PI.
|
|
* @return {Object.<string, TypedArray>} The created sphere vertices.
|
|
* @memberOf module:twgl/primitives
|
|
*/
|
|
function createSphereVertices(
|
|
radius,
|
|
subdivisionsAxis,
|
|
subdivisionsHeight,
|
|
opt_startLatitudeInRadians,
|
|
opt_endLatitudeInRadians,
|
|
opt_startLongitudeInRadians,
|
|
opt_endLongitudeInRadians) {
|
|
if (subdivisionsAxis <= 0 || subdivisionsHeight <= 0) {
|
|
throw Error('subdivisionAxis and subdivisionHeight must be > 0');
|
|
}
|
|
|
|
opt_startLatitudeInRadians = opt_startLatitudeInRadians || 0;
|
|
opt_endLatitudeInRadians = opt_endLatitudeInRadians || Math.PI;
|
|
opt_startLongitudeInRadians = opt_startLongitudeInRadians || 0;
|
|
opt_endLongitudeInRadians = opt_endLongitudeInRadians || (Math.PI * 2);
|
|
|
|
var latRange = opt_endLatitudeInRadians - opt_startLatitudeInRadians;
|
|
var longRange = opt_endLongitudeInRadians - opt_startLongitudeInRadians;
|
|
|
|
// We are going to generate our sphere by iterating through its
|
|
// spherical coordinates and generating 2 triangles for each quad on a
|
|
// ring of the sphere.
|
|
var numVertices = (subdivisionsAxis + 1) * (subdivisionsHeight + 1);
|
|
var positions = createAugmentedTypedArray(3, numVertices);
|
|
var normals = createAugmentedTypedArray(3, numVertices);
|
|
var texcoords = createAugmentedTypedArray(2 , numVertices);
|
|
|
|
// Generate the individual vertices in our vertex buffer.
|
|
for (var y = 0; y <= subdivisionsHeight; y++) {
|
|
for (var x = 0; x <= subdivisionsAxis; x++) {
|
|
// Generate a vertex based on its spherical coordinates
|
|
var u = x / subdivisionsAxis;
|
|
var v = y / subdivisionsHeight;
|
|
var theta = longRange * u;
|
|
var phi = latRange * v;
|
|
var sinTheta = Math.sin(theta);
|
|
var cosTheta = Math.cos(theta);
|
|
var sinPhi = Math.sin(phi);
|
|
var cosPhi = Math.cos(phi);
|
|
var ux = cosTheta * sinPhi;
|
|
var uy = cosPhi;
|
|
var uz = sinTheta * sinPhi;
|
|
positions.push(radius * ux, radius * uy, radius * uz);
|
|
normals.push(ux, uy, uz);
|
|
texcoords.push(1 - u, v);
|
|
}
|
|
}
|
|
|
|
var numVertsAround = subdivisionsAxis + 1;
|
|
var indices = createAugmentedTypedArray(3, subdivisionsAxis * subdivisionsHeight * 2, Uint16Array);
|
|
for (var x = 0; x < subdivisionsAxis; x++) { // eslint-disable-line
|
|
for (var y = 0; y < subdivisionsHeight; y++) { // eslint-disable-line
|
|
// Make triangle 1 of quad.
|
|
indices.push(
|
|
(y + 0) * numVertsAround + x,
|
|
(y + 0) * numVertsAround + x + 1,
|
|
(y + 1) * numVertsAround + x);
|
|
|
|
// Make triangle 2 of quad.
|
|
indices.push(
|
|
(y + 1) * numVertsAround + x,
|
|
(y + 0) * numVertsAround + x + 1,
|
|
(y + 1) * numVertsAround + x + 1);
|
|
}
|
|
}
|
|
|
|
return {
|
|
position: positions,
|
|
normal: normals,
|
|
texcoord: texcoords,
|
|
indices: indices,
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Array of the indices of corners of each face of a cube.
|
|
* @type {Array.<number[]>}
|
|
*/
|
|
var CUBE_FACE_INDICES = [
|
|
[3, 7, 5, 1], // right
|
|
[6, 2, 0, 4], // left
|
|
[6, 7, 3, 2], // ??
|
|
[0, 1, 5, 4], // ??
|
|
[7, 6, 4, 5], // front
|
|
[2, 3, 1, 0], // back
|
|
];
|
|
|
|
/**
|
|
* Creates a BufferInfo for a cube.
|
|
*
|
|
* The cube is created around the origin. (-size / 2, size / 2).
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @param {number} [size] width, height and depth of the cube.
|
|
* @return {module:twgl.BufferInfo} The created BufferInfo.
|
|
* @memberOf module:twgl/primitives
|
|
* @function createCubeBufferInfo
|
|
*/
|
|
|
|
/**
|
|
* Creates the buffers and indices for a cube.
|
|
*
|
|
* The cube is created around the origin. (-size / 2, size / 2).
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @param {number} [size] width, height and depth of the cube.
|
|
* @return {Object.<string, WebGLBuffer>} The created buffers.
|
|
* @memberOf module:twgl/primitives
|
|
* @function createCubeBuffers
|
|
*/
|
|
|
|
/**
|
|
* Creates the vertices and indices for a cube.
|
|
*
|
|
* The cube is created around the origin. (-size / 2, size / 2).
|
|
*
|
|
* @param {number} [size] width, height and depth of the cube.
|
|
* @return {Object.<string, TypedArray>} The created vertices.
|
|
* @memberOf module:twgl/primitives
|
|
*/
|
|
function createCubeVertices(size) {
|
|
size = size || 1;
|
|
var k = size / 2;
|
|
|
|
var cornerVertices = [
|
|
[-k, -k, -k],
|
|
[+k, -k, -k],
|
|
[-k, +k, -k],
|
|
[+k, +k, -k],
|
|
[-k, -k, +k],
|
|
[+k, -k, +k],
|
|
[-k, +k, +k],
|
|
[+k, +k, +k],
|
|
];
|
|
|
|
var faceNormals = [
|
|
[+1, +0, +0],
|
|
[-1, +0, +0],
|
|
[+0, +1, +0],
|
|
[+0, -1, +0],
|
|
[+0, +0, +1],
|
|
[+0, +0, -1],
|
|
];
|
|
|
|
var uvCoords = [
|
|
[1, 0],
|
|
[0, 0],
|
|
[0, 1],
|
|
[1, 1],
|
|
];
|
|
|
|
var numVertices = 6 * 4;
|
|
var positions = createAugmentedTypedArray(3, numVertices);
|
|
var normals = createAugmentedTypedArray(3, numVertices);
|
|
var texcoords = createAugmentedTypedArray(2 , numVertices);
|
|
var indices = createAugmentedTypedArray(3, 6 * 2, Uint16Array);
|
|
|
|
for (var f = 0; f < 6; ++f) {
|
|
var faceIndices = CUBE_FACE_INDICES[f];
|
|
for (var v = 0; v < 4; ++v) {
|
|
var position = cornerVertices[faceIndices[v]];
|
|
var normal = faceNormals[f];
|
|
var uv = uvCoords[v];
|
|
|
|
// Each face needs all four vertices because the normals and texture
|
|
// coordinates are not all the same.
|
|
positions.push(position);
|
|
normals.push(normal);
|
|
texcoords.push(uv);
|
|
|
|
}
|
|
// Two triangles make a square face.
|
|
var offset = 4 * f;
|
|
indices.push(offset + 0, offset + 1, offset + 2);
|
|
indices.push(offset + 0, offset + 2, offset + 3);
|
|
}
|
|
|
|
return {
|
|
position: positions,
|
|
normal: normals,
|
|
texcoord: texcoords,
|
|
indices: indices,
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Creates a BufferInfo for a truncated cone, which is like a cylinder
|
|
* except that it has different top and bottom radii. A truncated cone
|
|
* can also be used to create cylinders and regular cones. The
|
|
* truncated cone will be created centered about the origin, with the
|
|
* y axis as its vertical axis.
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @param {number} bottomRadius Bottom radius of truncated cone.
|
|
* @param {number} topRadius Top radius of truncated cone.
|
|
* @param {number} height Height of truncated cone.
|
|
* @param {number} radialSubdivisions The number of subdivisions around the
|
|
* truncated cone.
|
|
* @param {number} verticalSubdivisions The number of subdivisions down the
|
|
* truncated cone.
|
|
* @param {boolean} [opt_topCap] Create top cap. Default = true.
|
|
* @param {boolean} [opt_bottomCap] Create bottom cap. Default = true.
|
|
* @return {module:twgl.BufferInfo} The created cone BufferInfo.
|
|
* @memberOf module:twgl/primitives
|
|
* @function createTruncatedConeBufferInfo
|
|
*/
|
|
|
|
/**
|
|
* Creates buffers for a truncated cone, which is like a cylinder
|
|
* except that it has different top and bottom radii. A truncated cone
|
|
* can also be used to create cylinders and regular cones. The
|
|
* truncated cone will be created centered about the origin, with the
|
|
* y axis as its vertical axis.
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @param {number} bottomRadius Bottom radius of truncated cone.
|
|
* @param {number} topRadius Top radius of truncated cone.
|
|
* @param {number} height Height of truncated cone.
|
|
* @param {number} radialSubdivisions The number of subdivisions around the
|
|
* truncated cone.
|
|
* @param {number} verticalSubdivisions The number of subdivisions down the
|
|
* truncated cone.
|
|
* @param {boolean} [opt_topCap] Create top cap. Default = true.
|
|
* @param {boolean} [opt_bottomCap] Create bottom cap. Default = true.
|
|
* @return {Object.<string, WebGLBuffer>} The created cone buffers.
|
|
* @memberOf module:twgl/primitives
|
|
* @function createTruncatedConeBuffers
|
|
*/
|
|
|
|
/**
|
|
* Creates vertices for a truncated cone, which is like a cylinder
|
|
* except that it has different top and bottom radii. A truncated cone
|
|
* can also be used to create cylinders and regular cones. The
|
|
* truncated cone will be created centered about the origin, with the
|
|
* y axis as its vertical axis. .
|
|
*
|
|
* @param {number} bottomRadius Bottom radius of truncated cone.
|
|
* @param {number} topRadius Top radius of truncated cone.
|
|
* @param {number} height Height of truncated cone.
|
|
* @param {number} radialSubdivisions The number of subdivisions around the
|
|
* truncated cone.
|
|
* @param {number} verticalSubdivisions The number of subdivisions down the
|
|
* truncated cone.
|
|
* @param {boolean} [opt_topCap] Create top cap. Default = true.
|
|
* @param {boolean} [opt_bottomCap] Create bottom cap. Default = true.
|
|
* @return {Object.<string, TypedArray>} The created cone vertices.
|
|
* @memberOf module:twgl/primitives
|
|
*/
|
|
function createTruncatedConeVertices(
|
|
bottomRadius,
|
|
topRadius,
|
|
height,
|
|
radialSubdivisions,
|
|
verticalSubdivisions,
|
|
opt_topCap,
|
|
opt_bottomCap) {
|
|
if (radialSubdivisions < 3) {
|
|
throw Error('radialSubdivisions must be 3 or greater');
|
|
}
|
|
|
|
if (verticalSubdivisions < 1) {
|
|
throw Error('verticalSubdivisions must be 1 or greater');
|
|
}
|
|
|
|
var topCap = (opt_topCap === undefined) ? true : opt_topCap;
|
|
var bottomCap = (opt_bottomCap === undefined) ? true : opt_bottomCap;
|
|
|
|
var extra = (topCap ? 2 : 0) + (bottomCap ? 2 : 0);
|
|
|
|
var numVertices = (radialSubdivisions + 1) * (verticalSubdivisions + 1 + extra);
|
|
var positions = createAugmentedTypedArray(3, numVertices);
|
|
var normals = createAugmentedTypedArray(3, numVertices);
|
|
var texcoords = createAugmentedTypedArray(2, numVertices);
|
|
var indices = createAugmentedTypedArray(3, radialSubdivisions * (verticalSubdivisions + extra) * 2, Uint16Array);
|
|
|
|
var vertsAroundEdge = radialSubdivisions + 1;
|
|
|
|
// The slant of the cone is constant across its surface
|
|
var slant = Math.atan2(bottomRadius - topRadius, height);
|
|
var cosSlant = Math.cos(slant);
|
|
var sinSlant = Math.sin(slant);
|
|
|
|
var start = topCap ? -2 : 0;
|
|
var end = verticalSubdivisions + (bottomCap ? 2 : 0);
|
|
|
|
for (var yy = start; yy <= end; ++yy) {
|
|
var v = yy / verticalSubdivisions;
|
|
var y = height * v;
|
|
var ringRadius;
|
|
if (yy < 0) {
|
|
y = 0;
|
|
v = 1;
|
|
ringRadius = bottomRadius;
|
|
} else if (yy > verticalSubdivisions) {
|
|
y = height;
|
|
v = 1;
|
|
ringRadius = topRadius;
|
|
} else {
|
|
ringRadius = bottomRadius +
|
|
(topRadius - bottomRadius) * (yy / verticalSubdivisions);
|
|
}
|
|
if (yy === -2 || yy === verticalSubdivisions + 2) {
|
|
ringRadius = 0;
|
|
v = 0;
|
|
}
|
|
y -= height / 2;
|
|
for (var ii = 0; ii < vertsAroundEdge; ++ii) {
|
|
var sin = Math.sin(ii * Math.PI * 2 / radialSubdivisions);
|
|
var cos = Math.cos(ii * Math.PI * 2 / radialSubdivisions);
|
|
positions.push(sin * ringRadius, y, cos * ringRadius);
|
|
normals.push(
|
|
(yy < 0 || yy > verticalSubdivisions) ? 0 : (sin * cosSlant),
|
|
(yy < 0) ? -1 : (yy > verticalSubdivisions ? 1 : sinSlant),
|
|
(yy < 0 || yy > verticalSubdivisions) ? 0 : (cos * cosSlant));
|
|
texcoords.push((ii / radialSubdivisions), 1 - v);
|
|
}
|
|
}
|
|
|
|
for (var yy = 0; yy < verticalSubdivisions + extra; ++yy) { // eslint-disable-line
|
|
for (var ii = 0; ii < radialSubdivisions; ++ii) { // eslint-disable-line
|
|
indices.push(vertsAroundEdge * (yy + 0) + 0 + ii,
|
|
vertsAroundEdge * (yy + 0) + 1 + ii,
|
|
vertsAroundEdge * (yy + 1) + 1 + ii);
|
|
indices.push(vertsAroundEdge * (yy + 0) + 0 + ii,
|
|
vertsAroundEdge * (yy + 1) + 1 + ii,
|
|
vertsAroundEdge * (yy + 1) + 0 + ii);
|
|
}
|
|
}
|
|
|
|
return {
|
|
position: positions,
|
|
normal: normals,
|
|
texcoord: texcoords,
|
|
indices: indices,
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Expands RLE data
|
|
* @param {number[]} rleData data in format of run-length, x, y, z, run-length, x, y, z
|
|
* @param {number[]} [padding] value to add each entry with.
|
|
* @return {number[]} the expanded rleData
|
|
*/
|
|
function expandRLEData(rleData, padding) {
|
|
padding = padding || [];
|
|
var data = [];
|
|
for (var ii = 0; ii < rleData.length; ii += 4) {
|
|
var runLength = rleData[ii];
|
|
var element = rleData.slice(ii + 1, ii + 4);
|
|
element.push.apply(element, padding);
|
|
for (var jj = 0; jj < runLength; ++jj) {
|
|
data.push.apply(data, element);
|
|
}
|
|
}
|
|
return data;
|
|
}
|
|
|
|
/**
|
|
* Creates 3D 'F' BufferInfo.
|
|
* An 'F' is useful because you can easily tell which way it is oriented.
|
|
* The created 'F' has position, normal, texcoord, and color buffers.
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @return {module:twgl.BufferInfo} The created BufferInfo.
|
|
* @memberOf module:twgl/primitives
|
|
* @function create3DFBufferInfo
|
|
*/
|
|
|
|
/**
|
|
* Creates 3D 'F' buffers.
|
|
* An 'F' is useful because you can easily tell which way it is oriented.
|
|
* The created 'F' has position, normal, texcoord, and color buffers.
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @return {Object.<string, WebGLBuffer>} The created buffers.
|
|
* @memberOf module:twgl/primitives
|
|
* @function create3DFBuffers
|
|
*/
|
|
|
|
/**
|
|
* Creates 3D 'F' vertices.
|
|
* An 'F' is useful because you can easily tell which way it is oriented.
|
|
* The created 'F' has position, normal, texcoord, and color arrays.
|
|
*
|
|
* @return {Object.<string, TypedArray>} The created vertices.
|
|
* @memberOf module:twgl/primitives
|
|
*/
|
|
function create3DFVertices() {
|
|
|
|
var positions = [
|
|
// left column front
|
|
0, 0, 0,
|
|
0, 150, 0,
|
|
30, 0, 0,
|
|
0, 150, 0,
|
|
30, 150, 0,
|
|
30, 0, 0,
|
|
|
|
// top rung front
|
|
30, 0, 0,
|
|
30, 30, 0,
|
|
100, 0, 0,
|
|
30, 30, 0,
|
|
100, 30, 0,
|
|
100, 0, 0,
|
|
|
|
// middle rung front
|
|
30, 60, 0,
|
|
30, 90, 0,
|
|
67, 60, 0,
|
|
30, 90, 0,
|
|
67, 90, 0,
|
|
67, 60, 0,
|
|
|
|
// left column back
|
|
0, 0, 30,
|
|
30, 0, 30,
|
|
0, 150, 30,
|
|
0, 150, 30,
|
|
30, 0, 30,
|
|
30, 150, 30,
|
|
|
|
// top rung back
|
|
30, 0, 30,
|
|
100, 0, 30,
|
|
30, 30, 30,
|
|
30, 30, 30,
|
|
100, 0, 30,
|
|
100, 30, 30,
|
|
|
|
// middle rung back
|
|
30, 60, 30,
|
|
67, 60, 30,
|
|
30, 90, 30,
|
|
30, 90, 30,
|
|
67, 60, 30,
|
|
67, 90, 30,
|
|
|
|
// top
|
|
0, 0, 0,
|
|
100, 0, 0,
|
|
100, 0, 30,
|
|
0, 0, 0,
|
|
100, 0, 30,
|
|
0, 0, 30,
|
|
|
|
// top rung front
|
|
100, 0, 0,
|
|
100, 30, 0,
|
|
100, 30, 30,
|
|
100, 0, 0,
|
|
100, 30, 30,
|
|
100, 0, 30,
|
|
|
|
// under top rung
|
|
30, 30, 0,
|
|
30, 30, 30,
|
|
100, 30, 30,
|
|
30, 30, 0,
|
|
100, 30, 30,
|
|
100, 30, 0,
|
|
|
|
// between top rung and middle
|
|
30, 30, 0,
|
|
30, 60, 30,
|
|
30, 30, 30,
|
|
30, 30, 0,
|
|
30, 60, 0,
|
|
30, 60, 30,
|
|
|
|
// top of middle rung
|
|
30, 60, 0,
|
|
67, 60, 30,
|
|
30, 60, 30,
|
|
30, 60, 0,
|
|
67, 60, 0,
|
|
67, 60, 30,
|
|
|
|
// front of middle rung
|
|
67, 60, 0,
|
|
67, 90, 30,
|
|
67, 60, 30,
|
|
67, 60, 0,
|
|
67, 90, 0,
|
|
67, 90, 30,
|
|
|
|
// bottom of middle rung.
|
|
30, 90, 0,
|
|
30, 90, 30,
|
|
67, 90, 30,
|
|
30, 90, 0,
|
|
67, 90, 30,
|
|
67, 90, 0,
|
|
|
|
// front of bottom
|
|
30, 90, 0,
|
|
30, 150, 30,
|
|
30, 90, 30,
|
|
30, 90, 0,
|
|
30, 150, 0,
|
|
30, 150, 30,
|
|
|
|
// bottom
|
|
0, 150, 0,
|
|
0, 150, 30,
|
|
30, 150, 30,
|
|
0, 150, 0,
|
|
30, 150, 30,
|
|
30, 150, 0,
|
|
|
|
// left side
|
|
0, 0, 0,
|
|
0, 0, 30,
|
|
0, 150, 30,
|
|
0, 0, 0,
|
|
0, 150, 30,
|
|
0, 150, 0,
|
|
];
|
|
|
|
var texcoords = [
|
|
// left column front
|
|
0.22, 0.19,
|
|
0.22, 0.79,
|
|
0.34, 0.19,
|
|
0.22, 0.79,
|
|
0.34, 0.79,
|
|
0.34, 0.19,
|
|
|
|
// top rung front
|
|
0.34, 0.19,
|
|
0.34, 0.31,
|
|
0.62, 0.19,
|
|
0.34, 0.31,
|
|
0.62, 0.31,
|
|
0.62, 0.19,
|
|
|
|
// middle rung front
|
|
0.34, 0.43,
|
|
0.34, 0.55,
|
|
0.49, 0.43,
|
|
0.34, 0.55,
|
|
0.49, 0.55,
|
|
0.49, 0.43,
|
|
|
|
// left column back
|
|
0, 0,
|
|
1, 0,
|
|
0, 1,
|
|
0, 1,
|
|
1, 0,
|
|
1, 1,
|
|
|
|
// top rung back
|
|
0, 0,
|
|
1, 0,
|
|
0, 1,
|
|
0, 1,
|
|
1, 0,
|
|
1, 1,
|
|
|
|
// middle rung back
|
|
0, 0,
|
|
1, 0,
|
|
0, 1,
|
|
0, 1,
|
|
1, 0,
|
|
1, 1,
|
|
|
|
// top
|
|
0, 0,
|
|
1, 0,
|
|
1, 1,
|
|
0, 0,
|
|
1, 1,
|
|
0, 1,
|
|
|
|
// top rung front
|
|
0, 0,
|
|
1, 0,
|
|
1, 1,
|
|
0, 0,
|
|
1, 1,
|
|
0, 1,
|
|
|
|
// under top rung
|
|
0, 0,
|
|
0, 1,
|
|
1, 1,
|
|
0, 0,
|
|
1, 1,
|
|
1, 0,
|
|
|
|
// between top rung and middle
|
|
0, 0,
|
|
1, 1,
|
|
0, 1,
|
|
0, 0,
|
|
1, 0,
|
|
1, 1,
|
|
|
|
// top of middle rung
|
|
0, 0,
|
|
1, 1,
|
|
0, 1,
|
|
0, 0,
|
|
1, 0,
|
|
1, 1,
|
|
|
|
// front of middle rung
|
|
0, 0,
|
|
1, 1,
|
|
0, 1,
|
|
0, 0,
|
|
1, 0,
|
|
1, 1,
|
|
|
|
// bottom of middle rung.
|
|
0, 0,
|
|
0, 1,
|
|
1, 1,
|
|
0, 0,
|
|
1, 1,
|
|
1, 0,
|
|
|
|
// front of bottom
|
|
0, 0,
|
|
1, 1,
|
|
0, 1,
|
|
0, 0,
|
|
1, 0,
|
|
1, 1,
|
|
|
|
// bottom
|
|
0, 0,
|
|
0, 1,
|
|
1, 1,
|
|
0, 0,
|
|
1, 1,
|
|
1, 0,
|
|
|
|
// left side
|
|
0, 0,
|
|
0, 1,
|
|
1, 1,
|
|
0, 0,
|
|
1, 1,
|
|
1, 0,
|
|
];
|
|
|
|
var normals = expandRLEData([
|
|
// left column front
|
|
// top rung front
|
|
// middle rung front
|
|
18, 0, 0, 1,
|
|
|
|
// left column back
|
|
// top rung back
|
|
// middle rung back
|
|
18, 0, 0, -1,
|
|
|
|
// top
|
|
6, 0, 1, 0,
|
|
|
|
// top rung front
|
|
6, 1, 0, 0,
|
|
|
|
// under top rung
|
|
6, 0, -1, 0,
|
|
|
|
// between top rung and middle
|
|
6, 1, 0, 0,
|
|
|
|
// top of middle rung
|
|
6, 0, 1, 0,
|
|
|
|
// front of middle rung
|
|
6, 1, 0, 0,
|
|
|
|
// bottom of middle rung.
|
|
6, 0, -1, 0,
|
|
|
|
// front of bottom
|
|
6, 1, 0, 0,
|
|
|
|
// bottom
|
|
6, 0, -1, 0,
|
|
|
|
// left side
|
|
6, -1, 0, 0,
|
|
]);
|
|
|
|
var colors = expandRLEData([
|
|
// left column front
|
|
// top rung front
|
|
// middle rung front
|
|
18, 200, 70, 120,
|
|
|
|
// left column back
|
|
// top rung back
|
|
// middle rung back
|
|
18, 80, 70, 200,
|
|
|
|
// top
|
|
6, 70, 200, 210,
|
|
|
|
// top rung front
|
|
6, 200, 200, 70,
|
|
|
|
// under top rung
|
|
6, 210, 100, 70,
|
|
|
|
// between top rung and middle
|
|
6, 210, 160, 70,
|
|
|
|
// top of middle rung
|
|
6, 70, 180, 210,
|
|
|
|
// front of middle rung
|
|
6, 100, 70, 210,
|
|
|
|
// bottom of middle rung.
|
|
6, 76, 210, 100,
|
|
|
|
// front of bottom
|
|
6, 140, 210, 80,
|
|
|
|
// bottom
|
|
6, 90, 130, 110,
|
|
|
|
// left side
|
|
6, 160, 160, 220,
|
|
], [255]);
|
|
|
|
var numVerts = positions.length / 3;
|
|
|
|
var arrays = {
|
|
position: createAugmentedTypedArray(3, numVerts),
|
|
texcoord: createAugmentedTypedArray(2, numVerts),
|
|
normal: createAugmentedTypedArray(3, numVerts),
|
|
color: createAugmentedTypedArray(4, numVerts, Uint8Array),
|
|
indices: createAugmentedTypedArray(3, numVerts / 3, Uint16Array),
|
|
};
|
|
|
|
arrays.position.push(positions);
|
|
arrays.texcoord.push(texcoords);
|
|
arrays.normal.push(normals);
|
|
arrays.color.push(colors);
|
|
|
|
for (var ii = 0; ii < numVerts; ++ii) {
|
|
arrays.indices.push(ii);
|
|
}
|
|
|
|
return arrays;
|
|
}
|
|
|
|
/**
|
|
* Creates cresent BufferInfo.
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @param {number} verticalRadius The vertical radius of the cresent.
|
|
* @param {number} outerRadius The outer radius of the cresent.
|
|
* @param {number} innerRadius The inner radius of the cresent.
|
|
* @param {number} thickness The thickness of the cresent.
|
|
* @param {number} subdivisionsDown number of steps around the cresent.
|
|
* @param {number} subdivisionsThick number of vertically on the cresent.
|
|
* @param {number} [startOffset] Where to start arc. Default 0.
|
|
* @param {number} [endOffset] Where to end arg. Default 1.
|
|
* @return {module:twgl.BufferInfo} The created BufferInfo.
|
|
* @memberOf module:twgl/primitives
|
|
* @function createCresentBufferInfo
|
|
*/
|
|
|
|
/**
|
|
* Creates cresent buffers.
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @param {number} verticalRadius The vertical radius of the cresent.
|
|
* @param {number} outerRadius The outer radius of the cresent.
|
|
* @param {number} innerRadius The inner radius of the cresent.
|
|
* @param {number} thickness The thickness of the cresent.
|
|
* @param {number} subdivisionsDown number of steps around the cresent.
|
|
* @param {number} subdivisionsThick number of vertically on the cresent.
|
|
* @param {number} [startOffset] Where to start arc. Default 0.
|
|
* @param {number} [endOffset] Where to end arg. Default 1.
|
|
* @return {Object.<string, WebGLBuffer>} The created buffers.
|
|
* @memberOf module:twgl/primitives
|
|
* @function createCresentBuffers
|
|
*/
|
|
|
|
/**
|
|
* Creates cresent vertices.
|
|
*
|
|
* @param {number} verticalRadius The vertical radius of the cresent.
|
|
* @param {number} outerRadius The outer radius of the cresent.
|
|
* @param {number} innerRadius The inner radius of the cresent.
|
|
* @param {number} thickness The thickness of the cresent.
|
|
* @param {number} subdivisionsDown number of steps around the cresent.
|
|
* @param {number} subdivisionsThick number of vertically on the cresent.
|
|
* @param {number} [startOffset] Where to start arc. Default 0.
|
|
* @param {number} [endOffset] Where to end arg. Default 1.
|
|
* @return {Object.<string, TypedArray>} The created vertices.
|
|
* @memberOf module:twgl/primitives
|
|
*/
|
|
function createCresentVertices(
|
|
verticalRadius,
|
|
outerRadius,
|
|
innerRadius,
|
|
thickness,
|
|
subdivisionsDown,
|
|
startOffset,
|
|
endOffset) {
|
|
if (subdivisionsDown <= 0) {
|
|
throw Error('subdivisionDown must be > 0');
|
|
}
|
|
|
|
startOffset = startOffset || 0;
|
|
endOffset = endOffset || 1;
|
|
|
|
var subdivisionsThick = 2;
|
|
|
|
var offsetRange = endOffset - startOffset;
|
|
var numVertices = (subdivisionsDown + 1) * 2 * (2 + subdivisionsThick);
|
|
var positions = createAugmentedTypedArray(3, numVertices);
|
|
var normals = createAugmentedTypedArray(3, numVertices);
|
|
var texcoords = createAugmentedTypedArray(2, numVertices);
|
|
|
|
function lerp(a, b, s) {
|
|
return a + (b - a) * s;
|
|
}
|
|
|
|
function createArc(arcRadius, x, normalMult, normalAdd, uMult, uAdd) {
|
|
for (var z = 0; z <= subdivisionsDown; z++) {
|
|
var uBack = x / (subdivisionsThick - 1);
|
|
var v = z / subdivisionsDown;
|
|
var xBack = (uBack - 0.5) * 2;
|
|
var angle = (startOffset + (v * offsetRange)) * Math.PI;
|
|
var s = Math.sin(angle);
|
|
var c = Math.cos(angle);
|
|
var radius = lerp(verticalRadius, arcRadius, s);
|
|
var px = xBack * thickness;
|
|
var py = c * verticalRadius;
|
|
var pz = s * radius;
|
|
positions.push(px, py, pz);
|
|
var n = v3.add(v3.multiply([0, s, c], normalMult), normalAdd);
|
|
normals.push(n);
|
|
texcoords.push(uBack * uMult + uAdd, v);
|
|
}
|
|
}
|
|
|
|
// Generate the individual vertices in our vertex buffer.
|
|
for (var x = 0; x < subdivisionsThick; x++) {
|
|
var uBack = (x / (subdivisionsThick - 1) - 0.5) * 2;
|
|
createArc(outerRadius, x, [1, 1, 1], [0, 0, 0], 1, 0);
|
|
createArc(outerRadius, x, [0, 0, 0], [uBack, 0, 0], 0, 0);
|
|
createArc(innerRadius, x, [1, 1, 1], [0, 0, 0], 1, 0);
|
|
createArc(innerRadius, x, [0, 0, 0], [uBack, 0, 0], 0, 1);
|
|
}
|
|
|
|
// Do outer surface.
|
|
var indices = createAugmentedTypedArray(3, (subdivisionsDown * 2) * (2 + subdivisionsThick), Uint16Array);
|
|
|
|
function createSurface(leftArcOffset, rightArcOffset) {
|
|
for (var z = 0; z < subdivisionsDown; ++z) {
|
|
// Make triangle 1 of quad.
|
|
indices.push(
|
|
leftArcOffset + z + 0,
|
|
leftArcOffset + z + 1,
|
|
rightArcOffset + z + 0);
|
|
|
|
// Make triangle 2 of quad.
|
|
indices.push(
|
|
leftArcOffset + z + 1,
|
|
rightArcOffset + z + 1,
|
|
rightArcOffset + z + 0);
|
|
}
|
|
}
|
|
|
|
var numVerticesDown = subdivisionsDown + 1;
|
|
// front
|
|
createSurface(numVerticesDown * 0, numVerticesDown * 4);
|
|
// right
|
|
createSurface(numVerticesDown * 5, numVerticesDown * 7);
|
|
// back
|
|
createSurface(numVerticesDown * 6, numVerticesDown * 2);
|
|
// left
|
|
createSurface(numVerticesDown * 3, numVerticesDown * 1);
|
|
|
|
return {
|
|
position: positions,
|
|
normal: normals,
|
|
texcoord: texcoords,
|
|
indices: indices,
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Creates cylinder BufferInfo. The cylinder will be created around the origin
|
|
* along the y-axis.
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @param {number} radius Radius of cylinder.
|
|
* @param {number} height Height of cylinder.
|
|
* @param {number} radialSubdivisions The number of subdivisions around the cylinder.
|
|
* @param {number} verticalSubdivisions The number of subdivisions down the cylinder.
|
|
* @param {boolean} [topCap] Create top cap. Default = true.
|
|
* @param {boolean} [bottomCap] Create bottom cap. Default = true.
|
|
* @return {module:twgl.BufferInfo} The created BufferInfo.
|
|
* @memberOf module:twgl/primitives
|
|
* @function createCylinderBufferInfo
|
|
*/
|
|
|
|
/**
|
|
* Creates cylinder buffers. The cylinder will be created around the origin
|
|
* along the y-axis.
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @param {number} radius Radius of cylinder.
|
|
* @param {number} height Height of cylinder.
|
|
* @param {number} radialSubdivisions The number of subdivisions around the cylinder.
|
|
* @param {number} verticalSubdivisions The number of subdivisions down the cylinder.
|
|
* @param {boolean} [topCap] Create top cap. Default = true.
|
|
* @param {boolean} [bottomCap] Create bottom cap. Default = true.
|
|
* @return {Object.<string, WebGLBuffer>} The created buffers.
|
|
* @memberOf module:twgl/primitives
|
|
* @function createCylinderBuffers
|
|
*/
|
|
|
|
/**
|
|
* Creates cylinder vertices. The cylinder will be created around the origin
|
|
* along the y-axis.
|
|
*
|
|
* @param {number} radius Radius of cylinder.
|
|
* @param {number} height Height of cylinder.
|
|
* @param {number} radialSubdivisions The number of subdivisions around the cylinder.
|
|
* @param {number} verticalSubdivisions The number of subdivisions down the cylinder.
|
|
* @param {boolean} [topCap] Create top cap. Default = true.
|
|
* @param {boolean} [bottomCap] Create bottom cap. Default = true.
|
|
* @return {Object.<string, TypedArray>} The created vertices.
|
|
* @memberOf module:twgl/primitives
|
|
*/
|
|
function createCylinderVertices(
|
|
radius,
|
|
height,
|
|
radialSubdivisions,
|
|
verticalSubdivisions,
|
|
topCap,
|
|
bottomCap) {
|
|
return createTruncatedConeVertices(
|
|
radius,
|
|
radius,
|
|
height,
|
|
radialSubdivisions,
|
|
verticalSubdivisions,
|
|
topCap,
|
|
bottomCap);
|
|
}
|
|
|
|
/**
|
|
* Creates BufferInfo for a torus
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @param {number} radius radius of center of torus circle.
|
|
* @param {number} thickness radius of torus ring.
|
|
* @param {number} radialSubdivisions The number of subdivisions around the torus.
|
|
* @param {number} bodySubdivisions The number of subdivisions around the body torus.
|
|
* @param {boolean} [startAngle] start angle in radians. Default = 0.
|
|
* @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2.
|
|
* @return {module:twgl.BufferInfo} The created BufferInfo.
|
|
* @memberOf module:twgl/primitives
|
|
* @function createTorusBufferInfo
|
|
*/
|
|
|
|
/**
|
|
* Creates buffers for a torus
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @param {number} radius radius of center of torus circle.
|
|
* @param {number} thickness radius of torus ring.
|
|
* @param {number} radialSubdivisions The number of subdivisions around the torus.
|
|
* @param {number} bodySubdivisions The number of subdivisions around the body torus.
|
|
* @param {boolean} [startAngle] start angle in radians. Default = 0.
|
|
* @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2.
|
|
* @return {Object.<string, WebGLBuffer>} The created buffers.
|
|
* @memberOf module:twgl/primitives
|
|
* @function createTorusBuffers
|
|
*/
|
|
|
|
/**
|
|
* Creates vertices for a torus
|
|
*
|
|
* @param {number} radius radius of center of torus circle.
|
|
* @param {number} thickness radius of torus ring.
|
|
* @param {number} radialSubdivisions The number of subdivisions around the torus.
|
|
* @param {number} bodySubdivisions The number of subdivisions around the body torus.
|
|
* @param {boolean} [startAngle] start angle in radians. Default = 0.
|
|
* @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2.
|
|
* @return {Object.<string, TypedArray>} The created vertices.
|
|
* @memberOf module:twgl/primitives
|
|
*/
|
|
function createTorusVertices(
|
|
radius,
|
|
thickness,
|
|
radialSubdivisions,
|
|
bodySubdivisions,
|
|
startAngle,
|
|
endAngle) {
|
|
if (radialSubdivisions < 3) {
|
|
throw Error('radialSubdivisions must be 3 or greater');
|
|
}
|
|
|
|
if (bodySubdivisions < 3) {
|
|
throw Error('verticalSubdivisions must be 3 or greater');
|
|
}
|
|
|
|
startAngle = startAngle || 0;
|
|
endAngle = endAngle || Math.PI * 2;
|
|
range = endAngle - startAngle;
|
|
|
|
var radialParts = radialSubdivisions + 1;
|
|
var bodyParts = bodySubdivisions + 1;
|
|
var numVertices = radialParts * bodyParts;
|
|
var positions = createAugmentedTypedArray(3, numVertices);
|
|
var normals = createAugmentedTypedArray(3, numVertices);
|
|
var texcoords = createAugmentedTypedArray(2, numVertices);
|
|
var indices = createAugmentedTypedArray(3, (radialSubdivisions) * (bodySubdivisions) * 2, Uint16Array);
|
|
|
|
for (var slice = 0; slice < bodyParts; ++slice) {
|
|
var v = slice / bodySubdivisions;
|
|
var sliceAngle = v * Math.PI * 2;
|
|
var sliceSin = Math.sin(sliceAngle);
|
|
var ringRadius = radius + sliceSin * thickness;
|
|
var ny = Math.cos(sliceAngle);
|
|
var y = ny * thickness;
|
|
for (var ring = 0; ring < radialParts; ++ring) {
|
|
var u = ring / radialSubdivisions;
|
|
var ringAngle = startAngle + u * range;
|
|
var xSin = Math.sin(ringAngle);
|
|
var zCos = Math.cos(ringAngle);
|
|
var x = xSin * ringRadius;
|
|
var z = zCos * ringRadius;
|
|
var nx = xSin * sliceSin;
|
|
var nz = zCos * sliceSin;
|
|
positions.push(x, y, z);
|
|
normals.push(nx, ny, nz);
|
|
texcoords.push(u, 1 - v);
|
|
}
|
|
}
|
|
|
|
for (var slice = 0; slice < bodySubdivisions; ++slice) { // eslint-disable-line
|
|
for (var ring = 0; ring < radialSubdivisions; ++ring) { // eslint-disable-line
|
|
var nextRingIndex = 1 + ring;
|
|
var nextSliceIndex = 1 + slice;
|
|
indices.push(radialParts * slice + ring,
|
|
radialParts * nextSliceIndex + ring,
|
|
radialParts * slice + nextRingIndex);
|
|
indices.push(radialParts * nextSliceIndex + ring,
|
|
radialParts * nextSliceIndex + nextRingIndex,
|
|
radialParts * slice + nextRingIndex);
|
|
}
|
|
}
|
|
|
|
return {
|
|
position: positions,
|
|
normal: normals,
|
|
texcoord: texcoords,
|
|
indices: indices,
|
|
};
|
|
}
|
|
|
|
|
|
/**
|
|
* Creates a disc BufferInfo. The disc will be in the xz plane, centered at
|
|
* the origin. When creating, at least 3 divisions, or pie
|
|
* pieces, need to be specified, otherwise the triangles making
|
|
* up the disc will be degenerate. You can also specify the
|
|
* number of radial pieces `stacks`. A value of 1 for
|
|
* stacks will give you a simple disc of pie pieces. If you
|
|
* want to create an annulus you can set `innerRadius` to a
|
|
* value > 0. Finally, `stackPower` allows you to have the widths
|
|
* increase or decrease as you move away from the center. This
|
|
* is particularly useful when using the disc as a ground plane
|
|
* with a fixed camera such that you don't need the resolution
|
|
* of small triangles near the perimeter. For example, a value
|
|
* of 2 will produce stacks whose ouside radius increases with
|
|
* the square of the stack index. A value of 1 will give uniform
|
|
* stacks.
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @param {number} radius Radius of the ground plane.
|
|
* @param {number} divisions Number of triangles in the ground plane (at least 3).
|
|
* @param {number} [stacks] Number of radial divisions (default=1).
|
|
* @param {number} [innerRadius] Default 0.
|
|
* @param {number} [stackPower] Power to raise stack size to for decreasing width.
|
|
* @return {module:twgl.BufferInfo} The created BufferInfo.
|
|
* @memberOf module:twgl/primitives
|
|
* @function createDiscBufferInfo
|
|
*/
|
|
|
|
/**
|
|
* Creates disc buffers. The disc will be in the xz plane, centered at
|
|
* the origin. When creating, at least 3 divisions, or pie
|
|
* pieces, need to be specified, otherwise the triangles making
|
|
* up the disc will be degenerate. You can also specify the
|
|
* number of radial pieces `stacks`. A value of 1 for
|
|
* stacks will give you a simple disc of pie pieces. If you
|
|
* want to create an annulus you can set `innerRadius` to a
|
|
* value > 0. Finally, `stackPower` allows you to have the widths
|
|
* increase or decrease as you move away from the center. This
|
|
* is particularly useful when using the disc as a ground plane
|
|
* with a fixed camera such that you don't need the resolution
|
|
* of small triangles near the perimeter. For example, a value
|
|
* of 2 will produce stacks whose ouside radius increases with
|
|
* the square of the stack index. A value of 1 will give uniform
|
|
* stacks.
|
|
*
|
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
|
|
* @param {number} radius Radius of the ground plane.
|
|
* @param {number} divisions Number of triangles in the ground plane (at least 3).
|
|
* @param {number} [stacks] Number of radial divisions (default=1).
|
|
* @param {number} [innerRadius] Default 0.
|
|
* @param {number} [stackPower] Power to raise stack size to for decreasing width.
|
|
* @return {Object.<string, WebGLBuffer>} The created buffers.
|
|
* @memberOf module:twgl/primitives
|
|
* @function createDiscBuffers
|
|
*/
|
|
|
|
/**
|
|
* Creates disc vertices. The disc will be in the xz plane, centered at
|
|
* the origin. When creating, at least 3 divisions, or pie
|
|
* pieces, need to be specified, otherwise the triangles making
|
|
* up the disc will be degenerate. You can also specify the
|
|
* number of radial pieces `stacks`. A value of 1 for
|
|
* stacks will give you a simple disc of pie pieces. If you
|
|
* want to create an annulus you can set `innerRadius` to a
|
|
* value > 0. Finally, `stackPower` allows you to have the widths
|
|
* increase or decrease as you move away from the center. This
|
|
* is particularly useful when using the disc as a ground plane
|
|
* with a fixed camera such that you don't need the resolution
|
|
* of small triangles near the perimeter. For example, a value
|
|
* of 2 will produce stacks whose ouside radius increases with
|
|
* the square of the stack index. A value of 1 will give uniform
|
|
* stacks.
|
|
*
|
|
* @param {number} radius Radius of the ground plane.
|
|
* @param {number} divisions Number of triangles in the ground plane (at least 3).
|
|
* @param {number} [stacks] Number of radial divisions (default=1).
|
|
* @param {number} [innerRadius] Default 0.
|
|
* @param {number} [stackPower] Power to raise stack size to for decreasing width.
|
|
* @return {Object.<string, TypedArray>} The created vertices.
|
|
* @memberOf module:twgl/primitives
|
|
*/
|
|
function createDiscVertices(
|
|
radius,
|
|
divisions,
|
|
stacks,
|
|
innerRadius,
|
|
stackPower) {
|
|
if (divisions < 3) {
|
|
throw Error('divisions must be at least 3');
|
|
}
|
|
|
|
stacks = stacks ? stacks : 1;
|
|
stackPower = stackPower ? stackPower : 1;
|
|
innerRadius = innerRadius ? innerRadius : 0;
|
|
|
|
// Note: We don't share the center vertex because that would
|
|
// mess up texture coordinates.
|
|
var numVertices = (divisions + 1) * (stacks + 1);
|
|
|
|
var positions = createAugmentedTypedArray(3, numVertices);
|
|
var normals = createAugmentedTypedArray(3, numVertices);
|
|
var texcoords = createAugmentedTypedArray(2, numVertices);
|
|
var indices = createAugmentedTypedArray(3, stacks * divisions * 2, Uint16Array);
|
|
|
|
var firstIndex = 0;
|
|
var radiusSpan = radius - innerRadius;
|
|
|
|
// Build the disk one stack at a time.
|
|
for (var stack = 0; stack <= stacks; ++stack) {
|
|
var stackRadius = innerRadius + radiusSpan * Math.pow(stack / stacks, stackPower);
|
|
|
|
for (var i = 0; i <= divisions; ++i) {
|
|
var theta = 2.0 * Math.PI * i / divisions;
|
|
var x = stackRadius * Math.cos(theta);
|
|
var z = stackRadius * Math.sin(theta);
|
|
|
|
positions.push(x, 0, z);
|
|
normals.push(0, 1, 0);
|
|
texcoords.push(1 - (i / divisions), stack / stacks);
|
|
if (stack > 0 && i !== divisions) {
|
|
// a, b, c and d are the indices of the vertices of a quad. unless
|
|
// the current stack is the one closest to the center, in which case
|
|
// the vertices a and b connect to the center vertex.
|
|
var a = firstIndex + (i + 1);
|
|
var b = firstIndex + i;
|
|
var c = firstIndex + i - divisions;
|
|
var d = firstIndex + (i + 1) - divisions;
|
|
|
|
// Make a quad of the vertices a, b, c, d.
|
|
indices.push(a, b, c);
|
|
indices.push(a, c, d);
|
|
}
|
|
}
|
|
|
|
firstIndex += divisions + 1;
|
|
}
|
|
|
|
return {
|
|
position: positions,
|
|
normal: normals,
|
|
texcoord: texcoords,
|
|
indices: indices,
|
|
};
|
|
}
|
|
|
|
/**
|
|
* creates a random integer between 0 and range - 1 inclusive.
|
|
* @param {number} range
|
|
* @return {number} random value between 0 and range - 1 inclusive.
|
|
*/
|
|
function randInt(range) {
|
|
return Math.random() * range | 0;
|
|
}
|
|
|
|
/**
|
|
* Used to supply random colors
|
|
* @callback RandomColorFunc
|
|
* @param {number} ndx index of triangle/quad if unindexed or index of vertex if indexed
|
|
* @param {number} channel 0 = red, 1 = green, 2 = blue, 3 = alpha
|
|
* @return {number} a number from 0 to 255
|
|
* @memberOf module:twgl/primitives
|
|
*/
|
|
|
|
/**
|
|
* @typedef {Object} RandomVerticesOptions
|
|
* @property {number} [vertsPerColor] Defaults to 3 for non-indexed vertices
|
|
* @property {module:twgl/primitives.RandomColorFunc} [rand] A function to generate random numbers
|
|
* @memberOf module:twgl/primitives
|
|
*/
|
|
|
|
/**
|
|
* Creates an augmentedTypedArray of random vertex colors.
|
|
* If the vertices are indexed (have an indices array) then will
|
|
* just make random colors. Otherwise assumes they are triangless
|
|
* and makes one random color for every 3 vertices.
|
|
* @param {Object.<string, augmentedTypedArray>} vertices Vertices as returned from one of the createXXXVertices functions.
|
|
* @param {module:twgl/primitives.RandomVerticesOptions} [options] options.
|
|
* @return {Object.<string, augmentedTypedArray>} same vertices as passed in with `color` added.
|
|
* @memberOf module:twgl/primitives
|
|
*/
|
|
function makeRandomVertexColors(vertices, options) {
|
|
options = options || {};
|
|
var numElements = vertices.position.numElements;
|
|
var vcolors = createAugmentedTypedArray(4, numElements, Uint8Array);
|
|
var rand = options.rand || function(ndx, channel) {
|
|
return channel < 3 ? randInt(256) : 255;
|
|
};
|
|
vertices.color = vcolors;
|
|
if (vertices.indices) {
|
|
// just make random colors if index
|
|
for (var ii = 0; ii < numElements; ++ii) {
|
|
vcolors.push(rand(ii, 0), rand(ii, 1), rand(ii, 2), rand(ii, 3));
|
|
}
|
|
} else {
|
|
// make random colors per triangle
|
|
var numVertsPerColor = options.vertsPerColor || 3;
|
|
var numSets = numElements / numVertsPerColor;
|
|
for (var ii = 0; ii < numSets; ++ii) { // eslint-disable-line
|
|
var color = [rand(ii, 0), rand(ii, 1), rand(ii, 2), rand(ii, 3)];
|
|
for (var jj = 0; jj < numVertsPerColor; ++jj) {
|
|
vcolors.push(color);
|
|
}
|
|
}
|
|
}
|
|
return vertices;
|
|
}
|
|
|
|
/**
|
|
* creates a function that calls fn to create vertices and then
|
|
* creates a buffers for them
|
|
*/
|
|
function createBufferFunc(fn) {
|
|
return function(gl) {
|
|
var arrays = fn.apply(this, Array.prototype.slice.call(arguments, 1));
|
|
return twgl.createBuffersFromArrays(gl, arrays);
|
|
};
|
|
}
|
|
|
|
/**
|
|
* creates a function that calls fn to create vertices and then
|
|
* creates a bufferInfo object for them
|
|
*/
|
|
function createBufferInfoFunc(fn) {
|
|
return function(gl) {
|
|
var arrays = fn.apply(null, Array.prototype.slice.call(arguments, 1));
|
|
return twgl.createBufferInfoFromArrays(gl, arrays);
|
|
};
|
|
}
|
|
|
|
// Using quotes prevents Uglify from changing the names.
|
|
// No speed diff AFAICT.
|
|
return {
|
|
"create3DFBufferInfo": createBufferInfoFunc(create3DFVertices),
|
|
"create3DFBuffers": createBufferFunc(create3DFVertices),
|
|
"create3DFVertices": create3DFVertices,
|
|
"createAugmentedTypedArray": createAugmentedTypedArray,
|
|
"createCubeBufferInfo": createBufferInfoFunc(createCubeVertices),
|
|
"createCubeBuffers": createBufferFunc(createCubeVertices),
|
|
"createCubeVertices": createCubeVertices,
|
|
"createPlaneBufferInfo": createBufferInfoFunc(createPlaneVertices),
|
|
"createPlaneBuffers": createBufferFunc(createPlaneVertices),
|
|
"createPlaneVertices": createPlaneVertices,
|
|
"createSphereBufferInfo": createBufferInfoFunc(createSphereVertices),
|
|
"createSphereBuffers": createBufferFunc(createSphereVertices),
|
|
"createSphereVertices": createSphereVertices,
|
|
"createTruncatedConeBufferInfo": createBufferInfoFunc(createTruncatedConeVertices),
|
|
"createTruncatedConeBuffers": createBufferFunc(createTruncatedConeVertices),
|
|
"createTruncatedConeVertices": createTruncatedConeVertices,
|
|
"createXYQuadBufferInfo": createBufferInfoFunc(createXYQuadVertices),
|
|
"createXYQuadBuffers": createBufferFunc(createXYQuadVertices),
|
|
"createXYQuadVertices": createXYQuadVertices,
|
|
"createCresentBufferInfo": createBufferInfoFunc(createCresentVertices),
|
|
"createCresentBuffers": createBufferFunc(createCresentVertices),
|
|
"createCresentVertices": createCresentVertices,
|
|
"createCylinderBufferInfo": createBufferInfoFunc(createCylinderVertices),
|
|
"createCylinderBuffers": createBufferFunc(createCylinderVertices),
|
|
"createCylinderVertices": createCylinderVertices,
|
|
"createTorusBufferInfo": createBufferInfoFunc(createTorusVertices),
|
|
"createTorusBuffers": createBufferFunc(createTorusVertices),
|
|
"createTorusVertices": createTorusVertices,
|
|
"createDiscBufferInfo": createBufferInfoFunc(createDiscVertices),
|
|
"createDiscBuffers": createBufferFunc(createDiscVertices),
|
|
"createDiscVertices": createDiscVertices,
|
|
"deindexVertices": deindexVertices,
|
|
"flattenNormals": flattenNormals,
|
|
"makeRandomVertexColors": makeRandomVertexColors,
|
|
"reorientDirections": reorientDirections,
|
|
"reorientNormals": reorientNormals,
|
|
"reorientPositions": reorientPositions,
|
|
"reorientVertices": reorientVertices,
|
|
};
|
|
|
|
});
|
|
|
|
define('main', [
|
|
'twgl/twgl',
|
|
'twgl/m4',
|
|
'twgl/v3',
|
|
'twgl/primitives',
|
|
], function(
|
|
twgl,
|
|
m4,
|
|
v3,
|
|
primitives
|
|
) {
|
|
twgl.m4 = m4;
|
|
twgl.v3 = v3;
|
|
twgl.primitives = primitives;
|
|
return twgl;
|
|
})
|
|
|
|
notrequirebecasebrowserifymessesup(['main'], function(main) {
|
|
return main;
|
|
}, undefined, true); // forceSync = true
|
|
|
|
|
|
;
|
|
define("build/js/twgl-includer-full", function(){});
|
|
|
|
return notrequirebecasebrowserifymessesup('main');
|
|
}));
|
|
|
|
},{}],3:[function(require,module,exports){
|
|
"use strict";
|
|
|
|
var twgl = require('../../dist/twgl-full'); // this would be require('twgl') in a real example
|
|
var chroma = require('../../3rdparty/chroma.min');
|
|
var m4 = twgl.m4;
|
|
var primitives = twgl.primitives;
|
|
|
|
twgl.setAttributePrefix("a_");
|
|
var gl = twgl.getWebGLContext(document.getElementById("c"));
|
|
var programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
|
|
|
|
var shapes = [
|
|
primitives.createCubeBufferInfo(gl, 2),
|
|
primitives.createSphereBufferInfo(gl, 1, 24, 12),
|
|
primitives.createPlaneBufferInfo(gl, 2, 2),
|
|
primitives.createTruncatedConeBufferInfo(gl, 1, 0, 2, 24, 1),
|
|
];
|
|
|
|
function rand(min, max) {
|
|
return min + Math.random() * (max - min);
|
|
}
|
|
|
|
// Shared values
|
|
var lightWorldPosition = [1, 8, -10];
|
|
var lightColor = [1, 1, 1, 1];
|
|
var camera = m4.identity();
|
|
var view = m4.identity();
|
|
var viewProjection = m4.identity();
|
|
|
|
var tex = twgl.createTexture(gl, {
|
|
min: gl.NEAREST,
|
|
mag: gl.NEAREST,
|
|
src: [
|
|
255, 255, 255, 255,
|
|
192, 192, 192, 255,
|
|
192, 192, 192, 255,
|
|
255, 255, 255, 255,
|
|
],
|
|
});
|
|
|
|
var objects = [];
|
|
var drawObjects = [];
|
|
var numObjects = 100;
|
|
var baseHue = rand(0, 360);
|
|
for (var ii = 0; ii < numObjects; ++ii) {
|
|
var uniforms = {
|
|
u_lightWorldPos: lightWorldPosition,
|
|
u_lightColor: lightColor,
|
|
u_diffuseMult: chroma.hsv((baseHue + rand(0, 60)) % 360, 0.4, 0.8).gl(),
|
|
u_specular: [1, 1, 1, 1],
|
|
u_shininess: 50,
|
|
u_specularFactor: 1,
|
|
u_diffuse: tex,
|
|
u_viewInverse: camera,
|
|
u_world: m4.identity(),
|
|
u_worldInverseTranspose: m4.identity(),
|
|
u_worldViewProjection: m4.identity(),
|
|
};
|
|
drawObjects.push({
|
|
programInfo: programInfo,
|
|
bufferInfo: shapes[ii % shapes.length],
|
|
uniforms: uniforms,
|
|
});
|
|
objects.push({
|
|
translation: [rand(-10, 10), rand(-10, 10), rand(-10, 10)],
|
|
ySpeed: rand(0.1, 0.3),
|
|
zSpeed: rand(0.1, 0.3),
|
|
uniforms: uniforms,
|
|
});
|
|
}
|
|
|
|
function render(time) {
|
|
time *= 0.001;
|
|
twgl.resizeCanvasToDisplaySize(gl.canvas);
|
|
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
|
|
|
|
gl.enable(gl.DEPTH_TEST);
|
|
gl.enable(gl.CULL_FACE);
|
|
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
|
|
|
var projection = m4.perspective(30 * Math.PI / 180, gl.canvas.clientWidth / gl.canvas.clientHeight, 0.5, 100);
|
|
var eye = [1, 4, -20];
|
|
var target = [0, 0, 0];
|
|
var up = [0, 1, 0];
|
|
|
|
m4.lookAt(eye, target, up, camera);
|
|
m4.inverse(camera, view);
|
|
m4.multiply(view, projection, viewProjection);
|
|
|
|
objects.forEach(function(obj) {
|
|
var uni = obj.uniforms;
|
|
var world = uni.u_world;
|
|
m4.identity(world);
|
|
m4.rotateY(world, time * obj.ySpeed, world);
|
|
m4.rotateZ(world, time * obj.zSpeed, world);
|
|
m4.translate(world, obj.translation, world);
|
|
m4.rotateX(world, time, world);
|
|
m4.transpose(m4.inverse(world, uni.u_worldInverseTranspose), uni.u_worldInverseTranspose);
|
|
m4.multiply(uni.u_world, viewProjection, uni.u_worldViewProjection);
|
|
});
|
|
|
|
twgl.drawObjectList(gl, drawObjects);
|
|
|
|
requestAnimationFrame(render);
|
|
}
|
|
requestAnimationFrame(render);
|
|
|
|
|
|
|
|
},{"../../3rdparty/chroma.min":1,"../../dist/twgl-full":2}]},{},[3]);
|