669 lines
20 KiB
JavaScript
669 lines
20 KiB
JavaScript
"use strict";
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let cv, gl;
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let program;
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let floorProgram;
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let hVertices;
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let hVertexBuffer;
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let cubeVertices;
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let cubeVertexBuffer;
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let lineCubeVertices;
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let lineCubeVertexBuffer;
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let originVertices;
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let originVertexBuffer;
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let floorVertices;
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let floorVertexBuffer;
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let cameraVertices;
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let cameraVertexBuffer;
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let lastFrame = Date.now();
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let interpolateProjection = 0;
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let interpolateLookAt = 0;
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let displayMatricesVirtually = true;
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let virtualRealInterpolation = 1;
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let invertZAxis = true;
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let cameraPitch = 0.565;
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let cameraYaw = 0.375;
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let cameraDistance = 4;
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let smoothCameraDistance = 4;
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let mouseDragging = false;
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async function init() {
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cv = document.getElementById("cv");
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gl = cv.getContext("webgl");
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if (!gl) {
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window.alert("WebGL not supported");
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}
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// input handling
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document.getElementById("interpolateProjection").addEventListener("input", (e) => {
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interpolateProjection = e.target.value;
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if (interpolateProjection <= 0) {
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document.getElementById("interpolateLookAt").disabled = "";
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} else {
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document.getElementById("interpolateLookAt").disabled = "yes";
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}
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});
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document.getElementById("invertZAxis").addEventListener("input", (e) => {
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invertZAxis = e.target.checked;
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});
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document.getElementById("interpolateLookAt").addEventListener("input", (e) => {
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interpolateLookAt = e.target.value;
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if (interpolateLookAt >= 1) {
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document.getElementById("interpolateProjection").disabled = "";
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} else {
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document.getElementById("interpolateProjection").disabled = "yes";
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}
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});
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document.getElementById("displayMatricesVirtually").addEventListener("input", (e) => {
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displayMatricesVirtually = e.target.checked;
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if (!displayMatricesVirtually) {
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document.getElementById("invertZAxis").checked = true;
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document.getElementById("invertZAxis").disabled = true;
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} else {
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document.getElementById("invertZAxis").checked = invertZAxis;
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document.getElementById("invertZAxis").disabled = false;
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}
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});
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document.getElementById("backfaceCulling").addEventListener("input", (e) => {
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if (e.target.checked) {
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gl.enable(gl.CULL_FACE);
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} else {
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gl.disable(gl.CULL_FACE);
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}
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});
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cv.addEventListener("mousedown", (e) => {
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if (e.button == 0) {
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mouseDragging = true;
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}
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});
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document.addEventListener("mouseup", (e) => {
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if (e.button == 0) {
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mouseDragging = false;
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}
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});
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document.addEventListener("mouseleave", (e) => {
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mouseDragging = false;
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});
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document.addEventListener("mousemove", (e) => {
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if (mouseDragging && displayMatricesVirtually) {
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cameraYaw += e.movementX / 100;
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cameraPitch += e.movementY / 100;
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if (cameraPitch < -Math.PI / 2) cameraPitch = -Math.PI / 2;
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if (cameraPitch > Math.PI / 2) cameraPitch = Math.PI / 2;
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}
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});
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cv.addEventListener("wheel", (e) => {
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cameraDistance += e.deltaY / 100;
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if (cameraDistance < 1) cameraDistance = 1;
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if (cameraDistance > 10) cameraDistance = 10;
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});
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// end input handling
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console.log("compiling shaders...");
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program = await buildShaderProgram(gl, "shaders/vertex.glsl", "shaders/fragment.glsl");
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floorProgram = await buildShaderProgram(gl, "shaders/floor-vertex.glsl", "shaders/floor-fragment.glsl");
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console.log("creating vertex buffer");
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hVertices = [
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// X // Y
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// left vertical bar
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-0.35, 0.6, 0.0, 1.0, 0.3, 0.3,
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-0.35, -0.6, 0.0, 1.0, 0.3, 0.3,
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-0.2, 0.6, 0.0, 1.0, 0.3, 0.3,
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-0.2, 0.6, 0.0, 1.0, 0.3, 0.3,
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-0.35, -0.6, 0.0, 1.0, 0.3, 0.3,
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-0.2, -0.6, 0.0, 1.0, 0.3, 0.3,
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// right vertical bar
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0.35, -0.6, 0.0, 1.0, 0.3, 0.3,
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0.35, 0.6, 0.0, 1.0, 0.3, 0.3,
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0.2, 0.6, 0.0, 1.0, 0.3, 0.3,
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0.35, -0.6, 0.0, 1.0, 0.3, 0.3,
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0.2, 0.6, 0.0, 1.0, 0.3, 0.3,
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0.2, -0.6, 0.0, 1.0, 0.3, 0.3,
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// middle bar
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-0.2, 0.1, 0.0, 1.0, 0.3, 0.3,
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-0.2, -0.1, 0.0, 1.0, 0.3, 0.3,
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0.2, 0.1, 0.0, 1.0, 0.3, 0.3,
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0.2, 0.1, 0.0, 1.0, 0.3, 0.3,
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-0.2, -0.1, 0.0, 1.0, 0.3, 0.3,
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0.2, -0.1, 0.0, 1.0, 0.3, 0.3,
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// bottom bar
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-0.35, -0.7, 0.0, 1.0, 0.3, 0.3,
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-0.35, -0.9, 0.0, 1.0, 0.3, 0.3,
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0.35, -0.9, 0.0, 1.0, 0.3, 0.3,
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-0.35, -0.7, 0.0, 1.0, 0.3, 0.3,
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0.35, -0.9, 0.0, 1.0, 0.3, 0.3,
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0.35, -0.7, 0.0, 1.0, 0.3, 0.3,
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];
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cubeVertices = [
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// Back face (red)
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-1, -1, -1, 1, 0.5, 0.5,
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-1, 1, -1, 1, 0.5, 0.5,
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1, 1, -1, 1, 0.5, 0.5,
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-1, -1, -1, 1, 0.5, 0.5,
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1, 1, -1, 1, 0.5, 0.5,
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1, -1, -1, 1, 0.5, 0.5,
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// Front face (green)
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-1, -1, 1, 0.5, 1, 0.5,
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1, -1, 1, 0.5, 1, 0.5,
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1, 1, 1, 0.5, 1, 0.5,
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-1, -1, 1, 0.5, 1, 0.5,
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1, 1, 1, 0.5, 1, 0.5,
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-1, 1, 1, 0.5, 1, 0.5,
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// Left face (blue)
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-1, 1, -1, 0.5, 0.5, 1,
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-1, -1, -1, 0.5, 0.5, 1,
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-1, 1, 1, 0.5, 0.5, 1,
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-1, 1, 1, 0.5, 0.5, 1,
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-1, -1, -1, 0.5, 0.5, 1,
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-1, -1, 1, 0.5, 0.5, 1,
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// Right face (yellow)
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1, -1, -1, 1, 1, 0.5,
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1, 1, -1, 1, 1, 0.5,
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1, 1, 1, 1, 1, 0.5,
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1, -1, -1, 1, 1, 0.5,
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1, 1, 1, 1, 1, 0.5,
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1, -1, 1, 1, 1, 0.5,
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// Top face (magenta)
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-1, 1, -1, 1, 0.5, 1,
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-1, 1, 1, 1, 0.5, 1,
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1, 1, 1, 1, 0.5, 1,
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-1, 1, -1, 1, 0.5, 1,
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1, 1, 1, 1, 0.5, 1,
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1, 1, -1, 1, 0.5, 1,
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// Bottom face (cyan)
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-1, -1, 1, 0.5, 1, 1,
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-1, -1, -1, 0.5, 1, 1,
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1, -1, 1, 0.5, 1, 1,
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1, -1, 1, 0.5, 1, 1,
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-1, -1, -1, 0.5, 1, 1,
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1, -1, -1, 0.5, 1, 1
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];
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lineCubeVertices = [
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1, 1, 1, 1, 0, 0,
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1, 1, -1, 1, 0, 0,
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1, 1, 1, 1, 0, 0,
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1, -1, 1, 1, 0, 0,
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1, 1, 1, 1, 0, 0,
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-1, 1, 1, 1, 0, 0,
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1, 1, -1, 1, 0, 0,
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1, -1, -1, 1, 0, 0,
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1, 1, -1, 1, 0, 0,
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-1, 1, -1, 1, 0, 0,
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1, -1, 1, 1, 0, 0,
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1, -1, -1, 1, 0, 0,
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1, -1, 1, 1, 0, 0,
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-1, -1, 1, 1, 0, 0,
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-1, 1, 1, 1, 0, 0,
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-1, 1, -1, 1, 0, 0,
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-1, 1, 1, 1, 0, 0,
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-1, -1, 1, 1, 0, 0,
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1, -1, -1, 1, 0, 0,
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-1, -1, -1, 1, 0, 0,
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-1, -1, 1, 1, 0, 0,
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-1, -1, -1, 1, 0, 0,
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-1, 1, -1, 1, 0, 0,
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-1, -1, -1, 1, 0, 0,
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];
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originVertices = [
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0, 0, 0, 1, 0, 0,
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1, 0, 0, 1, 0, 0,
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0, 0, 0, 0, 1, 0,
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0, 1, 0, 0, 1, 0,
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0, 0, 0, 0, 0, 1,
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0, 0, 1, 0, 0, 1,
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];
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floorVertices = [
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1, 0, 1, 0, 0, 0,
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-1, 0, -1, 0, 0, 0,
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-1, 0, 1, 0, 0, 0,
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-1, 0, -1, 0, 0, 0,
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1, 0, 1, 0, 0, 0,
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1, 0, -1, 0, 0, 0,
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];
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cameraVertices = [
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// Cube Body (dark gray)
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// Front face
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-1, -1, 1, 0.196, 0.196, 0.196,
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1, -1, 1, 0.196, 0.196, 0.196,
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1, 1, 1, 0.196, 0.196, 0.196,
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-1, -1, 1, 0.196, 0.196, 0.196,
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1, 1, 1, 0.196, 0.196, 0.196,
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-1, 1, 1, 0.196, 0.196, 0.196,
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// Back face
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-1, -1, -1, 0.196, 0.196, 0.196,
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1, 1, -1, 0.196, 0.196, 0.196,
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1, -1, -1, 0.196, 0.196, 0.196,
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-1, -1, -1, 0.196, 0.196, 0.196,
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-1, 1, -1, 0.196, 0.196, 0.196,
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1, 1, -1, 0.196, 0.196, 0.196,
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// Left face
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-1, -1, -1, 0.196, 0.196, 0.196,
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-1, -1, 1, 0.196, 0.196, 0.196,
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-1, 1, 1, 0.196, 0.196, 0.196,
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-1, -1, -1, 0.196, 0.196, 0.196,
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-1, 1, 1, 0.196, 0.196, 0.196,
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-1, 1, -1, 0.196, 0.196, 0.196,
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// Right face
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1, -1, -1, 0.196, 0.196, 0.196,
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1, 1, 1, 0.196, 0.196, 0.196,
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1, -1, 1, 0.196, 0.196, 0.196,
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1, -1, -1, 0.196, 0.196, 0.196,
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1, 1, -1, 0.196, 0.196, 0.196,
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1, 1, 1, 0.196, 0.196, 0.196,
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// Top face
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-1, 1, -1, 0.196, 0.196, 0.196,
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-1, 1, 1, 0.196, 0.196, 0.196,
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1, 1, 1, 0.196, 0.196, 0.196,
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-1, 1, -1, 0.196, 0.196, 0.196,
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1, 1, 1, 0.196, 0.196, 0.196,
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1, 1, -1, 0.196, 0.196, 0.196,
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// Bottom face
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-1, -1, -1, 0.196, 0.196, 0.196,
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1, -1, 1, 0.196, 0.196, 0.196,
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-1, -1, 1, 0.196, 0.196, 0.196,
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-1, -1, -1, 0.196, 0.196, 0.196,
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1, -1, -1, 0.196, 0.196, 0.196,
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1, -1, 1, 0.196, 0.196, 0.196,
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// Lens (light gray)
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// Front face
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-0.5, -0.5, -1.6, 0.706, 0.706, 0.706,
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0.5, 0.5, -1.6, 0.706, 0.706, 0.706,
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0.5, -0.5, -1.6, 0.706, 0.706, 0.706,
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-0.5, -0.5, -1.6, 0.706, 0.706, 0.706,
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-0.5, 0.5, -1.6, 0.706, 0.706, 0.706,
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0.5, 0.5, -1.6, 0.706, 0.706, 0.706,
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// Back face
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-0.5, -0.5, -1.0, 0.706, 0.706, 0.706,
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0.5, -0.5, -1.0, 0.706, 0.706, 0.706,
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0.5, 0.5, -1.0, 0.706, 0.706, 0.706,
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-0.5, -0.5, -1.0, 0.706, 0.706, 0.706,
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0.5, 0.5, -1.0, 0.706, 0.706, 0.706,
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-0.5, 0.5, -1.0, 0.706, 0.706, 0.706,
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// Left face
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-0.5, 0.5, -1.6, 0.706, 0.706, 0.706,
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-0.5, -0.5, -1.0, 0.706, 0.706, 0.706,
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-0.5, 0.5, -1.0, 0.706, 0.706, 0.706,
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-0.5, -0.5, -1.6, 0.706, 0.706, 0.706,
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-0.5, -0.5, -1.0, 0.706, 0.706, 0.706,
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-0.5, 0.5, -1.6, 0.706, 0.706, 0.706,
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// Right face
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0.5, 0.5, -1.0, 0.706, 0.706, 0.706,
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0.5, -0.5, -1.0, 0.706, 0.706, 0.706,
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0.5, 0.5, -1.6, 0.706, 0.706, 0.706,
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0.5, 0.5, -1.6, 0.706, 0.706, 0.706,
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0.5, -0.5, -1.0, 0.706, 0.706, 0.706,
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0.5, -0.5, -1.6, 0.706, 0.706, 0.706,
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// Top face
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0.5, 0.5, -1.6, 0.706, 0.706, 0.706,
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-0.5, 0.5, -1.0, 0.706, 0.706, 0.706,
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0.5, 0.5, -1.0, 0.706, 0.706, 0.706,
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-0.5, 0.5, -1.6, 0.706, 0.706, 0.706,
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-0.5, 0.5, -1.0, 0.706, 0.706, 0.706,
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0.5, 0.5, -1.6, 0.706, 0.706, 0.706,
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// Bottom face
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-0.5, -0.5, -1.0, 0.706, 0.706, 0.706,
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0.5, -0.5, -1.0, 0.706, 0.706, 0.706,
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0.5, -0.5, -1.6, 0.706, 0.706, 0.706,
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-0.5, -0.5, -1.0, 0.706, 0.706, 0.706,
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0.5, -0.5, -1.6, 0.706, 0.706, 0.706,
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-0.5, -0.5, -1.6, 0.706, 0.706, 0.706
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];
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hVertexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, hVertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(hVertices), gl.STATIC_DRAW);
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cubeVertexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cubeVertices), gl.STATIC_DRAW);
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lineCubeVertexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, lineCubeVertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(lineCubeVertices), gl.STATIC_DRAW);
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originVertexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, originVertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(originVertices), gl.STATIC_DRAW);
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floorVertexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, floorVertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(floorVertices), gl.STATIC_DRAW);
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cameraVertexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, cameraVertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cameraVertices), gl.STATIC_DRAW);
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// unbind buffer
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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// set clear colour
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gl.clearColor(...hexToRgb("181825"), 1.0);
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gl.enable(gl.DEPTH_TEST);
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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// start drawing
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requestAnimationFrame(draw);
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}
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function setAttribPointers() {
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let positionAttribLocation = gl.getAttribLocation(program, "vertPosition");
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let colorAttribLocation = gl.getAttribLocation(program, "vertColor");
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gl.vertexAttribPointer(positionAttribLocation, 3, gl.FLOAT, gl.FALSE, 6 * Float32Array.BYTES_PER_ELEMENT, 0);
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gl.vertexAttribPointer(colorAttribLocation, 3, gl.FLOAT, gl.FALSE, 6 * Float32Array.BYTES_PER_ELEMENT, 3 * Float32Array.BYTES_PER_ELEMENT);
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gl.enableVertexAttribArray(positionAttribLocation);
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gl.enableVertexAttribArray(colorAttribLocation);
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}
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let frameCount = 0;
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let lastStatUpdate = Date.now();
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function updateStats(deltaTime) {
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frameCount++;
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let now = Date.now();
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let timeSinceLastUpdate = (now - lastStatUpdate) / 1000;
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if (timeSinceLastUpdate < 0.5) return;
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lastStatUpdate = now;
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let fpsDisplay = document.getElementById("fps");
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fpsDisplay.innerText = Math.round(frameCount / timeSinceLastUpdate)
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let msDisplay = document.getElementById("ms");
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|
msDisplay.innerText = deltaTime * 1000 + "ms";
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frameCount = 0;
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}
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let hue = 0;
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|
async function draw() {
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let now = Date.now();
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let deltaTime = (now - lastFrame) / 1000;
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hue += deltaTime / 5;
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if (hue > 1) hue = 0;
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if (displayMatricesVirtually) {
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|
virtualRealInterpolation = Math.min(virtualRealInterpolation + deltaTime * 2, 1);
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|
} else {
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virtualRealInterpolation = Math.max(virtualRealInterpolation - deltaTime * 2, 0);
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}
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|
smoothCameraDistance += (cameraDistance - smoothCameraDistance) / 8;
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|
updateStats(deltaTime);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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let identity = [];
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mat4Identity(identity);
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|
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// Real Matrices
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|
let realProjectionMatrix = [];
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|
mat4BuildPerspective(realProjectionMatrix, 90.0 / 180.0 * Math.PI, cv.width / cv.height, 0.1, 30);
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|
|
|
let realViewMatrix = [];
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|
let realCameraPosition = [Math.cos(cameraYaw) * smoothCameraDistance * Math.cos(cameraPitch), Math.sin(cameraPitch) * smoothCameraDistance, Math.sin(cameraYaw) * smoothCameraDistance * Math.cos(cameraPitch)];
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let realCameraLookAt = [0, 0, 0];
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|
let realCameraUp = [0, 1, 0];
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|
mat4BuildLookAt(realViewMatrix, realCameraPosition, realCameraLookAt, realCameraUp);
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|
|
|
mat4Interpolate(realProjectionMatrix, identity, realProjectionMatrix, virtualRealInterpolation * virtualRealInterpolation);
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|
mat4Interpolate(realViewMatrix, identity, realViewMatrix, virtualRealInterpolation);
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|
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gl.useProgram(program);
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|
gl.uniformMatrix4fv(gl.getUniformLocation(program, "realProjectionMatrix"), gl.FALSE, new Float32Array(realProjectionMatrix));
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|
gl.uniformMatrix4fv(gl.getUniformLocation(program, "realViewMatrix"), gl.FALSE, new Float32Array(realViewMatrix));
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|
|
gl.useProgram(floorProgram);
|
|
gl.uniformMatrix4fv(gl.getUniformLocation(floorProgram, "realProjectionMatrix"), gl.FALSE, new Float32Array(realProjectionMatrix));
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|
|
// Virtual Matrices
|
|
gl.useProgram(program);
|
|
let virtualModelViewLocation = gl.getUniformLocation(program, "virtualModelViewMatrix");
|
|
let virtualProjectionLocation = gl.getUniformLocation(program, "virtualProjectionMatrix");
|
|
let colorOverrideLocation = gl.getUniformLocation(program, "colorOverride");
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|
|
|
|
|
let virtualProjectionMatrix = [];
|
|
mat4BuildPerspective(virtualProjectionMatrix, 90.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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|
|
|
if (!invertZAxis) {
|
|
let zAxisFlipMatrix = [];
|
|
mat4Identity(zAxisFlipMatrix);
|
|
zAxisFlipMatrix[10] = -1;
|
|
mat4Interpolate(zAxisFlipMatrix, identity, zAxisFlipMatrix, virtualRealInterpolation);
|
|
mat4Multiply(virtualProjectionMatrix, zAxisFlipMatrix, virtualProjectionMatrix);
|
|
}
|
|
|
|
let inverseVirtualProjectionMatrix = [];
|
|
mat4Inverse(inverseVirtualProjectionMatrix, virtualProjectionMatrix);
|
|
|
|
let virtualViewMatrix = [];
|
|
let virtualCameraPosition = [1.2, 1.2, 2];
|
|
let virtualCameraLookAt = [0, 0, -1];
|
|
let virtualCameraUp = [0, 1, 0];
|
|
mat4BuildLookAt(virtualViewMatrix, virtualCameraPosition, virtualCameraLookAt, virtualCameraUp);
|
|
|
|
let inverseVirtualViewMatrix = [];
|
|
mat4Inverse(inverseVirtualViewMatrix, virtualViewMatrix);
|
|
|
|
mat4Interpolate(virtualProjectionMatrix, identity, virtualProjectionMatrix, interpolateProjection);
|
|
mat4Interpolate(virtualViewMatrix, identity, virtualViewMatrix, interpolateLookAt);
|
|
|
|
gl.uniformMatrix4fv(virtualProjectionLocation, gl.FALSE, new Float32Array(virtualProjectionMatrix));
|
|
|
|
|
|
let modelMatrix = [];
|
|
mat4Identity(modelMatrix);
|
|
|
|
let modelViewMatrix = [];
|
|
mat4Multiply(modelViewMatrix, virtualViewMatrix, modelMatrix);
|
|
|
|
gl.uniformMatrix4fv(virtualModelViewLocation, gl.FALSE, new Float32Array(modelViewMatrix));
|
|
|
|
|
|
// draw scene
|
|
|
|
// draw H
|
|
gl.useProgram(program);
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, hVertexBuffer);
|
|
setAttribPointers();
|
|
gl.drawArrays(gl.TRIANGLES, 0, hVertices.length / 6);
|
|
|
|
// draw line cube
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, lineCubeVertexBuffer);
|
|
setAttribPointers();
|
|
gl.uniform3fv(colorOverrideLocation, [1, 1, 0.5]);
|
|
gl.drawArrays(gl.LINES, 0, lineCubeVertices.length / 6);
|
|
gl.uniform3fv(colorOverrideLocation, [0, 0, 0]);
|
|
|
|
// draw solid cube 1
|
|
let cube1ModelView = [];
|
|
mat4Identity(cube1ModelView);
|
|
mat4Scale(cube1ModelView, cube1ModelView, [0.3, 0.3, 0.3]);
|
|
mat4RotateY(cube1ModelView, cube1ModelView, 0.3);
|
|
mat4Translate(cube1ModelView, cube1ModelView, [-0.5, 0.3, -0.7]);
|
|
mat4Multiply(cube1ModelView, virtualViewMatrix, cube1ModelView);
|
|
|
|
gl.uniformMatrix4fv(virtualModelViewLocation, gl.FALSE, new Float32Array(cube1ModelView));
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexBuffer);
|
|
setAttribPointers();
|
|
gl.drawArrays(gl.TRIANGLES, 0, cubeVertices.length / 6);
|
|
|
|
// draw solid cube 2
|
|
let cube2ModelView = [];
|
|
mat4Identity(cube2ModelView);
|
|
mat4Scale(cube2ModelView, cube2ModelView, [0.4, 0.4, 0.4]);
|
|
mat4RotateY(cube2ModelView, cube2ModelView, 2.6);
|
|
mat4Translate(cube2ModelView, cube2ModelView, [1.6, 0.3, -1]);
|
|
mat4Multiply(cube2ModelView, virtualViewMatrix, cube2ModelView);
|
|
|
|
gl.uniformMatrix4fv(virtualModelViewLocation, gl.FALSE, new Float32Array(cube2ModelView));
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexBuffer);
|
|
setAttribPointers();
|
|
gl.drawArrays(gl.TRIANGLES, 0, cubeVertices.length / 6);
|
|
|
|
// draw virtual camera
|
|
let virtualCameraModelView = [];
|
|
mat4Identity(virtualCameraModelView);
|
|
mat4Scale(virtualCameraModelView, virtualCameraModelView, [0.1, 0.1, 0.1]);
|
|
mat4Translate(virtualCameraModelView, virtualCameraModelView, [0, 0, 0.16]);
|
|
|
|
mat4Multiply(virtualCameraModelView, inverseVirtualViewMatrix, virtualCameraModelView);
|
|
mat4Multiply(virtualCameraModelView, virtualViewMatrix, virtualCameraModelView);
|
|
|
|
gl.uniformMatrix4fv(virtualModelViewLocation, gl.FALSE, new Float32Array(virtualCameraModelView));
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, cameraVertexBuffer);
|
|
setAttribPointers();
|
|
if (displayMatricesVirtually && interpolateProjection < 0.01) {
|
|
gl.drawArrays(gl.TRIANGLES, 0, cameraVertices.length / 6);
|
|
}
|
|
|
|
let frustomModelMatrix = [];
|
|
mat4Multiply(frustomModelMatrix, inverseVirtualViewMatrix, inverseVirtualProjectionMatrix);
|
|
mat4Multiply(frustomModelMatrix, virtualViewMatrix, frustomModelMatrix);
|
|
// mat4Copy(inverseVirtualProjectionMatrix, frustomModelMatrix);
|
|
|
|
gl.uniformMatrix4fv(virtualModelViewLocation, gl.FALSE, new Float32Array(frustomModelMatrix));
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, lineCubeVertexBuffer);
|
|
setAttribPointers();
|
|
gl.uniform3fv(colorOverrideLocation, [1, 0, 1]);
|
|
gl.drawArrays(gl.LINES, 0, lineCubeVertices.length / 6);
|
|
gl.uniform3fv(colorOverrideLocation, [0, 0, 0]);
|
|
|
|
|
|
|
|
// draw origin
|
|
|
|
gl.uniformMatrix4fv(virtualModelViewLocation, gl.FALSE, new Float32Array(identity));
|
|
gl.uniformMatrix4fv(virtualProjectionLocation, gl.FALSE, new Float32Array(identity));
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, originVertexBuffer);
|
|
setAttribPointers();
|
|
gl.drawArrays(gl.LINES, 0, originVertices.length / 6);
|
|
|
|
// draw origin cube
|
|
|
|
if (interpolateProjection < 0.99 && interpolateLookAt > 0.01) {
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, lineCubeVertexBuffer);
|
|
setAttribPointers();
|
|
gl.uniform3fv(colorOverrideLocation, [1, 0, 0]);
|
|
gl.drawArrays(gl.LINES, 0, lineCubeVertices.length / 6);
|
|
gl.uniform3fv(colorOverrideLocation, [0, 0, 0]);
|
|
}
|
|
|
|
// draw floor
|
|
|
|
gl.useProgram(floorProgram);
|
|
|
|
let floorModelView = [];
|
|
mat4Identity(floorModelView);
|
|
mat4Scale(floorModelView, floorModelView, [10, 0, 10]);
|
|
mat4Multiply(floorModelView, realViewMatrix, floorModelView);
|
|
gl.uniformMatrix4fv(gl.getUniformLocation(floorProgram, "realModelViewMatrix"), gl.FALSE, new Float32Array(floorModelView));
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, floorVertexBuffer);
|
|
setAttribPointers();
|
|
gl.drawArrays(gl.TRIANGLES, 0, floorVertices.length / 6);
|
|
|
|
lastFrame = now;
|
|
requestAnimationFrame(draw);
|
|
}
|
|
|
|
function hexToRgb(hex) {
|
|
let r = parseInt(hex.substring(0, 2), 16) / 255;
|
|
let g = parseInt(hex.substring(2, 4), 16) / 255;
|
|
let b = parseInt(hex.substring(4, 6), 16) / 255;
|
|
|
|
return [r, g, b];
|
|
}
|
|
|
|
function hslToRgb(h, s, l) {
|
|
let r, g, b;
|
|
|
|
if (s == 0) {
|
|
r = g = b = l;
|
|
} else {
|
|
let hue2rgb = function hue2rgb(p, q, t) {
|
|
if (t < 0) t += 1;
|
|
if (t > 1) t -= 1;
|
|
if (t < 1 / 6) return p + (q - p) * 6 * t;
|
|
if (t < 1 / 2) return q;
|
|
if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
|
|
return p;
|
|
}
|
|
|
|
let q = l < 0.5 ? l * (1 + s) : l + s - l * s;
|
|
let p = 2 * l - q;
|
|
|
|
r = hue2rgb(p, q, h + 1 / 3);
|
|
g = hue2rgb(p, q, h);
|
|
b = hue2rgb(p, q, h - 1 / 3);
|
|
}
|
|
|
|
return [r, g, b];
|
|
}
|
|
|
|
window.addEventListener("DOMContentLoaded", init); |