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RenderUtils.js
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447 lines (392 loc) · 10.7 KB
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function v3dot(a, b)
{
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
}
function v3cross(a, b)
{
return [
a[1] * b[2] - b[1] * a[2],
a[2] * b[0] - b[2] * a[0],
a[0] * b[1] - b[0] * a[1],
]
}
function v3scale(v, s)
{
return [v[0] * s, v[1] * s, v[2] * s]
}
function v3normalize(v)
{
var len = v3dot(v, v)
if (len == 0)
return v
return v3scale(v, 1.0 / Math.sqrt(len))
}
function v3sub(a, b)
{
return [a[0] - b[0], a[1] - b[1], a[2] - b[2]]
}
function lookAtMatrix(eye, at, up)
{
var zaxis = v3normalize(v3sub(at, eye))
var xaxis = v3normalize(v3cross(up, zaxis))
var yaxis = v3cross(zaxis, xaxis)
return [
xaxis[0], xaxis[1], xaxis[2], -v3dot(xaxis, eye),
yaxis[0], yaxis[1], yaxis[2], -v3dot(yaxis, eye),
zaxis[0], zaxis[1], zaxis[2], -v3dot(zaxis, eye),
0, 0, 0, 1,
]
}
function lookAtMatrixInv(eye, at, up)
{
var zaxis = v3normalize(v3sub(at, eye))
var xaxis = v3normalize(v3cross(up, zaxis))
var yaxis = v3cross(zaxis, xaxis)
return [
xaxis[0], yaxis[0], -zaxis[0], eye[0],
xaxis[1], yaxis[1], -zaxis[1], eye[1],
xaxis[2], yaxis[2], -zaxis[2], eye[2],
0, 0, 0, 1,
]
}
function perspectiveMatrix(fovY, aspect, znear, zfar)
{
fovY *= Math.PI / 180
const yScale = 1.0 / Math.tan(fovY / 2)
const xScale = yScale / aspect
return [
xScale, 0, 0, 0,
0, yScale, 0, 0,
0, 0, zfar / (zfar - znear), -znear * zfar / (zfar - znear),
0, 0, 1, 0,
]
}
function multiplyMatrices(a, b)
{
const out = []
for (var y = 0; y < 4; ++y)
{
for (var x = 0; x < 4; ++x)
{
var sum = 0
for (var i = 0; i < 4; ++i)
{
sum += a[y * 4 + i] * b[i * 4 + x]
}
out.push(sum)
}
}
return out
}
function transposeMatrix(m)
{
const out = new Array(16)
for (var y = 0; y < 4; ++y)
{
for (var x = 0; x < 4; ++x)
{
out[y * 4 + x] = m[x * 4 + y]
}
}
return out
}
function invertMatrix(m)
{
const inv = new Array(16)
inv[0] = m[5] * m[10] * m[15] -
m[5] * m[11] * m[14] -
m[9] * m[6] * m[15] +
m[9] * m[7] * m[14] +
m[13] * m[6] * m[11] -
m[13] * m[7] * m[10]
inv[4] = -m[4] * m[10] * m[15] +
m[4] * m[11] * m[14] +
m[8] * m[6] * m[15] -
m[8] * m[7] * m[14] -
m[12] * m[6] * m[11] +
m[12] * m[7] * m[10]
inv[8] = m[4] * m[9] * m[15] -
m[4] * m[11] * m[13] -
m[8] * m[5] * m[15] +
m[8] * m[7] * m[13] +
m[12] * m[5] * m[11] -
m[12] * m[7] * m[9]
inv[12] = -m[4] * m[9] * m[14] +
m[4] * m[10] * m[13] +
m[8] * m[5] * m[14] -
m[8] * m[6] * m[13] -
m[12] * m[5] * m[10] +
m[12] * m[6] * m[9]
inv[1] = -m[1] * m[10] * m[15] +
m[1] * m[11] * m[14] +
m[9] * m[2] * m[15] -
m[9] * m[3] * m[14] -
m[13] * m[2] * m[11] +
m[13] * m[3] * m[10]
inv[5] = m[0] * m[10] * m[15] -
m[0] * m[11] * m[14] -
m[8] * m[2] * m[15] +
m[8] * m[3] * m[14] +
m[12] * m[2] * m[11] -
m[12] * m[3] * m[10]
inv[9] = -m[0] * m[9] * m[15] +
m[0] * m[11] * m[13] +
m[8] * m[1] * m[15] -
m[8] * m[3] * m[13] -
m[12] * m[1] * m[11] +
m[12] * m[3] * m[9]
inv[13] = m[0] * m[9] * m[14] -
m[0] * m[10] * m[13] -
m[8] * m[1] * m[14] +
m[8] * m[2] * m[13] +
m[12] * m[1] * m[10] -
m[12] * m[2] * m[9]
inv[2] = m[1] * m[6] * m[15] -
m[1] * m[7] * m[14] -
m[5] * m[2] * m[15] +
m[5] * m[3] * m[14] +
m[13] * m[2] * m[7] -
m[13] * m[3] * m[6]
inv[6] = -m[0] * m[6] * m[15] +
m[0] * m[7] * m[14] +
m[4] * m[2] * m[15] -
m[4] * m[3] * m[14] -
m[12] * m[2] * m[7] +
m[12] * m[3] * m[6]
inv[10] = m[0] * m[5] * m[15] -
m[0] * m[7] * m[13] -
m[4] * m[1] * m[15] +
m[4] * m[3] * m[13] +
m[12] * m[1] * m[7] -
m[12] * m[3] * m[5]
inv[14] = -m[0] * m[5] * m[14] +
m[0] * m[6] * m[13] +
m[4] * m[1] * m[14] -
m[4] * m[2] * m[13] -
m[12] * m[1] * m[6] +
m[12] * m[2] * m[5]
inv[3] = -m[1] * m[6] * m[11] +
m[1] * m[7] * m[10] +
m[5] * m[2] * m[11] -
m[5] * m[3] * m[10] -
m[9] * m[2] * m[7] +
m[9] * m[3] * m[6]
inv[7] = m[0] * m[6] * m[11] -
m[0] * m[7] * m[10] -
m[4] * m[2] * m[11] +
m[4] * m[3] * m[10] +
m[8] * m[2] * m[7] -
m[8] * m[3] * m[6]
inv[11] = -m[0] * m[5] * m[11] +
m[0] * m[7] * m[9] +
m[4] * m[1] * m[11] -
m[4] * m[3] * m[9] -
m[8] * m[1] * m[7] +
m[8] * m[3] * m[5]
inv[15] = m[0] * m[5] * m[10] -
m[0] * m[6] * m[9] -
m[4] * m[1] * m[10] +
m[4] * m[2] * m[9] +
m[8] * m[1] * m[6] -
m[8] * m[2] * m[5]
const det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12]
if (det == 0)
return null
const invdet = 1.0 / det
return inv.map((x) => x * invdet)
}
const VertexDecl_P2UV2 =
{
vertexSize: 16,
attribs:
{
aPosition: [2, 0],
aTexCoord0: [2, 8],
},
}
const VertexDecl_P3N3T4UV2 =
{
vertexSize: (3+3+4+2)*4,
attribs:
{
aPosition: [3, 0],
aNormal: [3, 12],
aTangent: [4, 24],
aTexCoord0: [2, 40],
},
}
function createTriangleMesh(verts, indices, vertexDecl)
{
const gl = window.GLCtx
const VB = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, VB)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW)
const IB = gl.createBuffer()
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, IB)
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW)
return { VB: VB, IB: IB, indexCount: indices.length, vertexDecl: vertexDecl }
}
function applyVertexAttrib(mesh, prog, name)
{
const gl = window.GLCtx
const pos = gl.getAttribLocation(prog, name)
if (pos == -1)
return
var vdInfo = mesh.vertexDecl.attribs[name]
if (vdInfo)
{
gl.vertexAttribPointer(pos, vdInfo[0], gl.FLOAT, false, mesh.vertexDecl.vertexSize, vdInfo[1])
gl.enableVertexAttribArray(pos)
}
else
gl.disableVertexAttribArray(pos)
}
function drawTriangleMesh(mesh, prog)
{
const gl = window.GLCtx
gl.bindBuffer(gl.ARRAY_BUFFER, mesh.VB)
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, mesh.IB)
applyVertexAttrib(mesh, prog, "aPosition")
applyVertexAttrib(mesh, prog, "aNormal")
applyVertexAttrib(mesh, prog, "aTangent")
applyVertexAttrib(mesh, prog, "aTexCoord0")
gl.drawElements(gl.TRIANGLES, mesh.indexCount, gl.UNSIGNED_SHORT, 0)
}
function createQuadMesh()
{
const posTexData =
[
-1.0, -1.0, 0.0, 0.0,
1.0, -1.0, 1.0, 0.0,
-1.0, 1.0, 0.0, 1.0,
1.0, 1.0, 1.0, 1.0,
]
return createTriangleMesh(posTexData, [0, 1, 2, 2, 1, 3], VertexDecl_P2UV2)
}
function createSphereMesh(hparts, vparts)
{
hparts = hparts || 32
vparts = vparts || 32
const verts = [] // px, py, pz, nx, ny, nz, tx, ty, tz, ts, uvx, uvy
const indices = []
for (var h = 0; h <= hparts; ++h)
{
const hq1 = h / hparts
const hdir1x = Math.cos(hq1 * Math.PI * 2)
const hdir1y = Math.sin(hq1 * Math.PI * 2)
for (var v = 0; v <= vparts; ++v)
{
const vq1 = v / vparts
const cv1 = Math.cos((vq1 * 2 - 1) * Math.PI * 0.5)
const sv1 = Math.sin((vq1 * 2 - 1) * Math.PI * 0.5)
const dir1x = hdir1x * cv1
const dir1y = hdir1y * cv1
const dir1z = sv1
const tan_v3 = v3normalize(v3cross([hdir1x, hdir1y, 0], [0, 0, 1]))
verts.push(
dir1x, dir1y, dir1z, // position
dir1x, dir1y, dir1z, // normal
tan_v3[0], tan_v3[1], tan_v3[2], 1, // tangent
hq1, 1 - vq1 // texcoord
)
}
}
for (var h = 0; h < hparts; ++h)
{
const h1 = h + 1
for (var v = 0; v < vparts; ++v)
{
const v1 = v + 1
const i1 = v + h * (vparts + 1)
const i2 = v + h1 * (vparts + 1)
const i4 = v1 + h * (vparts + 1)
const i3 = v1 + h1 * (vparts + 1)
indices.push(i1, i4, i3, i3, i2, i1)
}
}
return createTriangleMesh(verts, indices, VertexDecl_P3N3T4UV2)
}
function loadCubemap(url)
{
const gl = window.GLCtx
const glCubeEnums =
[
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,
]
const glCX = [0, 1, 0, 1, 0, 1]
const glCY = [0, 0, 1, 1, 2, 2]
const texture = gl.createTexture()
gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture)
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
for (var i = 0; i < glCubeEnums.length; ++i)
gl.texImage2D(glCubeEnums[i], 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([105, 120, 139, 255]))
function cubeUpload(img)
{
// cubemap image is 2*N x 3*N
// layout:
// +X -X
// +Y -Y
// +Z -Z
var tmpCanvas = document.createElement("canvas")
tmpCanvas.width = img.width
tmpCanvas.height = img.height
document.body.appendChild(tmpCanvas)
var tmpCtx = tmpCanvas.getContext("2d")
tmpCtx.drawImage(img, 0, 0)
var xsz = (img.width / 2) | 0
var ysz = (img.height / 3) | 0
gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture)
for (var i = 0; i < glCubeEnums.length; ++i)
gl.texImage2D(glCubeEnums[i], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, tmpCtx.getImageData(glCX[i] * xsz, glCY[i] * ysz, xsz, ysz))
gl.generateMipmap(gl.TEXTURE_CUBE_MAP)
document.body.removeChild(tmpCanvas)
}
//*
const image = new Image()
image.onload = function()
{
cubeUpload(image)
image.onload = function()
{
cubeUpload(image)
}
image.src = url + ".jpg"
}
image.src = url + ".preload.jpg"
//*/
/*
const xhr = new XMLHttpRequest
xhr.responseType = "arraybuffer"
xhr.onreadystatechange = function()
{
if (this.readyState == 4 && this.status == 200)
{
const image = new Image()
image.src = "data:image/jpeg;base64:" + atob(xhr.responseText)
// cubemap image is 2*N x 3*N
// layout:
// +X -X
// +Y -Y
// +Z -Z
var tmpCanvas = document.createElement("canvas")
tmpCanvas.width = image.width
tmpCanvas.height = image.height
document.body.appendChild(tmpCanvas)
var tmpCtx = tmpCanvas.getContext("2d")
tmpCtx.drawImage(image, 0, 0)
var xsz = (image.width / 2) | 0
var ysz = (image.height / 2) | 0
gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture)
for (var i = 0; i < glCubeEnums.length; ++i)
gl.texImage2D(glCubeEnums[i], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, tmpCtx.getImageData(glCX[i] * xsz, glCY[i] * ysz, xsz, ysz))
gl.generateMipmap(gl.TEXTURE_CUBE_MAP)
document.body.removeChild(tmpCanvas)
}
}
xhr.open("GET", url, true)
xhr.send()
//*/
return texture
}