Created proper javascript class for the viewer, moved viewer to openjscad.js

gh-pages
Joost Nieuwenhuijse 2012-01-21 15:18:57 +01:00
parent 69ed3b365d
commit a5ee34852b
3 changed files with 236 additions and 226 deletions

View File

@ -3,7 +3,7 @@
<html><head>
<script src="lightgl.js"></script>
<script src="csg.js"></script>
<script src="viewer.js"></script>
<script src="openjscad.js"></script>
<style>
body {
@ -56,51 +56,44 @@ function isChrome()
function onload()
{
gViewer = new Viewer(new CSG(), 600, 600, 50);
document.getElementById("viewer").appendChild(gViewer.gl.canvas);
if(isChrome())
{
updateSolid();
}
var containerelement = document.getElementById("viewer");
gViewer = new OpenJsCad.Viewer(containerelement, 600, 600, 50);
updateSolid();
}
function updateSolid()
{
if(!isChrome())
if(gViewer.supported())
{
alert("Please note that this currently only works reliably in Google Chrome. You may see a corrupted solid, or nothing at all.");
}
var code=document.getElementById('code').value;
if(code != gSolidSource)
{
gSolidSource=code;
var errdiv=document.getElementById('error');
try {
gSolid = new Function(code)();
if( (typeof(gSolid) != "object") || (!('polygons' in gSolid)))
{
throw new Error("Your javascript code should return a CSG object. Try for example: return CSG.cube();");
var code=document.getElementById('code').value;
if(code != gSolidSource)
{
gSolidSource=code;
var errtxt = "";
var csg = new CSG();
try {
csg = OpenJsCad.javaScriptToSolid(code);
} catch (e) {
errtxt = 'Error: <code>' + e.toString().replace(/&/g, '&amp;').replace(/</g, '&lt;').replace(/>/g, '&gt;') + '</code>';
}
errdiv.innerHTML = '';
} catch (e) {
errdiv.innerHTML = 'Error: <code>' + e.toString().replace(/&/g, '&amp;').replace(/</g, '&lt;').replace(/>/g, '&gt;') + '</code>';
gSolid=new CSG();
gSolid = csg;
var errdiv=document.getElementById('error');
errdiv.innerHTML = errtxt;
errdiv.style.display = (errtxt == "")? "none":"block";
gViewer.setCsg(gSolid);
var stlarea = document.getElementById('stloutput');
stlarea.style.display = "none";
}
gViewer.mesh = gSolid.toMesh();
gViewer.gl.ondraw();
}
}
function updatePreview()
{
updateSolid();
}
function getStl()
{
updateSolid();
var stl=gSolid.toStlString();
document.getElementById('stloutput').value=stl;
var stlarea = document.getElementById('stloutput');
stlarea.value=stl;
stlarea.style.display = "inline";
}
</script>
@ -133,9 +126,9 @@ return result;
<p id="error"></p>
<br>
<input type="submit" value="Update Preview" onclick="updatePreview(); return false;"><br>
<input type="submit" value="Update Preview" onclick="updateSolid(); return false;">
<input type="submit" value="Get STL" onclick="getStl(); return false;"><br>
<textarea id="stloutput" readonly style="width: 80%; height: 100px"></textarea>
<textarea id="stloutput" readonly style="width: 80%; height: 100px; display: none;"></textarea>
<br>
<h1>About</h1>
This is intended to become a Javascript based alternative to <a href="http://www.openscad.org/">OpenSCAD</a>,

209
openjscad.js Normal file
View File

@ -0,0 +1,209 @@
OpenJsCad = function() {
};
// A viewer is a WebGL canvas that lets the user view a mesh. The user can
// tumble it around by dragging the mouse.
OpenJsCad.Viewer = function(containerelement, width, height, initialdepth) {
var gl = GL.create();
if(!gl)
{
containerelement.innerHTML = "WebGL is required for the 3D viewer, but your browser doesn't seem to support this.";
}
else
{
this.gl = gl;
this.angleX = 0;
this.angleY = 0;
this.viewpointX = 0;
this.viewpointY = 0;
this.viewpointZ = initialdepth;
// Draw triangle lines:
this.drawLines = false;
// Set to true so lines don't use the depth buffer
this.lineOverlay = false;
// Set up the viewport
gl.canvas.width = width;
gl.canvas.height = height;
gl.viewport(0, 0, width, height);
gl.matrixMode(gl.PROJECTION);
gl.loadIdentity();
gl.perspective(45, width / height, 0.5, 1000);
gl.matrixMode(gl.MODELVIEW);
// Set up WebGL state
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.clearColor(0.93, 0.93, 0.93, 1);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
gl.polygonOffset(1, 1);
// Black shader for wireframe
this.blackShader = new GL.Shader('\
void main() {\
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\
}\
', '\
void main() {\
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.1);\
}\
');
// Shader with diffuse and specular lighting
this.lightingShader = new GL.Shader('\
varying vec3 color;\
varying vec3 normal;\
varying vec3 light;\
void main() {\
const vec3 lightDir = vec3(1.0, 2.0, 3.0) / 3.741657386773941;\
light = lightDir;\
color = gl_Color.rgb;\
normal = gl_NormalMatrix * gl_Normal;\
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\
}\
', '\
varying vec3 color;\
varying vec3 normal;\
varying vec3 light;\
void main() {\
vec3 n = normalize(normal);\
float diffuse = max(0.0, dot(light, n));\
float specular = pow(max(0.0, -reflect(light, n).z), 10.0) * sqrt(diffuse);\
gl_FragColor = vec4(mix(color * (0.3 + 0.7 * diffuse), vec3(1.0), specular), 1.0);\
}\
');
containerelement.appendChild(gl.canvas);
var _this=this;
gl.onmousemove = function(e) {
_this.onMouseMove(e);
};
gl.ondraw = function() {
_this.onDraw();
};
this.clear();
}
};
OpenJsCad.Viewer.prototype = {
setCsg: function(csg) {
this.mesh = OpenJsCad.Viewer.csgToMesh(csg);
this.onDraw();
},
clear: function() {
// empty mesh:
this.mesh = new GL.Mesh();
this.onDraw();
},
supported: function() {
return !!this.gl;
},
onMouseMove: function(e) {
if (e.dragging) {
e.preventDefault();
if(e.altKey)
{
var factor = 1e-2;
this.viewpointZ *= Math.pow(2,factor * e.deltaY);
}
else if(e.shiftKey)
{
var factor = 5e-3;
this.viewpointX += factor * e.deltaX * this.viewpointZ;
this.viewpointY -= factor * e.deltaY * this.viewpointZ;
}
else
{
this.angleY += e.deltaX * 2;
this.angleX += e.deltaY * 2;
this.angleX = Math.max(-90, Math.min(90, this.angleX));
}
this.onDraw();
}
},
onDraw: function(e) {
var gl = this.gl;
gl.makeCurrent();
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.loadIdentity();
gl.translate(this.viewpointX, this.viewpointY, -this.viewpointZ);
gl.rotate(this.angleX, 1, 0, 0);
gl.rotate(this.angleY, 0, 1, 0);
if (!this.lineOverlay) gl.enable(gl.POLYGON_OFFSET_FILL);
this.lightingShader.draw(this.mesh, gl.TRIANGLES);
if (!this.lineOverlay) gl.disable(gl.POLYGON_OFFSET_FILL);
if(this.drawLines)
{
if (this.lineOverlay) gl.disable(gl.DEPTH_TEST);
gl.enable(gl.BLEND);
this.blackShader.draw(this.mesh, gl.LINES);
gl.disable(gl.BLEND);
if (this.lineOverlay) gl.enable(gl.DEPTH_TEST);
}
},
}
// Convert from CSG solid to GL.Mesh object
OpenJsCad.Viewer.csgToMesh = function(csg) {
var csg = csg.canonicalized();
var mesh = new GL.Mesh({ normals: true, colors: true });
var vertexTag2Index = {};
var vertices = [];
var colors = [];
var triangles = [];
// set to true if we want to use interpolated vertex normals
// this creates nice round spheres but does not represent the shape of
// the actual model
var smoothlighting = false;
var polygons = csg.toPolygons();
var numpolygons = polygons.length;
for(var polygonindex = 0; polygonindex < numpolygons; polygonindex++)
{
var polygon = polygons[polygonindex];
var indices = polygon.vertices.map(function(vertex) {
var vertextag = vertex.getTag();
var vertexindex;
if(smoothlighting && (vertextag in vertexTag2Index))
{
vertexindex = vertexTag2Index[vertextag];
}
else
{
vertexindex = vertices.length;
vertexTag2Index[vertextag] = vertexindex;
vertices.push([vertex.pos.x, vertex.pos.y, vertex.pos.z]);
colors.push([0,0,1]);
}
return vertexindex;
});
for (var i = 2; i < indices.length; i++) {
triangles.push([indices[0], indices[i - 1], indices[i]]);
}
}
mesh.triangles = triangles;
mesh.vertices = vertices;
mesh.colors = colors;
mesh.computeWireframe();
mesh.computeNormals();
return mesh;
};
// parse javascript into solid:
OpenJsCad.javaScriptToSolid = function(script) {
var csg = new Function(script)();
if( (typeof(csg) != "object") || (!('polygons' in csg)))
{
throw new Error("Your javascript code should return a CSG object. Try for example: return CSG.cube();");
}
return csg;
};

192
viewer.js
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@ -1,192 +0,0 @@
// Draw triangle lines:
Viewer.drawLines = false;
// Set to true so lines don't use the depth buffer
Viewer.lineOverlay = false;
// Set the color of all polygons in this solid
CSG.prototype.setColor = function(r, g, b) {
this.toPolygons().map(function(polygon) {
polygon.shared = [r, g, b];
});
};
// Convert from CSG solid to GL.Mesh object
CSG.prototype.toMesh = function() {
var csg = this.canonicalized();
var mesh = new GL.Mesh({ normals: true, colors: true });
var vertexTag2Index = {};
var vertices = [];
var colors = [];
var triangles = [];
// set to true if we want to use interpolated vertex normals
// this creates nice round spheres but does not represent the shape of
// the actual model
var smoothlighting = false;
var polygons = csg.toPolygons();
var numpolygons = polygons.length;
for(var polygonindex = 0; polygonindex < numpolygons; polygonindex++)
{
var polygon = polygons[polygonindex];
var indices = polygon.vertices.map(function(vertex) {
var vertextag = vertex.getTag();
var vertexindex;
if(smoothlighting && (vertextag in vertexTag2Index))
{
vertexindex = vertexTag2Index[vertextag];
}
else
{
vertexindex = vertices.length;
vertexTag2Index[vertextag] = vertexindex;
vertices.push([vertex.pos.x, vertex.pos.y, vertex.pos.z]);
colors.push([0,0,1]);
}
return vertexindex;
});
for (var i = 2; i < indices.length; i++) {
triangles.push([indices[0], indices[i - 1], indices[i]]);
}
}
mesh.triangles = triangles;
mesh.vertices = vertices;
mesh.colors = colors;
mesh.computeWireframe();
mesh.computeNormals();
return mesh;
};
var viewers = [];
// A viewer is a WebGL canvas that lets the user view a mesh. The user can
// tumble it around by dragging the mouse.
function Viewer(csg, width, height, depth) {
var angleX = 0;
var angleY = 0;
var viewpointX = 0;
var viewpointY = 0;
viewers.push(this);
// Get a new WebGL canvas
var gl = GL.create();
this.gl = gl;
this.mesh = csg.toMesh();
// Set up the viewport
gl.canvas.width = width;
gl.canvas.height = height;
gl.viewport(0, 0, width, height);
gl.matrixMode(gl.PROJECTION);
gl.loadIdentity();
gl.perspective(45, width / height, 0.5, 1000);
gl.matrixMode(gl.MODELVIEW);
// Set up WebGL state
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.clearColor(0.93, 0.93, 0.93, 1);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
gl.polygonOffset(1, 1);
// Black shader for wireframe
this.blackShader = new GL.Shader('\
void main() {\
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\
}\
', '\
void main() {\
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.1);\
}\
');
// Shader with diffuse and specular lighting
this.lightingShader = new GL.Shader('\
varying vec3 color;\
varying vec3 normal;\
varying vec3 light;\
void main() {\
const vec3 lightDir = vec3(1.0, 2.0, 3.0) / 3.741657386773941;\
light = lightDir;\
color = gl_Color.rgb;\
normal = gl_NormalMatrix * gl_Normal;\
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\
}\
', '\
varying vec3 color;\
varying vec3 normal;\
varying vec3 light;\
void main() {\
vec3 n = normalize(normal);\
float diffuse = max(0.0, dot(light, n));\
float specular = pow(max(0.0, -reflect(light, n).z), 10.0) * sqrt(diffuse);\
gl_FragColor = vec4(mix(color * (0.3 + 0.7 * diffuse), vec3(1.0), specular), 1.0);\
}\
');
var _this=this;
gl.onmousemove = function(e) {
if (e.dragging) {
e.preventDefault();
if(e.altKey)
{
var factor = 1e-2;
depth *= Math.pow(2,factor * e.deltaY);
}
else if(e.shiftKey)
{
var factor = 5e-3;
viewpointX += factor * e.deltaX * depth;
viewpointY -= factor * e.deltaY * depth;
}
else
{
angleY += e.deltaX * 2;
angleX += e.deltaY * 2;
angleX = Math.max(-90, Math.min(90, angleX));
}
_this.gl.ondraw();
}
};
gl.onmousewheel = function(e) {
e.preventDefault();
var delta = e.wheelDelta();
var factor = 1e-5;
depth *= Math.pow(factor * delta);
};
var that = this;
gl.ondraw = function() {
gl.makeCurrent();
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.loadIdentity();
gl.translate(viewpointX, viewpointY, -depth);
gl.rotate(angleX, 1, 0, 0);
gl.rotate(angleY, 0, 1, 0);
if (!Viewer.lineOverlay) gl.enable(gl.POLYGON_OFFSET_FILL);
that.lightingShader.draw(that.mesh, gl.TRIANGLES);
if (!Viewer.lineOverlay) gl.disable(gl.POLYGON_OFFSET_FILL);
if(Viewer.drawLines)
{
if (Viewer.lineOverlay) gl.disable(gl.DEPTH_TEST);
gl.enable(gl.BLEND);
that.blackShader.draw(that.mesh, gl.LINES);
gl.disable(gl.BLEND);
if (Viewer.lineOverlay) gl.enable(gl.DEPTH_TEST);
}
};
gl.ondraw();
}
var nextID = 0;
function addViewer(viewer) {
document.getElementById(nextID++).appendChild(viewer.gl.canvas);
}