193 lines
5 KiB
JavaScript
193 lines
5 KiB
JavaScript
// Draw triangle lines:
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Viewer.drawLines = false;
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// Set to true so lines don't use the depth buffer
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Viewer.lineOverlay = false;
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// Set the color of all polygons in this solid
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CSG.prototype.setColor = function(r, g, b) {
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this.toPolygons().map(function(polygon) {
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polygon.shared = [r, g, b];
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});
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};
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// Convert from CSG solid to GL.Mesh object
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CSG.prototype.toMesh = function() {
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var csg = this.canonicalized();
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var mesh = new GL.Mesh({ normals: true, colors: true });
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var vertexTag2Index = {};
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var vertices = [];
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var colors = [];
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var triangles = [];
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// set to true if we want to use interpolated vertex normals
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// this creates nice round spheres but does not represent the shape of
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// the actual model
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var smoothlighting = false;
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var polygons = csg.toPolygons();
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var numpolygons = polygons.length;
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for(var polygonindex = 0; polygonindex < numpolygons; polygonindex++)
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{
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var polygon = polygons[polygonindex];
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var indices = polygon.vertices.map(function(vertex) {
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var vertextag = vertex.getTag();
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var vertexindex;
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if(smoothlighting && (vertextag in vertexTag2Index))
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{
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vertexindex = vertexTag2Index[vertextag];
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}
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else
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{
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vertexindex = vertices.length;
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vertexTag2Index[vertextag] = vertexindex;
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vertices.push([vertex.pos.x, vertex.pos.y, vertex.pos.z]);
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colors.push([0,0,1]);
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}
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return vertexindex;
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});
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for (var i = 2; i < indices.length; i++) {
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triangles.push([indices[0], indices[i - 1], indices[i]]);
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}
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}
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mesh.triangles = triangles;
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mesh.vertices = vertices;
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mesh.colors = colors;
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mesh.computeWireframe();
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mesh.computeNormals();
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return mesh;
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};
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var viewers = [];
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// A viewer is a WebGL canvas that lets the user view a mesh. The user can
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// tumble it around by dragging the mouse.
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function Viewer(csg, width, height, depth) {
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var angleX = 0;
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var angleY = 0;
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var viewpointX = 0;
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var viewpointY = 0;
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viewers.push(this);
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// Get a new WebGL canvas
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var gl = GL.create();
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this.gl = gl;
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this.mesh = csg.toMesh();
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// Set up the viewport
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gl.canvas.width = width;
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gl.canvas.height = height;
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gl.viewport(0, 0, width, height);
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gl.matrixMode(gl.PROJECTION);
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gl.loadIdentity();
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gl.perspective(45, width / height, 0.1, 100);
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gl.matrixMode(gl.MODELVIEW);
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// Set up WebGL state
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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gl.clearColor(0.93, 0.93, 0.93, 1);
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gl.enable(gl.DEPTH_TEST);
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gl.enable(gl.CULL_FACE);
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gl.polygonOffset(1, 1);
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// Black shader for wireframe
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this.blackShader = new GL.Shader('\
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void main() {\
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\
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}\
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', '\
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void main() {\
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.1);\
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}\
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');
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// Shader with diffuse and specular lighting
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this.lightingShader = new GL.Shader('\
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varying vec3 color;\
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varying vec3 normal;\
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varying vec3 light;\
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void main() {\
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const vec3 lightDir = vec3(1.0, 2.0, 3.0) / 3.741657386773941;\
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light = lightDir;\
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color = gl_Color.rgb;\
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normal = gl_NormalMatrix * gl_Normal;\
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\
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}\
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', '\
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varying vec3 color;\
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varying vec3 normal;\
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varying vec3 light;\
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void main() {\
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vec3 n = normalize(normal);\
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float diffuse = max(0.0, dot(light, n));\
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float specular = pow(max(0.0, -reflect(light, n).z), 10.0) * sqrt(diffuse);\
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gl_FragColor = vec4(mix(color * (0.3 + 0.7 * diffuse), vec3(1.0), specular), 1.0);\
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}\
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');
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var _this=this;
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gl.onmousemove = function(e) {
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if (e.dragging) {
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e.preventDefault();
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if(e.altKey)
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{
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var factor = 1e-2;
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depth *= Math.pow(2,factor * e.deltaY);
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}
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else if(e.shiftKey)
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{
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var factor = 5e-3;
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viewpointX += factor * e.deltaX * depth;
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viewpointY -= factor * e.deltaY * depth;
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}
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else
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{
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angleY += e.deltaX * 2;
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angleX += e.deltaY * 2;
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angleX = Math.max(-90, Math.min(90, angleX));
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}
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_this.gl.ondraw();
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}
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};
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gl.onmousewheel = function(e) {
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e.preventDefault();
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var delta = e.wheelDelta();
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var factor = 1e-5;
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depth *= Math.pow(factor * delta);
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};
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var that = this;
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gl.ondraw = function() {
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gl.makeCurrent();
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.loadIdentity();
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gl.translate(viewpointX, viewpointY, -depth);
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gl.rotate(angleX, 1, 0, 0);
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gl.rotate(angleY, 0, 1, 0);
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if (!Viewer.lineOverlay) gl.enable(gl.POLYGON_OFFSET_FILL);
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that.lightingShader.draw(that.mesh, gl.TRIANGLES);
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if (!Viewer.lineOverlay) gl.disable(gl.POLYGON_OFFSET_FILL);
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if(Viewer.drawLines)
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{
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if (Viewer.lineOverlay) gl.disable(gl.DEPTH_TEST);
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gl.enable(gl.BLEND);
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that.blackShader.draw(that.mesh, gl.LINES);
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gl.disable(gl.BLEND);
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if (Viewer.lineOverlay) gl.enable(gl.DEPTH_TEST);
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}
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};
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gl.ondraw();
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}
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var nextID = 0;
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function addViewer(viewer) {
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document.getElementById(nextID++).appendChild(viewer.gl.canvas);
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}
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