/* * Copyright (C) 2009 Apple Inc. All Rights Reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. 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. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``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 APPLE INC. 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. */ // // initWebGL // // Initialize the Canvas element with the passed name as a WebGL object and return the // WebGLRenderingContext. function initWebGL(canvasName, vshader, fshader, attribs, clearColor, clearDepth) { var canvas = document.getElementById(canvasName); return gl = WebGLUtils.setupWebGL(canvas); } function log(msg) { if (window.console && window.console.log) { window.console.log(msg); } } // Load shaders with the passed names and create a program with them. Return this program // in the 'program' property of the returned context. // // For each string in the passed attribs array, bind an attrib with that name at that index. // Once the attribs are bound, link the program and then use it. // // Set the clear color to the passed array (4 values) and set the clear depth to the passed value. // Enable depth testing and blending with a blend func of (SRC_ALPHA, ONE_MINUS_SRC_ALPHA) // // A console function is added to the context: console(string). This can be replaced // by the caller. By default, it maps to the window.console() function on WebKit and to // an empty function on other browsers. // function simpleSetup(gl, vshader, fshader, attribs, clearColor, clearDepth) { // create our shaders var vertexShader = loadShader(gl, vshader); var fragmentShader = loadShader(gl, fshader); // Create the program object var program = gl.createProgram(); // Attach our two shaders to the program gl.attachShader (program, vertexShader); gl.attachShader (program, fragmentShader); // Bind attributes for (var i = 0; i < attribs.length; ++i) gl.bindAttribLocation (program, i, attribs[i]); // Link the program gl.linkProgram(program); // Check the link status var linked = gl.getProgramParameter(program, gl.LINK_STATUS); if (!linked && !gl.isContextLost()) { // something went wrong with the link var error = gl.getProgramInfoLog (program); log("Error in program linking:"+error); gl.deleteProgram(program); gl.deleteProgram(fragmentShader); gl.deleteProgram(vertexShader); return null; } gl.useProgram(program); gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); gl.clearDepth(clearDepth); gl.enable(gl.DEPTH_TEST); gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); return program; } // // loadShader // // 'shaderId' is the id of a <script> element containing the shader source string. // Load this shader and return the WebGLShader object corresponding to it. // function loadShader(ctx, shaderId) { var shaderScript = document.getElementById(shaderId); if (!shaderScript) { log("*** Error: shader script '"+shaderId+"' not found"); return null; } if (shaderScript.type == "x-shader/x-vertex") var shaderType = ctx.VERTEX_SHADER; else if (shaderScript.type == "x-shader/x-fragment") var shaderType = ctx.FRAGMENT_SHADER; else { log("*** Error: shader script '"+shaderId+"' of undefined type '"+shaderScript.type+"'"); return null; } // Create the shader object var shader = ctx.createShader(shaderType); // Load the shader source ctx.shaderSource(shader, shaderScript.text); // Compile the shader ctx.compileShader(shader); // Check the compile status var compiled = ctx.getShaderParameter(shader, ctx.COMPILE_STATUS); if (!compiled && !ctx.isContextLost()) { // Something went wrong during compilation; get the error var error = ctx.getShaderInfoLog(shader); log("*** Error compiling shader '"+shaderId+"':"+error); ctx.deleteShader(shader); return null; } return shader; } // // makeBox // // Create a box with vertices, normals and texCoords. Create VBOs for each as well as the index array. // Return an object with the following properties: // // normalObject WebGLBuffer object for normals // texCoordObject WebGLBuffer object for texCoords // vertexObject WebGLBuffer object for vertices // indexObject WebGLBuffer object for indices // numIndices The number of indices in the indexObject // function makeBox(ctx) { // box // v6----- v5 // /| /| // v1------v0| // | | | | // | |v7---|-|v4 // |/ |/ // v2------v3 // // vertex coords array var vertices = new Float32Array( [ 1, 1, 1, -1, 1, 1, -1,-1, 1, 1,-1, 1, // v0-v1-v2-v3 front 1, 1, 1, 1,-1, 1, 1,-1,-1, 1, 1,-1, // v0-v3-v4-v5 right 1, 1, 1, 1, 1,-1, -1, 1,-1, -1, 1, 1, // v0-v5-v6-v1 top -1, 1, 1, -1, 1,-1, -1,-1,-1, -1,-1, 1, // v1-v6-v7-v2 left -1,-1,-1, 1,-1,-1, 1,-1, 1, -1,-1, 1, // v7-v4-v3-v2 bottom 1,-1,-1, -1,-1,-1, -1, 1,-1, 1, 1,-1 ] // v4-v7-v6-v5 back ); // normal array var normals = new Float32Array( [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, // v0-v1-v2-v3 front 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0-v3-v4-v5 right 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, // v0-v5-v6-v1 top -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, // v1-v6-v7-v2 left 0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1, 0, // v7-v4-v3-v2 bottom 0, 0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1 ] // v4-v7-v6-v5 back ); // texCoord array var texCoords = new Float32Array( [ 1, 1, 0, 1, 0, 0, 1, 0, // v0-v1-v2-v3 front 0, 1, 0, 0, 1, 0, 1, 1, // v0-v3-v4-v5 right 1, 0, 1, 1, 0, 1, 0, 0, // v0-v5-v6-v1 top 1, 1, 0, 1, 0, 0, 1, 0, // v1-v6-v7-v2 left 0, 0, 1, 0, 1, 1, 0, 1, // v7-v4-v3-v2 bottom 0, 0, 1, 0, 1, 1, 0, 1 ] // v4-v7-v6-v5 back ); // index array var indices = new Uint8Array( [ 0, 1, 2, 0, 2, 3, // front 4, 5, 6, 4, 6, 7, // right 8, 9,10, 8,10,11, // top 12,13,14, 12,14,15, // left 16,17,18, 16,18,19, // bottom 20,21,22, 20,22,23 ] // back ); var retval = { }; retval.normalObject = ctx.createBuffer(); ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.normalObject); ctx.bufferData(ctx.ARRAY_BUFFER, normals, ctx.STATIC_DRAW); retval.texCoordObject = ctx.createBuffer(); ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.texCoordObject); ctx.bufferData(ctx.ARRAY_BUFFER, texCoords, ctx.STATIC_DRAW); retval.vertexObject = ctx.createBuffer(); ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.vertexObject); ctx.bufferData(ctx.ARRAY_BUFFER, vertices, ctx.STATIC_DRAW); ctx.bindBuffer(ctx.ARRAY_BUFFER, null); retval.indexObject = ctx.createBuffer(); ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, retval.indexObject); ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, indices, ctx.STATIC_DRAW); ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null); retval.numIndices = indices.length; return retval; } // // makeSphere // // Create a sphere with the passed number of latitude and longitude bands and the passed radius. // Sphere has vertices, normals and texCoords. Create VBOs for each as well as the index array. // Return an object with the following properties: // // normalObject WebGLBuffer object for normals // texCoordObject WebGLBuffer object for texCoords // vertexObject WebGLBuffer object for vertices // indexObject WebGLBuffer object for indices // numIndices The number of indices in the indexObject // function makeSphere(ctx, radius, lats, longs) { var geometryData = [ ]; var normalData = [ ]; var texCoordData = [ ]; var indexData = [ ]; for (var latNumber = 0; latNumber <= lats; ++latNumber) { for (var longNumber = 0; longNumber <= longs; ++longNumber) { var theta = latNumber * Math.PI / lats; var phi = longNumber * 2 * Math.PI / longs; var sinTheta = Math.sin(theta); var sinPhi = Math.sin(phi); var cosTheta = Math.cos(theta); var cosPhi = Math.cos(phi); var x = cosPhi * sinTheta; var y = cosTheta; var z = sinPhi * sinTheta; var u = 1-(longNumber/longs); var v = latNumber/lats; normalData.push(x); normalData.push(y); normalData.push(z); texCoordData.push(u); texCoordData.push(v); geometryData.push(radius * x); geometryData.push(radius * y); geometryData.push(radius * z); } } for (var latNumber = 0; latNumber < lats; ++latNumber) { for (var longNumber = 0; longNumber < longs; ++longNumber) { var first = (latNumber * (longs+1)) + longNumber; var second = first + longs + 1; indexData.push(first); indexData.push(second); indexData.push(first+1); indexData.push(second); indexData.push(second+1); indexData.push(first+1); } } var retval = { }; retval.normalObject = ctx.createBuffer(); ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.normalObject); ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(normalData), ctx.STATIC_DRAW); retval.texCoordObject = ctx.createBuffer(); ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.texCoordObject); ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(texCoordData), ctx.STATIC_DRAW); retval.vertexObject = ctx.createBuffer(); ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.vertexObject); ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(geometryData), ctx.STATIC_DRAW); retval.numIndices = indexData.length; retval.indexObject = ctx.createBuffer(); ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, retval.indexObject); ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData), ctx.STREAM_DRAW); return retval; } // Array of Objects curently loading var g_loadingObjects = []; // Clears all the Objects currently loading. // This is used to handle context lost events. function clearLoadingObjects() { for (var ii = 0; ii < g_loadingObjects.length; ++ii) { g_loadingObjects[ii].onreadystatechange = undefined; } g_loadingObjects = []; } // // loadObj // // Load a .obj file from the passed URL. Return an object with a 'loaded' property set to false. // When the object load is complete, the 'loaded' property becomes true and the following // properties are set: // // normalObject WebGLBuffer object for normals // texCoordObject WebGLBuffer object for texCoords // vertexObject WebGLBuffer object for vertices // indexObject WebGLBuffer object for indices // numIndices The number of indices in the indexObject // function loadObj(ctx, url) { var obj = { loaded : false }; obj.ctx = ctx; var req = new XMLHttpRequest(); req.obj = obj; g_loadingObjects.push(req); req.onreadystatechange = function () { processLoadObj(req) }; req.open("GET", url, true); req.send(null); return obj; } function processLoadObj(req) { log("req="+req) // only if req shows "complete" if (req.readyState == 4) { g_loadingObjects.splice(g_loadingObjects.indexOf(req), 1); doLoadObj(req.obj, req.responseText); } } function doLoadObj(obj, text) { vertexArray = [ ]; normalArray = [ ]; textureArray = [ ]; indexArray = [ ]; var vertex = [ ]; var normal = [ ]; var texture = [ ]; var facemap = { }; var index = 0; // This is a map which associates a range of indices with a name // The name comes from the 'g' tag (of the form "g NAME"). Indices // are part of one group until another 'g' tag is seen. If any indices // come before a 'g' tag, it is given the group name "_unnamed" // 'group' is an object whose property names are the group name and // whose value is a 2 element array with [<first index>, <num indices>] var groups = { }; var currentGroup = [-1, 0]; groups["_unnamed"] = currentGroup; var lines = text.split("\n"); for (var lineIndex in lines) { var line = lines[lineIndex].replace(/[ \t]+/g, " ").replace(/\s\s*$/, ""); // ignore comments if (line[0] == "#") continue; var array = line.split(" "); if (array[0] == "g") { // new group currentGroup = [indexArray.length, 0]; groups[array[1]] = currentGroup; } else if (array[0] == "v") { // vertex vertex.push(parseFloat(array[1])); vertex.push(parseFloat(array[2])); vertex.push(parseFloat(array[3])); } else if (array[0] == "vt") { // normal texture.push(parseFloat(array[1])); texture.push(parseFloat(array[2])); } else if (array[0] == "vn") { // normal normal.push(parseFloat(array[1])); normal.push(parseFloat(array[2])); normal.push(parseFloat(array[3])); } else if (array[0] == "f") { // face if (array.length != 4) { log("*** Error: face '"+line+"' not handled"); continue; } for (var i = 1; i < 4; ++i) { if (!(array[i] in facemap)) { // add a new entry to the map and arrays var f = array[i].split("/"); var vtx, nor, tex; if (f.length == 1) { vtx = parseInt(f[0]) - 1; nor = vtx; tex = vtx; } else if (f.length = 3) { vtx = parseInt(f[0]) - 1; tex = parseInt(f[1]) - 1; nor = parseInt(f[2]) - 1; } else { obj.ctx.console.log("*** Error: did not understand face '"+array[i]+"'"); return null; } // do the vertices var x = 0; var y = 0; var z = 0; if (vtx * 3 + 2 < vertex.length) { x = vertex[vtx*3]; y = vertex[vtx*3+1]; z = vertex[vtx*3+2]; } vertexArray.push(x); vertexArray.push(y); vertexArray.push(z); // do the textures x = 0; y = 0; if (tex * 2 + 1 < texture.length) { x = texture[tex*2]; y = texture[tex*2+1]; } textureArray.push(x); textureArray.push(y); // do the normals x = 0; y = 0; z = 1; if (nor * 3 + 2 < normal.length) { x = normal[nor*3]; y = normal[nor*3+1]; z = normal[nor*3+2]; } normalArray.push(x); normalArray.push(y); normalArray.push(z); facemap[array[i]] = index++; } indexArray.push(facemap[array[i]]); currentGroup[1]++; } } } // set the VBOs obj.normalObject = obj.ctx.createBuffer(); obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.normalObject); obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new Float32Array(normalArray), obj.ctx.STATIC_DRAW); obj.texCoordObject = obj.ctx.createBuffer(); obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.texCoordObject); obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new Float32Array(textureArray), obj.ctx.STATIC_DRAW); obj.vertexObject = obj.ctx.createBuffer(); obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.vertexObject); obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new Float32Array(vertexArray), obj.ctx.STATIC_DRAW); obj.numIndices = indexArray.length; obj.indexObject = obj.ctx.createBuffer(); obj.ctx.bindBuffer(obj.ctx.ELEMENT_ARRAY_BUFFER, obj.indexObject); obj.ctx.bufferData(obj.ctx.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexArray), obj.ctx.STREAM_DRAW); obj.groups = groups; obj.loaded = true; } // Array of images curently loading var g_loadingImages = []; // Clears all the images currently loading. // This is used to handle context lost events. function clearLoadingImages() { for (var ii = 0; ii < g_loadingImages.length; ++ii) { g_loadingImages[ii].onload = undefined; } g_loadingImages = []; } // // loadImageTexture // // Load the image at the passed url, place it in a new WebGLTexture object and return the WebGLTexture. // function loadImageTexture(ctx, url) { var texture = ctx.createTexture(); ctx.bindTexture(ctx.TEXTURE_2D, texture); ctx.texImage2D(ctx.TEXTURE_2D, 0, ctx.RGBA, 1, 1, 0, ctx.RGBA, ctx.UNSIGNED_BYTE, null); var image = new Image(); g_loadingImages.push(image); image.onload = function() { doLoadImageTexture(ctx, image, texture) } image.src = url; return texture; } function doLoadImageTexture(ctx, image, texture) { g_loadingImages.splice(g_loadingImages.indexOf(image), 1); ctx.bindTexture(ctx.TEXTURE_2D, texture); ctx.texImage2D( ctx.TEXTURE_2D, 0, ctx.RGBA, ctx.RGBA, ctx.UNSIGNED_BYTE, image); ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MAG_FILTER, ctx.LINEAR); ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MIN_FILTER, ctx.LINEAR); ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_WRAP_S, ctx.CLAMP_TO_EDGE); ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_WRAP_T, ctx.CLAMP_TO_EDGE); //ctx.generateMipmap(ctx.TEXTURE_2D) ctx.bindTexture(ctx.TEXTURE_2D, null); } // // Framerate object // // This object keeps track of framerate and displays it as the innerHTML text of the // HTML element with the passed id. Once created you call snapshot at the end // of every rendering cycle. Every 500ms the framerate is updated in the HTML element. // Framerate = function(id) { this.numFramerates = 10; this.framerateUpdateInterval = 500; this.id = id; this.renderTime = -1; this.framerates = [ ]; self = this; var fr = function() { self.updateFramerate() } setInterval(fr, this.framerateUpdateInterval); } Framerate.prototype.updateFramerate = function() { var tot = 0; for (var i = 0; i < this.framerates.length; ++i) tot += this.framerates[i]; var framerate = tot / this.framerates.length; framerate = Math.round(framerate); document.getElementById(this.id).innerHTML = "Framerate:"+framerate+"fps"; } Framerate.prototype.snapshot = function() { if (this.renderTime < 0) this.renderTime = new Date().getTime(); else { var newTime = new Date().getTime(); var t = newTime - this.renderTime; if (t == 0) return; var framerate = 1000/t; this.framerates.push(framerate); while (this.framerates.length > this.numFramerates) this.framerates.shift(); this.renderTime = newTime; } }