Files
aladin-lite/_old/testWebGL/webgl_proof_of_concept.html
2014-10-23 07:07:36 +00:00

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HTML

<html>
<head>
<title>Aladin WebGL</title>
<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">
<script type="text/javascript" src="glMatrix-0.9.5.min.js"></script>
<script type="text/javascript" src="webgl-utils.js"></script>
<script type="text/javascript" src="healpix.js"></script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;
uniform sampler2D uSampler;
void main(void) {
vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
gl_FragColor = vec4(textureColor.rgb * vLightWeighting, textureColor.a);
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat3 uNMatrix;
uniform vec3 uAmbientColor;
uniform vec3 uLightingDirection;
uniform vec3 uDirectionalColor;
uniform bool uUseLighting;
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vTextureCoord = aTextureCoord;
if (!uUseLighting) {
vLightWeighting = vec3(1.0, 1.0, 1.0);
} else {
vec3 transformedNormal = uNMatrix * aVertexNormal;
float directionalLightWeighting = max(dot(transformedNormal, uLightingDirection), 0.0);
vLightWeighting = uAmbientColor + uDirectionalColor * directionalLightWeighting;
}
}
</script>
<script type="text/javascript"><!--
var gl;
function initGL(canvas) {
try {
gl = canvas.getContext("experimental-webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch (e) {
}
if (!gl) {
alert("Could not initialise WebGL, sorry :-(");
}
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3) {
str += k.textContent;
}
k = k.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
var shaderProgram;
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, "uNMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
shaderProgram.useLightingUniform = gl.getUniformLocation(shaderProgram, "uUseLighting");
shaderProgram.ambientColorUniform = gl.getUniformLocation(shaderProgram, "uAmbientColor");
shaderProgram.lightingDirectionUniform = gl.getUniformLocation(shaderProgram, "uLightingDirection");
shaderProgram.directionalColorUniform = gl.getUniformLocation(shaderProgram, "uDirectionalColor");
}
function handleLoadedTexture(texture) {
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
}
var moonTexture;
var textureImg;
function initTexture() {
moonTexture = gl.createTexture();
textureImg = new Image();
textureImg.onload = function () {
moonTexture.image = scaleImageAsPowerOfTwo(textureImg);
console.log(moonTexture.image.width);
console.log(moonTexture.image.height);
handleLoadedTexture(moonTexture)
}
textureImg.src = "mellinger.jpg";
}
function isPowerOfTwo(x) {
return (x & (x - 1)) == 0;
}
function nextHighestPowerOfTwo(x) {
--x;
for (var i = 1; i < 32; i <<= 1) {
x = x | x >> i;
}
return x + 1;
}
function scaleImageAsPowerOfTwo(image) {
if (!isPowerOfTwo(image.width) || !isPowerOfTwo(image.height)) {
// Scale up the texture to the next highest power of two dimensions.
var canvas = document.createElement("canvas");
canvas.width = nextHighestPowerOfTwo(image.width);
canvas.height = nextHighestPowerOfTwo(image.height);
var ctx = canvas.getContext("2d");
ctx.drawImage(image, 0, 0, canvas.height, canvas.width);
image = canvas;
}
return image;
}
var mvMatrix = mat4.create();
var mvMatrixStack = [];
var pMatrix = mat4.create();
function mvPushMatrix() {
var copy = mat4.create();
mat4.set(mvMatrix, copy);
mvMatrixStack.push(copy);
}
function mvPopMatrix() {
if (mvMatrixStack.length == 0) {
throw "Invalid popMatrix!";
}
mvMatrix = mvMatrixStack.pop();
}
function setMatrixUniforms() {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
var normalMatrix = mat3.create();
mat4.toInverseMat3(mvMatrix, normalMatrix);
mat3.transpose(normalMatrix);
gl.uniformMatrix3fv(shaderProgram.nMatrixUniform, false, normalMatrix);
}
function degToRad(degrees) {
return degrees * Math.PI / 180;
}
var mouseDown = false;
var lastMouseX = null;
var lastMouseY = null;
var moonRotationMatrix = mat4.create();
mat4.identity(moonRotationMatrix);
function handleMouseDown(event) {
mouseDown = true;
lastMouseX = event.clientX;
lastMouseY = event.clientY;
}
function handleMouseUp(event) {
mouseDown = false;
}
function handleMouseMove(event) {
if (!mouseDown) {
return;
}
var newX = event.clientX;
var newY = event.clientY;
var deltaX = newX - lastMouseX
var newRotationMatrix = mat4.create();
mat4.identity(newRotationMatrix);
mat4.rotate(newRotationMatrix, degToRad(deltaX / 5), [0, 1, 0]);
var deltaY = newY - lastMouseY;
mat4.rotate(newRotationMatrix, degToRad(deltaY / 5), [1, 0, 0]);
mat4.multiply(newRotationMatrix, moonRotationMatrix, moonRotationMatrix);
lastMouseX = newX
lastMouseY = newY;
}
var moonVertexPositionBuffer;
var moonVertexNormalBuffer;
var moonVertexTextureCoordBuffer;
var moonVertexIndexBuffer;
function initBuffers() {
var vertexPositionData = [];
var normalData = [];
var textureCoordData = [];
var indexData = [];
var radius = 2;
// texture has 27 columns (width) and 29 rows (height)
var nbCol = 27;
var nbRows = 29;
// loop over Healpix indexes at NSIDE=8
for (var ipix=0; ipix<hpxCoo.length; ipix++) {
// for (var ipix=0; ipix<4; ipix++) {
//for (var ipix=0; ipix<100; ipix++) {
var rowIdx = Math.floor(ipix/nbCol);
var colIdx = ipix-rowIdx*nbCol;
for (var i=0; i<4; i++) {
var idx = (i+3)%4;
var x = hpxCoo[ipix][idx]['x'];
var y = hpxCoo[ipix][idx]['y'];
var z = hpxCoo[ipix][idx]['z'];
var u = colIdx/nbCol;
var v = rowIdx/nbRows;
if (i==1 || i==2) {
u += 1/nbCol;
}
if (i<2) {
v += 1/nbRows;
}
v = 1-v;
normalData.push(x);
normalData.push(y);
normalData.push(z);
textureCoordData.push(u);
textureCoordData.push(v);
vertexPositionData.push(radius * x);
vertexPositionData.push(radius * y);
vertexPositionData.push(radius * z);
//console.log('x: ' + x);
//console.log('y: ' + y);
//console.log('z: ' + z);
//console.log("u: "+u);
//console.log("v: "+v);
}
//console.log("\n")
indexData.push(ipix*4);
indexData.push(ipix*4+1);
indexData.push(ipix*4+3);
indexData.push(ipix*4+1);
indexData.push(ipix*4+2);
indexData.push(ipix*4+3);
}
moonVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexNormalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normalData), gl.STATIC_DRAW);
moonVertexNormalBuffer.itemSize = 3;
moonVertexNormalBuffer.numItems = normalData.length / 3;
moonVertexTextureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexTextureCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordData), gl.STATIC_DRAW);
moonVertexTextureCoordBuffer.itemSize = 2;
moonVertexTextureCoordBuffer.numItems = textureCoordData.length / 2;
moonVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPositionData), gl.STATIC_DRAW);
moonVertexPositionBuffer.itemSize = 3;
moonVertexPositionBuffer.numItems = vertexPositionData.length / 3;
moonVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, moonVertexIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData), gl.STATIC_DRAW);
moonVertexIndexBuffer.itemSize = 1;
moonVertexIndexBuffer.numItems = indexData.length;
}
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, [0, 0, -6]);
mat4.multiply(mvMatrix, moonRotationMatrix);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, moonTexture);
gl.uniform1i(shaderProgram.samplerUniform, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, moonVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexTextureCoordBuffer);
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, moonVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexNormalBuffer);
gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, moonVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, moonVertexIndexBuffer);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, moonVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
}
function tick() {
requestAnimFrame(tick);
drawScene();
}
function webGLStart() {
var canvas = document.getElementById("lesson11-canvas");
initGL(canvas);
initShaders();
initBuffers();
initTexture();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
canvas.onmousedown = handleMouseDown;
document.onmouseup = handleMouseUp;
document.onmousemove = handleMouseMove;
tick();
}
--></script>
</head>
<body onload="webGLStart();">
<canvas id="lesson11-canvas" style="border: none;" width="800" height="800"></canvas>
<br/>
</body>
</html>