-
Notifications
You must be signed in to change notification settings - Fork 6
/
index.js
387 lines (325 loc) · 11 KB
/
index.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
///<reference path="webgl.d.ts" />
/**
* @name ShaderExpo
* @author <https://github.com/anuraghazra>
* @license
*/
window.onload = function () {
// empty shaders
const vertexShaderValue = `// Vertex Shader
precision mediump float;
attribute vec3 aVertexPos;
attribute vec3 aNormal;
attribute vec2 aTexCoord;
uniform mat4 uWorldMatrix;
uniform mat4 uViewMatrix;
uniform mat4 uProjMatrix;
uniform float uTime;
varying vec3 vNorm;
varying vec2 vTexCoord;
void main() {
gl_Position = uProjMatrix * uViewMatrix * uWorldMatrix * vec4(aVertexPos, 1.0);
vNorm = (uWorldMatrix * vec4(aNormal, 0.0)).xyz;
vTexCoord = aTexCoord;
}
`;
const fragmentShaderValue = `// Fragment Shader
precision mediump float;
varying vec2 vTexCoord;
varying vec3 vNorm;
uniform vec2 mouse;
uniform float uTime;
uniform sampler2D texture;
void main() {
vec4 texel = texture2D(texture, vTexCoord);
vec3 ambientIntensity = vec3(0.5);
vec3 sunIntensity = vec3(1.0, 1.0, 1.0);
vec3 sunDirection = normalize(vec3(-1.0, 2.0, -1.1));
float dotProd = max(dot(vNorm, sunDirection), 0.0);
vec3 lightIntensity = ambientIntensity + sunIntensity * dotProd;
gl_FragColor = vec4(texel.rgb * lightIntensity, texel.a);
}
`;
// init gl
const glcanvas = document.getElementById('c');
const gl = glcanvas.getContext('webgl');
const width = window.innerWidth / 2;
const height = window.innerHeight;
glcanvas.width = width;
glcanvas.height = height;
// DOM Variables
const DOMRotX = id('rot-x');
const DOMRotY = id('rot-y');
const DOMFile = id('file-load');
const DOMLoadModel = id('model-load');
const DOMSelect = id('select-box');
const DOMModel = id('select-model');
const DOMRun = id('run-shader');
const DOMVertexDiv = id('vertex-shader-code');
const DOMFragmentDiv = id('fragment-shader-code');
const DOMLiveEdit = id('live-edit');
const DOMRotate = id('auto-rotate');
const DOMFps = id('fps-counter');
const DOMCompileTime = id('compile-time');
const DOMExport = id('export-html');
const DOMExportName = id('export-name');
const DOMShare = id('share-expo');
const DOMShareLink = id('share-link');
const DOMPopup = id('pop-up');
const DOMCopy = id('copy-share-link');
// URL Params
let urlParams = new URLSearchParams(window.location.search);
let urlShader = urlParams.get('shader') || '';
let urlVert;
let urlFrag;
if (urlShader) {
let url_shaders = getShaderFromUrl(urlShader);
urlVert = url_shaders[0];
urlFrag = url_shaders[1];
}
DOMShare.addEventListener('click', function () {
DOMPopup.style.display = 'flex';
let shareurl = getShaderShareLink(editorVertex.getValue(), editorFragment.getValue());
DOMShareLink.value = shareurl;
})
DOMPopup.addEventListener('click', function (e) {
DOMPopup.style.display = 'none';
});
DOMCopy.addEventListener('click', function (event) {
event.stopPropagation();
DOMShareLink.select();
document.execCommand("copy");
});
// CODE Editor
const editorVertex = new Editor('vertex-shader-code');
const editorFragment = new Editor('fragment-shader-code');
editorVertex.setValue(urlVert || vertexShaderValue);
editorFragment.setValue(urlFrag || fragmentShaderValue);
// export as HTML
DOMExport.addEventListener('click', function () {
let name = DOMExportName.value || 'shaderExpo';
exportHTML(name, editorVertex.getValue(), editorFragment.getValue());
});
let image = loadImage('./assets/textures/wood.jpg', main);
// Main Run
function main() {
DOMVertexDiv.addEventListener('keyup', debounce(function () {
DOMLiveEdit.checked && compile();
}, 500));
DOMFragmentDiv.addEventListener('keyup', debounce(function () {
DOMLiveEdit.checked && compile();
}, 500));
DOMRun.addEventListener('click', compile);
DOMFile.addEventListener('change', function (evt) {
let tgt = evt.target || window.event.srcElement;
let files = tgt.files;
if (!("FileReader" in window)) {
alert('file loader API is not supported, you will not be able to load textures');
}
// FileReader support
if (FileReader && files && files.length) {
let fr = new FileReader();
fr.onload = function () {
image = loadImage(fr.result, function () {
renderTexture(gl, texture, image);
});
}
fr.readAsDataURL(files[0]);
}
});
// Load Examples
DOMSelect.addEventListener('input', function (e) {
DOMVertexDiv.classList.add('shader-loading');
DOMFragmentDiv.classList.add('shader-loading');
let loader = document.createElement('div');
loader.className = 'loader loader-shader';
let loader2 = loader.cloneNode();
DOMVertexDiv.appendChild(loader);
DOMFragmentDiv.appendChild(loader2);
let value = e.target.value;
let path = './assets/shaders/' + value;
fetchShader(path, (vert, frag) => {
editorVertex.setValue(vert);
editorFragment.setValue(frag);
DOMVertexDiv.removeChild(loader);
DOMFragmentDiv.removeChild(loader2);
DOMVertexDiv.classList.remove('shader-loading');
DOMFragmentDiv.classList.remove('shader-loading');
compile();
})
});
DOMLoadModel.addEventListener('change', function (evt) {
let tgt = evt.target || window.event.srcElement;
let files = tgt.files;
if (!("FileReader" in window)) {
alert('file loader API is not supported, you will not be able to load model');
}
// FileReader support
if (FileReader && files && files.length) {
let fr = new FileReader();
fr.onload = function () {
cancelAnimationFrame(RAf);
mesh.loadRawModel(fr.result);
compile();
animate();
}
fr.readAsText(files[0]);
}
});
// Select Model From DropDown
DOMModel.addEventListener('input', function (e) {
cancelAnimationFrame(RAf);
switch (e.target.value) {
case 'CUBE':
mesh = new Mesh(gl);
mesh.initBuffers();
break;
case 'SPHERE':
mesh = new Sphere(gl);
mesh.initBuffers();
break;
case 'PLANE':
mesh = new Plane(gl);
mesh.initBuffers();
break;
case 'TORUS':
mesh = new Torus(gl);
mesh.initBuffers();
break;
case 'TEAPOT':
mesh.rawModel.loadFromUrl('./assets/models/teapot.obj', function () {
cancelAnimationFrame(RAf);
mesh.setData();
mesh.initBuffers();
compile();
animate();
})
break;
}
compile();
animate();
});
// GL CLEAR -----------
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
// INTIALIZE VARIABLES
let RAf;
let timeStart = Date.now() / 1000.0; // time
let aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
let camera = new Camera([0, 0, -8], aspect);
let mouse = new Mouse(glcanvas);
// init texture
let texture = gl.createTexture();
renderTexture(gl, texture, image);
// init mesh
let mesh = new Mesh(gl);
mesh.initBuffers();
// init shader
let shader = new Shader(gl);
// init matrices
let worldMatrix = mat4.create();
let viewMatrix = mat4.create();
let projMatrix = mat4.create();
function setMatrices() {
gl.uniformMatrix4fv(shader.uniforms.uWorldMatrix, false, worldMatrix);
gl.uniformMatrix4fv(shader.uniforms.uViewMatrix, false, viewMatrix);
gl.uniformMatrix4fv(shader.uniforms.uProjMatrix, false, projMatrix);
}
/**
* @method compile
* recompiles the code everytime when any change has happen in shaders
*/
function compile() {
var t0 = performance.now(); // compile time start
// get shader code
let vShader = editorVertex.getValue();
let fShader = editorFragment.getValue();
// create, compile, check shaders
shader.setShaders(vShader, fShader);
shader.init();
// Show Errors in the editor
editorVertex.annotations = [];
editorFragment.annotations = [];
if (shader.isVertexShaderError) {
shader.vertexShaderErrors.line.forEach((e, index) => {
editorVertex.setAnnotations({
row: e - 1,
text: shader.vertexShaderErrors.msg[index],
type: "error"
})
})
shader.isVertexShaderError = false;
}
if (shader.isFragmentShaderError) {
shader.fragmentShaderErrors.line.forEach((e, index) => {
editorFragment.setAnnotations({
row: e - 1,
text: shader.fragmentShaderErrors.msg[index],
type: "error"
})
})
shader.isFragmentShaderError = false;
}
editorVertex.showAnnotations();
editorFragment.showAnnotations();
if (shader.isVertexShaderError || shader.isFragmentShaderError) {
return false;
};
shader.getShaderVariables();
gl.useProgram(shader.program);
// bind buffer
mesh.enableAttribs(shader.attribs.aVertexPos, shader.attribs.aNormal, shader.attribs.aTexCoord);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, mesh.buffers.indices);
// init and set matrices
camera.lookAt(viewMatrix).perspective(projMatrix);
gl.uniform2fv(shader.uniforms.resolution, [gl.canvas.width, gl.canvas.height]);
// compile time
var t1 = performance.now();
DOMCompileTime.innerText = "Compiled in " + (t1 - t0).toFixed(2) + " miliseconds";
}
window.addEventListener('mousemove', function (e) {
gl.uniform2fv(shader.uniforms.mouse, [e.offsetX, e.offsetY]);
});
// -- draw
compile();
animate();
// FPS
var PREV_TIME = 0;
var FRAME_TIME = 0;
var FRAMES = 0;
function animate(time) {
var dt = (time - PREV_TIME);
gl.clearColor(0, 0, 0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// FPS
PREV_TIME = time;
FRAME_TIME += dt;
FRAMES++;
if (FRAME_TIME > 1000) {
var fps = 1000 * FRAMES / FRAME_TIME;
DOMFps.innerHTML = Math.round(fps) + " FPS";
FRAME_TIME = FRAMES = 0;
}
// camera position
gl.uniform3fv(shader.uniforms.viewPos, camera.position);
gl.uniform1f(shader.uniforms.uTime, (Date.now() / 1000.0) - timeStart);
// mouse acceleration
mouse.accelerate();
if (DOMRotate.checked && !mouse.isDown) {
mouse.THETA += +(DOMRotX.value);
mouse.PHI += +(DOMRotY.value);
}
mat4.identity(worldMatrix);
mat4.rotate(worldMatrix, worldMatrix, mouse.THETA, [0, 1, 0]);
mat4.rotate(worldMatrix, worldMatrix, mouse.PHI, [-1, 0, 0]);
// init and set matrices
setMatrices();
gl.drawElements(gl.TRIANGLES, mesh.indicesCount, gl.UNSIGNED_SHORT, 0);
RAf = requestAnimationFrame(animate);
}
}
}