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graph.js
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graph.js
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import { cylinder, octahedron, disk, torus, sphere } from "./shapes.js";
import {
mIdentity,
mInverse,
mPerspective,
mRotateX,
mRotateY,
mRotateZ,
mScale,
mTranslate,
matrixMultiply,
mInverseRotateX,
mInverseRotateY,
v3Cross,
vNormalize,
vColumnLeftMultiply,
mInverseTranslate,
m3Augment,
} from "./matrix.js";
const NLIGHTS = 1;
const REFRESH = 10;
const initialTime = Date.now() / 1000;
const start_gl = (
canvas,
meshData,
vertexSize,
vertexShader,
fragmentShader
) => {
let gl = canvas.getContext("webgl");
let program = gl.createProgram();
gl.program = program;
let addshader = (type, src) => {
let shader = gl.createShader(type);
gl.shaderSource(shader, src);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
throw "Cannot compile shader:\n\n" + gl.getShaderInfoLog(shader);
gl.attachShader(program, shader);
};
addshader(gl.VERTEX_SHADER, vertexShader);
addshader(gl.FRAGMENT_SHADER, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS))
throw "Could not link the shader program!";
gl.useProgram(program);
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
let vertexAttribute = (name, size, position) => {
let attr = gl.getAttribLocation(program, name);
gl.enableVertexAttribArray(attr);
gl.vertexAttribPointer(
attr,
size,
gl.FLOAT,
false,
vertexSize * 4,
position * 4
);
};
vertexAttribute("aPos", 3, 0);
vertexAttribute("aNor", 3, 3);
return gl;
};
let vertexSize = 6;
let vertexShader = `
attribute vec3 aPos, aNor;
uniform mat4 uMatrix, uInvMatrix;
varying vec3 vPos, vNor;
void main() {
vec4 pos = uMatrix * vec4(aPos, 1.0);
vec4 nor = vec4(aNor, 0.0) * uInvMatrix;
vPos = pos.xyz;
vNor = nor.xyz;
gl_Position = pos * vec4(1.,1.,-.1,1.);
// gl_Position = pos;
}
`;
let fragmentShader =
`
precision mediump float;
uniform vec3 uColor;
varying vec3 vPos, vNor;
vec3 LC = vec3(1.);
vec3 LD = normalize(vec3(1., 1., 0.));
vec3 ambient = vec3(1., 1., 1.); //should I be normalizing this?
vec3 specular = vec3(1., 1., 1.); //how the surface reflects colors
vec3 diffuse = vec3(0.2); //how the surface absorbes color
float kd = .1, ks = 0., ka = .2, alpha = 10.;
float uFl = 3.;
vec3 camera = vec3(.0, .0, -uFl);
uniform vec3 uLC[` +
NLIGHTS +
`];
uniform vec3 uLD[` +
NLIGHTS +
`];
vec3 shadeSurface() {
vec3 N = normalize(vNor);
vec3 R;
vec3 W = normalize(vPos - camera);
vec3 color = ambient*ka;
for (int i = 0; i < ` +
NLIGHTS +
`; i ++){
R = 2. * dot(uLD[i], N) * N - uLD[i];
// color += kd * max(0., dot(N, uLD[i])) * uLC[i] + specular * pow(max(0., dot(R, W)), alpha) * ks;
color += kd * max(0., dot(N, uLD[i]))+ pow(max(0., dot(R, W)), alpha) * ks;
}
return color;
}
void main(void) {
// float c = .05 + max(0., dot(normalize(vNor), vec3(.57)));
// vec3 color = c * uColor;
//vec3 color = shadeSurface(vPos, normalize(vNor), vec3(.05), vec3(0.9), vec4(0.1, 0.04, 0.1, 30), vec3(.57)) * uColor;
vec3 color = uColor * shadeSurface();
gl_FragColor = vec4(sqrt(color), 1.);
}
`;
export class DrawContext {
constructor(canvas, grid = true) {
this.REFRESH = 10;
this.canvas = canvas;
this.clicked = false;
this.pos = [];
this.startMatrix = [
-0.5393454337097476, -0.23837166032092533, 0.7461015545494831, 0,
0.7831850922739353, -0.152013876480129, 0.5175857103960809, 0,
-0.01047327003224925, 0.9079938369406345, 0.28252358786746967, 0, 0, 0, 0,
1,
];
this.transform = [1, 0, 0, 0, 1, 0, 0, 0, 1];
this.objects = [];
this.gl = start_gl(
this.canvas,
null,
vertexSize,
vertexShader,
fragmentShader
);
let gl = this.gl;
//let uFL = gl.getUniformLocation(gl.program, "uFl");
// let uTime = gl.getUniformLocation(gl.program, "uTime");
this.uLD = gl.getUniformLocation(gl.program, "uLD");
this.uLC = gl.getUniformLocation(gl.program, "uLC");
// let uSphere = gl.getUniformLocation(gl.program, "uSphere");
// let uAmbient = gl.getUniformLocation(gl.program, "uAmbient");
// let uDiffuse = gl.getUniformLocation(gl.program, "uDiffuse");
// let uSpecular = gl.getUniformLocation(gl.program, "uSpecular");
this.uColor = gl.getUniformLocation(gl.program, "uColor");
this.uMatrix = gl.getUniformLocation(gl.program, "uMatrix");
this.uInvMatrix = gl.getUniformLocation(gl.program, "uInvMatrix");
this.startTime = Date.now() / 1000;
const canvas1 = this.canvas;
const { width, height } = canvas1.getBoundingClientRect();
canvas1.onmousedown = (event) => {
this.clicked = true;
this.pos = [event.clientX, event.clientY];
};
canvas1.onmouseup = (event) => {
this.clicked = false;
this.pos = [];
};
canvas1.onmousemove = (event) => {
if (!this.clicked) return;
const rotationSpeed = 2;
const [moveX, moveY] = [
this.pos[0] - event.clientX,
this.pos[1] - event.clientY,
];
this.pos = [event.clientX, event.clientY];
this.startMatrix = mInverseRotateX(
(Math.PI / height) * moveY,
this.startMatrix
);
this.startMatrix = mInverseRotateY(
(Math.PI / width) * moveX,
this.startMatrix
);
};
canvas1.onkeydown = (event) => {
switch (event.key) {
case "w":
this.startMatrix = mScale(1.1, 1.1, 1.1, this.startMatrix);
break;
case "s":
this.startMatrix = mScale(0.9, 0.9, 0.9, this.startMatrix);
break;
}
};
if (grid) {
this.addGrid();
}
}
resetCamera() {
this.startMatrix = mIdentity();
}
resetTransform() {
this.transform = [1, 0, 0, 0, 1, 0, 0, 0, 1];
}
glDraw(meshData, m) {
this.gl.uniform3fv(this.uColor, meshData.color);
this.gl.uniformMatrix4fv(this.uMatrix, false, m);
this.gl.uniformMatrix4fv(this.uInvMatrix, false, mInverse(m));
let r3 = Math.sqrt(1 / 3);
// gl.uniform3fv(uLC, [1, 1, 1, 0.3, 0.2, 0.1]);
// gl.uniform3fv(uLD, [r3, r3, r3, -r3, -r3, -r3]);
this.gl.uniform3fv(this.uLC, [1, 1, 1]);
this.gl.uniform3fv(this.uLD, [r3, r3, r3]);
let mesh = meshData.mesh;
this.gl.bufferData(this.gl.ARRAY_BUFFER, mesh, this.gl.STATIC_DRAW);
this.gl.drawArrays(
meshData.type ? this.gl.TRIANGLE_STRIP : this.gl.TRIANGLES,
0,
mesh.length / vertexSize
);
}
drawLine(
p1,
p2 = [0, 0, 0],
color = [0.5, 0.5, 1],
width = 1,
transform = true
) {
let time = Date.now() / 1000 - initialTime;
if (transform) {
p1 = vColumnLeftMultiply(this.transform, p1);
p2 = vColumnLeftMultiply(this.transform, p2);
}
let meshData = {
type: 1,
color: color,
mesh: new Float32Array(cylinder(20, 20)),
};
let [x, y, z] = p1;
const [x1, y1, z1] = p2;
x -= x1;
y -= y1;
z -= z1;
let m = this.startMatrix;
m = mTranslate(x1, y1, z1, m);
if (x != 0 || y != 0) {
m = mRotateX(Math.PI / 2, m);
m = mRotateY(Math.PI / 2, m);
let angleval = Math.atan(y / x);
if (x < 0) {
angleval += Math.PI;
}
m = mRotateY(angleval, m);
m = mRotateX(Math.atan(-z / Math.sqrt(x * x + y * y)), m);
}
const norm = Math.sqrt(x * x + y * y + z * z);
const norm1 = Math.sqrt(x1 * x1 + y1 * y1 + z1 * z1);
m = mScale(0.01 * width, 0.01 * width, 0.5, m);
m = mScale(1, 1, norm, m);
m = mTranslate(0, 0, 1, m);
this.glDraw(meshData, m);
}
addGrid(transform = true, width = 1) {
this.addLine([1, 0, 0], [0, 0, 0], [1, 0, 0], width, transform);
this.addLine([0, 1, 0], [0, 0, 0], [0, 1, 0], width, transform);
this.addLine([0, 0, 1], [0, 0, 0], [0, 0, 1], width, transform);
this.addPoint([0, 0, 0], 1);
}
drawSphere(
p,
r = 2,
color = [1, 1, 1],
transform = true,
transformBasis = false
) {
if (transform) {
p = vColumnLeftMultiply(this.transform, p);
}
const [x, y, z] = p;
const meshData = {
type: 1,
color: color,
mesh: new Float32Array(sphere(20, 20)),
};
r = r / 100;
let m = this.startMatrix;
m = mTranslate(x, y, z, m);
m = mScale(r, r, r, m);
if (transformBasis) m = matrixMultiply(m, m3Augment(this.transform));
this.glDraw(meshData, m);
}
drawPlane(p1, p2, p3 = [0, 0, 0], color = [1, 0.5, 0.5], transform = true) {
if (transform) {
[p1, p2, p3] = [p1, p2, p3].map((v) =>
vColumnLeftMultiply(this.transform, v)
);
}
const x1 = p2.map((item, index) => item - p1[index]);
const x2 = p3.map((item, index) => item - p1[index]);
const normal = vNormalize(v3Cross(x1, x2)); //there is a chance this might be inverted; check when adding lighting
const meshData = {
type: 1,
color: color,
mesh: new Float32Array(
[
[...p1, ...normal],
[...p2, ...normal],
[...p3, ...normal],
].flat()
),
};
let m = this.startMatrix;
this.glDraw(meshData, m);
}
drawTorus(center = [0, 0, 0], color = [0.5, 0.5, 1], transform = true) {
if (transform) center = vColumnLeftMultiply(this.transform, center);
const meshData = {
type: 1,
color: color,
mesh: new Float32Array(torus(40, 40)),
};
let m = this.startMatrix;
m = mScale(0.1, 0.1, 0.1, m);
m = matrixMultiply(m, m3Augment(this.transform));
this.glDraw(meshData, m);
}
interpolateTransform(result, time, f = (x) => x) {
const repetitions = (1000 / REFRESH) * time;
let counter = 1;
const original = this.transform.map((x) => x);
const id = setInterval(() => {
if (counter === repetitions) {
window.clearInterval(id);
this.transform = result;
}
let t = counter / repetitions;
this.transform = this.transform.map(
(v, i) => original[i] * (1 - f(t)) + result[i] * f(t)
);
counter++;
}, REFRESH);
}
drawObject({ type, params }) {
switch (type) {
case "line":
this.drawLine(...params);
break;
case "point":
this.drawSphere(...params);
break;
case "plane":
this.drawPlane(...params);
break;
case "torus":
this.drawTorus(...params);
}
}
addTorus(center = [0, 0, 0], color = [0.5, 0.5, 1], transform = true) {
this.objects.push({
type: "torus",
params: [center, color, transform],
});
}
addLine(
p1,
p2 = [0, 0, 0],
color = [0.5, 0.5, 1],
width = 1,
transform = true
) {
this.objects.push({
type: "line",
params: [p1, p2, color, width, transform],
});
}
addPoint(
p,
r = 2,
color = [1, 1, 1],
transform = true,
transformBasis = false
) {
this.objects.push({
type: "point",
params: [p, r, color, transform, transformBasis],
});
}
addPlane(p1, p2, p3 = [0, 0, 0], color = [1, 0.5, 0.5], transform = true) {
this.objects.push({
type: "plane",
params: [p1, p2, p3, color, transform],
});
}
startDraw() {
this.id = setInterval(() => {
this.objects.forEach((object) => this.drawObject(object));
}, REFRESH);
}
resetObjects() {
this.objects = [];
this.addGrid();
}
stopDraw() {
if (!this.id) return;
window.clearInterval(this.id);
this.id = null;
}
}