-
Notifications
You must be signed in to change notification settings - Fork 3
/
sphere.js
229 lines (200 loc) · 7.7 KB
/
sphere.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
/* Copyright (c) 2009-2010 King Abdullah University of Science and Technology
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/** @class
* This class encapsulates the sphere primitive.
*
* Currently options is not used, but eventually it will
* include support for what coordinate space this function
* is defined in, and so forth.
*
* @constructor
* @param {Number} x the x coordinate of the center of the sphere
* @param {Number} y the y coordinate of the center of the sphere
* @param {Number} z the z coordinate of the center of the sphere
* @param {Number} radius the radius of the sphere
* @param {int} options WARNING - currently only a placeholder
* @param {Array(r,g,b,a)} color the rgba components of the color
*
* @requires primitive
* @requires screen
*/
function sphere(x, y, z, radius, options, color) {
/** The WebGLContext we'll be using */
this.gl = null;
/** The x coordinate */
this.x = x;
/** The y coordinate */
this.y = y;
/** The z coordinate */
this.z = z;
/** The radius, defaulted to 1 */
this.r = radius || 1;
/** The VBO that holds coordinate information */
this.vertexVBO = null;
/** The VBO that holds texture information */
this.textureVBO = null;
/** The VBO that holds indices of coordinates to render */
this.indexVBO = null;
/** The number of entries in indexVBO */
this.index_ct = 0;
/** A more apt name might be "resolution," as count is the number
* of samples along each axis (x and y) samples are taken. Being
* set to 100 means that it will produce 2 * 100 * 100 triangles.
*/
this.count = 50;
/** @deprecated The texture of to apply to the surface */
this.texture = null;
/** The color of the sphere, defaulted to a reasonable random color */
this.color = color || [Math.random() * 0.8 + 0.2, Math.random() * 0.8 + 0.2, Math.random() * 0.8 + 0.2, 1];
/** This function is called by the grapher class so that the sphere
* has access to relevant information, but it is only initialized
* when grapher deems appropriates
*
* @param {WebGLContext} gl a WebGL context, provided by grapher
* @param {screen} scr is a reference to the screen object, provided by grapher
* @param {Array(String)} parameters array of strings that will be used as parameters to the function
*
* @see grapher
*/
this.initialize = function(gl, scr) {
this.gl = gl;
this.refresh(scr);
this.gen_program();
}
/** Refresh is a way for the grapher instance to notify surface
* of changes to the viewing environment. This does not really
* apply to this, the sphere, but it is set up this way to adhere
* to the pattern of primitives that has developed.
*
* @param {screen} scr required for information about the viewable screen
*/
this.refresh = function(scr) {
this.gen_vbo(scr);
this.texture = new texture(this.gl, this.source);
}
/** Construct an "ok" mesh for the sphere. A better triangulation
* is possible, but for these intents and purposes, ultimately
* unnecessary.
*
* @param {screen} scr the current screen
*/
this.gen_vbo = function(scr) {
var vertices = [];
var texture = [];
var indices = [];
var texrepeat = 3;
var tx = 0.0;
var ty = texrepeat;
var dt = texrepeat / this.count;
var i = 0;
var j = 0;
/* This could probably still be optimized, but at least it's now
* using a single triangle strip to render the mesh. Much better
* than the alternative.
*/
for (i = 0; i <= this.count; ++i) {
x = Math.sin(i / this.count * 2 * Math.PI);
y = Math.cos(i / this.count * 2 * Math.PI);
ty = texrepeat;
for (j = 0; j <= this.count; ++j) {
vertices.push(this.x + this.r * Math.sin(j / this.count * Math.PI) * x);
vertices.push(this.y + this.r * Math.sin(j / this.count * Math.PI) * y);
vertices.push(this.z + this.r * Math.cos(j / this.count * Math.PI));
texture.push(tx);
texture.push(ty);
ty -= dt;
}
tx += dt;
}
var c = 0;
indices.push(c)
var inc = this.count + 1;
var dec = inc - 1;
for (i = 0; i < this.count; ++i) {
for (j = 0; j < this.count; ++j) {
c += inc;
indices.push(c);
c -= dec;
indices.push(c);
}
c += inc;
indices.push(c);
indices.push(c);
if (dec < inc) {
dec = inc + 1;
} else {
dec = inc - 1;
}
}
/* Again, I'm not an expert in JavaScript, and I'm currently not
* sure how exactly garbage collection works. Either way, when
* generating the VBO, it's a good idea to delete the previously-
* declared VBO so that it frees up some space on the GPU. This
* will be added soon, when I can find a tool that helps me track
* and make sure that this memory is getting cleaned up.
*/
/*
if (this.vertexVBO) {
this.gl.console.log("deleting");
this.gl.deleteBuffer(this.vertexVBO);
}
*/
this.vertexVBO = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexVBO);
this.gl.bufferData(this.gl.ARRAY_BUFFER, new WebGLFloatArray(vertices), this.gl.STATIC_DRAW);
this.textureVBO = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.textureVBO);
this.gl.bufferData(this.gl.ARRAY_BUFFER, new WebGLFloatArray(texture), this.gl.STATIC_DRAW);
this.indexVBO = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.indexVBO);
this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, new WebGLUnsignedShortArray(indices), this.gl.STATIC_DRAW);
this.index_ct = indices.length;
}
/** Every primitive is also responsible for knowing how to draw
* itself, and that behavior is encapsulated in this function.
*
* @param {screen} scr the current screen
*/
this.draw = function(scr) {
this.setUniforms(scr);
this.gl.uniform3f(this.gl.getUniformLocation(this.program, "center"), this.x, this.y, this.z);
this.gl.enableVertexAttribArray(0);
this.gl.enableVertexAttribArray(1);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexVBO);
this.gl.vertexAttribPointer(0, 3, this.gl.FLOAT, this.gl.FALSE, 0, 0);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.textureVBO);
this.gl.vertexAttribPointer(1, 2, this.gl.FLOAT, this.gl.FALSE, 0, 0);
this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.indexVBO);
this.texture.bind();
this.gl.drawElements(this.gl.TRIANGLE_STRIP, this.index_ct, this.gl.UNSIGNED_SHORT, 0);
this.gl.disableVertexAttribArray(0);
this.gl.disableVertexAttribArray(1);
}
/** Generates the shader programs necessary to render this
* primitive. The sphere needs only a pass-through shader
*/
this.gen_program = function() {
var vertex_source = this.read("shaders/sphere.vert");
var frag_source = this.read("shaders/sphere.frag");
this.compile_program(vertex_source, frag_source);
}
}
sphere.prototype = new primitive();