mirror of
https://github.com/vlang/v.git
synced 2023-08-10 21:13:21 +03:00
453 lines
8.6 KiB
V
453 lines
8.6 KiB
V
import js.dom
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import math
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const (
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vert_code = 'attribute vec3 position;uniform mat4 Pmatrix;uniform mat4 Vmatrix;uniform mat4 Mmatrix;attribute vec3 color;varying vec3 vColor;void main(void) {gl_Position = Pmatrix * Vmatrix * Mmatrix * vec4(position,1.);vColor = color;}
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'
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frag_code = 'precision mediump float;varying vec3 vColor;void main(void) {gl_FragColor = vec4(vColor, 1.);}
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'
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vertices = [
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f32(-1),
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-1,
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-1,
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1,
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-1,
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-1,
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1,
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1,
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-1,
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-1,
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1,
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-1,
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-1,
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-1,
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1,
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1,
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-1,
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1,
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1,
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1,
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1,
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-1,
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1,
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1,
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-1,
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-1,
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-1,
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-1,
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1,
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-1,
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-1,
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1,
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1,
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-1,
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-1,
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1,
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1,
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-1,
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-1,
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1,
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1,
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-1,
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1,
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1,
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1,
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1,
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-1,
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1,
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-1,
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-1,
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-1,
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-1,
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-1,
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1,
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1,
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-1,
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1,
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1,
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-1,
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-1,
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-1,
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1,
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-1,
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-1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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-1,
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]
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colors = [
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f32(5),
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3,
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7,
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5,
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3,
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7,
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5,
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3,
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7,
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5,
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3,
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7,
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1,
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1,
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3,
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1,
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1,
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3,
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1,
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1,
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3,
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1,
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1,
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3,
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0,
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0,
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1,
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0,
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0,
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1,
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0,
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0,
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1,
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0,
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0,
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1,
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1,
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0,
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0,
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1,
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0,
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0,
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1,
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0,
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0,
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1,
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0,
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0,
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1,
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1,
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0,
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1,
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1,
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0,
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1,
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1,
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0,
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1,
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1,
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0,
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0,
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1,
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0,
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0,
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1,
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0,
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0,
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1,
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0,
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0,
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1,
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0,
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]
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indices = [
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u16(0),
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1,
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2,
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0,
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2,
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3,
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4,
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5,
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6,
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4,
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6,
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7,
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8,
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9,
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10,
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8,
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10,
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11,
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12,
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13,
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14,
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12,
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14,
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15,
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16,
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17,
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18,
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16,
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18,
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19,
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20,
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21,
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22,
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20,
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22,
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23,
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]
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amortization = 0.95
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)
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fn get_webgl() (JS.HTMLCanvasElement, JS.WebGLRenderingContext) {
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JS.console.log(dom.document)
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elem := dom.document.getElementById('myCanvas'.str) or { panic('cannot get canvas') }
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match elem {
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JS.HTMLCanvasElement {
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webgl := elem.getContext('experimental-webgl'.str, js_undefined()) or {
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panic('context not found')
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}
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match webgl {
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JS.WebGLRenderingContext {
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return elem, webgl
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}
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else {
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panic('cannot get webgl')
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}
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}
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}
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else {
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panic('not an canvas')
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}
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}
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}
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fn get_projection(angle f64, a f64, z_min f64, z_max f64) []f64 {
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ang := math.tan((angle * 0.5) * math.pi / 180)
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return [
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0.5 / ang,
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0,
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0,
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0,
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0,
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0.5 * a / ang,
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0,
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0,
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0,
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0,
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-(z_max + z_min) / (z_max - z_min),
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-1,
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0,
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0,
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(-2 * z_max * z_min) / (z_max - z_min),
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0,
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]
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}
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fn JS.Math.cos(JS.Number) JS.Number
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fn JS.Math.sin(JS.Number) JS.Number
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fn rotate_x(mut m []f64, angle f64) {
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c := math.cos(angle)
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s := math.sin(angle)
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mv1 := m[1]
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mv5 := m[5]
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mv9 := m[9]
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m[1] = m[1] * c - m[2] * s
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m[5] = m[5] * c - m[6] * s
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m[9] = m[9] * c - m[10] * s
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m[2] = m[2] * c + mv1 * s
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m[6] = m[6] * c + mv5 * s
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m[10] = m[10] * c + mv9 * s
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}
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fn rotate_y(mut m []f64, angle f64) {
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c := math.cos(angle)
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s := math.sin(angle)
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mv0 := m[0]
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mv4 := m[4]
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mv8 := m[8]
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m[0] = c * m[0] + s * m[2]
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m[4] = c * m[4] + s * m[6]
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m[8] = c * m[8] + s * m[10]
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m[2] = c * m[2] - s * mv0
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m[6] = c * m[6] - s * mv4
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m[10] = c * m[10] - s * mv8
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}
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struct State {
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mut:
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drag bool
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gl JS.WebGLRenderingContext
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canvas JS.HTMLCanvasElement
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old_x f64
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old_y f64
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dx f64
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dy f64
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theta f64
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phi f64
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time_old f64
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mo_matrix []f64
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view_matrix []f64
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proj_matrix []f64
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pmatrix JS.WebGLUniformLocation
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vmatrix JS.WebGLUniformLocation
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mmatrix JS.WebGLUniformLocation
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index_buffer JS.WebGLBuffer
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}
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fn animate(mut state State, time f64) {
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if !state.drag {
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state.dx = state.dx * amortization
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state.dy = state.dy * amortization
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state.theta += state.dx
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state.phi += state.dy
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}
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state.mo_matrix[0] = 1
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state.mo_matrix[1] = 0
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state.mo_matrix[2] = 0
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state.mo_matrix[3] = 0
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state.mo_matrix[4] = 0
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state.mo_matrix[5] = 1
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state.mo_matrix[6] = 0
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state.mo_matrix[7] = 0
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state.mo_matrix[8] = 0
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state.mo_matrix[9] = 0
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state.mo_matrix[10] = 1
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state.mo_matrix[11] = 0
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state.mo_matrix[12] = 0
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state.mo_matrix[13] = 0
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state.mo_matrix[14] = 0
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state.mo_matrix[15] = 1
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// println('${state.theta} ${state.phi}')
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rotate_x(mut state.mo_matrix, state.phi)
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rotate_y(mut state.mo_matrix, state.theta)
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state.time_old = time
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state.gl.enable(dom.gl_depth_test())
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state.gl.clearColor(0.5, 0.5, 0.5, 0.9)
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state.gl.clearDepth(1.0)
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state.gl.viewport(0.0, 0.0, state.canvas.width, state.canvas.height)
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state.gl.clear(JS.Number(int(dom.gl_color_buffer_bit()) | int(dom.gl_depth_buffer_bit())))
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state.gl.uniformMatrix4fv(state.pmatrix, JS.Boolean(false), state.proj_matrix.to_number_array())
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state.gl.uniformMatrix4fv(state.vmatrix, JS.Boolean(false), state.view_matrix.to_number_array())
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state.gl.uniformMatrix4fv(state.mmatrix, JS.Boolean(false), state.mo_matrix.to_number_array())
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state.gl.bindBuffer(dom.gl_element_array_buffer(), state.index_buffer)
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state.gl.drawElements(dom.gl_triangles(), indices.len, dom.gl_unsigned_short(), 0)
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dom.window().requestAnimationFrame(fn [mut state] (time JS.Number) {
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animate(mut state, f64(time))
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})
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}
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fn main() {
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canvas, gl := get_webgl()
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vertex_buffer := gl.createBuffer()?
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gl.bindBuffer(dom.gl_array_buffer(), vertex_buffer)
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gl.bufferData(dom.gl_array_buffer(), float32_array(vertices), dom.gl_static_draw())
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color_buffer := gl.createBuffer()?
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gl.bindBuffer(dom.gl_array_buffer(), color_buffer)
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gl.bufferData(dom.gl_array_buffer(), float32_array(colors), dom.gl_static_draw())
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index_buffer := gl.createBuffer()?
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gl.bindBuffer(dom.gl_element_array_buffer(), index_buffer)
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gl.bufferData(dom.gl_element_array_buffer(), uint16_array(indices), dom.gl_static_draw())
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vert_shader := gl.createShader(dom.gl_vertex_shader())?
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gl.shaderSource(vert_shader, vert_code.str)
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gl.compileShader(vert_shader)
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if !bool(JS.Boolean(gl.getShaderParameter(vert_shader, dom.gl_compile_status()))) {
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panic('An error occurred when compiling vertex shader: ${string(gl.getShaderInfoLog(vert_shader))}')
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}
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frag_shader := gl.createShader(dom.gl_fragment_shader())?
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gl.shaderSource(frag_shader, frag_code.str)
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gl.compileShader(frag_shader)
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if !bool(JS.Boolean(gl.getShaderParameter(frag_shader, dom.gl_compile_status()))) {
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panic('An error occurred when compiling fragment shader: ${string(gl.getShaderInfoLog(frag_shader))}')
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}
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shader_program := gl.createProgram()?
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gl.attachShader(shader_program, vert_shader)
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gl.attachShader(shader_program, frag_shader)
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gl.linkProgram(shader_program)
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if !bool(JS.Boolean(gl.getProgramParameter(shader_program, dom.gl_link_status()))) {
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panic('unable to initialize the shader program: ${string(gl.getProgramInfoLog(shader_program))}')
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}
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pmatrix := gl.getUniformLocation(shader_program, 'Pmatrix'.str)?
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vmatrix := gl.getUniformLocation(shader_program, 'Vmatrix'.str)?
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mmatrix := gl.getUniformLocation(shader_program, 'Mmatrix'.str)?
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gl.bindBuffer(dom.gl_array_buffer(), vertex_buffer)
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position := gl.getAttribLocation(shader_program, 'position'.str)
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gl.vertexAttribPointer(position, JS.Number(3), dom.gl_float(), JS.Boolean(false),
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JS.Number(0), JS.Number(0))
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gl.enableVertexAttribArray(position)
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gl.bindBuffer(dom.gl_array_buffer(), color_buffer)
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color := gl.getAttribLocation(shader_program, 'color'.str)
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gl.vertexAttribPointer(color, JS.Number(3), dom.gl_float(), JS.Boolean(false), JS.Number(0),
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JS.Number(0))
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gl.enableVertexAttribArray(color)
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gl.useProgram(shader_program)
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mut proj_matrix := get_projection(40.0, f64(canvas.width) / f64(canvas.height), 1.0,
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100.0)
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mut mo_matrix := [f64(1), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
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mut view_matrix := [f64(1), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
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view_matrix[14] = view_matrix[14] - 6
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mut state := State{false, gl, canvas, 0, 0, 0, 0, 0, 0, 0, mo_matrix, view_matrix, proj_matrix, pmatrix, vmatrix, mmatrix, index_buffer}
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canvas.addEventListener('mousedown'.str, fn [mut state] (e JS.Event) {
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state.drag = true
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match e {
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JS.MouseEvent {
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state.old_x = f64(e.pageX)
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state.old_y = f64(e.pageY)
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e.preventDefault()
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}
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else {}
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}
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}, JS.EventListenerOptions{})
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canvas.addEventListener('mouseup'.str, fn [mut state] (e JS.Event) {
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state.drag = false
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}, JS.EventListenerOptions{})
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canvas.addEventListener('mouseout'.str, fn [mut state] (e JS.Event) {
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state.drag = false
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}, JS.EventListenerOptions{})
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canvas.addEventListener('mousemove'.str, fn [mut state] (e JS.Event) {
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if !state.drag {
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return
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}
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match e {
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JS.MouseEvent {
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state.dx = (f64(e.pageX) - state.old_x) * 2.0 * math.pi / f64(state.canvas.width)
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state.dy = (f64(e.pageY) - state.old_y) * 2.0 * math.pi / f64(state.canvas.height)
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state.theta += state.dx
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state.phi += state.dy
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state.old_x = f64(e.pageX)
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state.old_y = f64(e.pageY)
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e.preventDefault()
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}
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else {
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panic('not a mouse event??')
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}
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}
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}, JS.EventListenerOptions{})
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animate(mut state, 0)
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}
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