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m4x.js
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{
var createFragmentShader = (gl, source) => {
var shader = gl.createShader(gl.FRAGMENT_SHADER)
gl.shaderSource(shader, source)
gl.compileShader(shader)
var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS)
if (success) {
return shader
}
console.log(gl.getShaderInfoLog(shader))
gl.deleteShader(shader)
}
var createVertexShader = (gl, source) => {
var shader = gl.createShader(gl.VERTEX_SHADER)
gl.shaderSource(shader, source)
gl.compileShader(shader)
var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS)
if (success) {
return shader
}
console.log(gl.getShaderInfoLog(shader))
gl.deleteShader(shader)
}
var createProgram = (gl, vertexShader, fragmentShader) => {
var program = gl.createProgram()
gl.attachShader(program, vertexShader)
gl.attachShader(program, fragmentShader)
gl.linkProgram(program)
var success = gl.getProgramParameter(program, gl.LINK_STATUS)
if (success) {
return program
}
console.log(gl.getProgramInfoLog(program))
gl.deleteProgram(program)
}
var createVideoTexture = (source='',width=300,height=200)=>{
return new Promise(resolve=>{
var $video = document.createElement('video')
// loadeddata
// loadedmetadata
$video.addEventListener('loadedmetadata',()=>{
var tex = gl.createTexture()
gl.bindTexture(gl.TEXTURE_2D, tex)
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, $video)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
resolve({$video,texture:tex})
// gl.bindTexture(gl.TEXTURE_2D, null)
})
$video.crossOrigin = '*'
$video.width = width
$video.height = height
$video.src = source
$video.loop = true
})
}
var createTexture =(source)=>{
var img = document.createElement('img')
return new Promise(resolve=>{
img.onload = ()=>{
var tex = gl.createTexture()
gl.bindTexture(gl.TEXTURE_2D, tex)
//gl.generateMipmap(gl.TEXTURE_2D)
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
resolve(tex)
gl.bindTexture(gl.TEXTURE_2D, null)
}
img.src = source
})
}
var Cube = ()=>{
var vertices = [
// x, y, z
// front face (z: +1)
1.0, 1.0, 1.0, // top right
-1.0, 1.0, 1.0, // top left
-1.0, -1.0, 1.0, // bottom left
1.0, -1.0, 1.0, // bottom right
// right face (x: +1)
1.0, 1.0, -1.0, // top right
1.0, 1.0, 1.0, // top left
1.0, -1.0, 1.0, // bottom left
1.0, -1.0, -1.0, // bottom right
// top face (y: +1)
1.0, 1.0, -1.0, // top right
-1.0, 1.0, -1.0, // top left
-1.0, 1.0, 1.0, // bottom left
1.0, 1.0, 1.0, // bottom right
// left face (x: -1)
-1.0, 1.0, 1.0, // top right
-1.0, 1.0, -1.0, // top left
-1.0, -1.0, -1.0, // bottom left
-1.0, -1.0, 1.0, // bottom right
// bottom face (y: -1)
1.0, -1.0, 1.0, // top right
-1.0, -1.0, 1.0, // top left
-1.0, -1.0, -1.0, // bottom left
1.0, -1.0, -1.0, // bottom right
// back face (z: -1)
-1.0, 1.0, -1.0, // top right
1.0, 1.0, -1.0, // top left
1.0, -1.0, -1.0, // bottom left
-1.0, -1.0, -1.0 // bottom right
]
var normals = [
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0
];
var textures = [
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
]
var indices = [
0, 1, 2, 0, 2, 3,
4, 5, 6, 4, 6, 7,
8, 9, 10, 8, 10, 11,
12, 13, 14, 12, 14, 15,
16, 17, 18, 16, 18, 19,
20, 21, 22, 20, 22, 23
]
return {
vertices: vertices,
textures: textures,
normals: normals,
indices: indices
}
}
var glsl = glsl => glsl
}
/////////////////////////////////////////////////////////////////////////////////////////////
{
var subtractVectors= (a, b)=> {
return [a[0] - b[0], a[1] - b[1], a[2] - b[2]]
}
var normalize =(v)=> {
var length = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2])
// make sure we don't divide by 0.
if (length > 0.00001) {
return [v[0] / length, v[1] / length, v[2] / length]
} else {
return [0, 0, 0]
}
}
var cross =(a, b) =>{
return [a[1] * b[2] - a[2] * b[1],
a[2] * b[0] - a[0] * b[2],
a[0] * b[1] - a[1] * b[0]]
}
var m4 = {
lookAt(cameraPosition, target, up){
var zAxis = normalize(
subtractVectors(cameraPosition, target))
var xAxis = normalize(cross(up, zAxis))
var yAxis = normalize(cross(zAxis, xAxis))
return [
xAxis[0], xAxis[1], xAxis[2], 0,
yAxis[0], yAxis[1], yAxis[2], 0,
zAxis[0], zAxis[1], zAxis[2], 0,
cameraPosition[0],
cameraPosition[1],
cameraPosition[2],
1
]
},
lookAt_(cameraPosition, target, up){
// +----+----+----+----+
// | Xx | Xy | Xz | 0 | <- x axis
// +----+----+----+----+
// | Yx | Yy | Yz | 0 | <- y axis
// +----+----+----+----+
// | Zx | Zy | Zz | 0 | <- z axis
// +----+----+----+----+
// | Tx | Ty | Tz | 1 | <- 相机位置
// +----+----+----+----+
// var zAxis = normalize(
// subtractVectors(cameraPosition, target));
var zAxis = normalize(
subtractVectors(cameraPosition, target))
var xAxis = normalize(cross(up, zAxis))
var yAxis = normalize(cross(zAxis, xAxis))
return [
xAxis[0], xAxis[1], xAxis[2], 0,
yAxis[0], yAxis[1], yAxis[2], 0,
zAxis[0], zAxis[1], zAxis[2], 0,
-cameraPosition[0], -cameraPosition[1], cameraPosition[2], 1
]
},
perspective(fieldOfViewInRadians, aspect, near, far) {
var f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewInRadians)
var rangeInv = 1.0 / (near - far)
return [
f / aspect, 0, 0, 0,
0, f, 0, 0,
0, 0, (near + far) * rangeInv, -1,
0, 0, near * far * rangeInv * 2, 0
]
},
projection(width, height, depth) {
// Note: This matrix flips the Y axis so 0 is at the top.
return [
2 / width, 0, 0, 0,
0, -2 / height, 0, 0,
0, 0, 2 / depth, 0,
-1, 1, 0, 1
]
},
multiply(a, b, dst) {
dst = dst || new Float32Array(16)
var b00 = b[0 * 4 + 0]
var b01 = b[0 * 4 + 1]
var b02 = b[0 * 4 + 2]
var b03 = b[0 * 4 + 3]
var b10 = b[1 * 4 + 0]
var b11 = b[1 * 4 + 1]
var b12 = b[1 * 4 + 2]
var b13 = b[1 * 4 + 3]
var b20 = b[2 * 4 + 0]
var b21 = b[2 * 4 + 1]
var b22 = b[2 * 4 + 2]
var b23 = b[2 * 4 + 3]
var b30 = b[3 * 4 + 0]
var b31 = b[3 * 4 + 1]
var b32 = b[3 * 4 + 2]
var b33 = b[3 * 4 + 3]
var a00 = a[0 * 4 + 0]
var a01 = a[0 * 4 + 1]
var a02 = a[0 * 4 + 2]
var a03 = a[0 * 4 + 3]
var a10 = a[1 * 4 + 0]
var a11 = a[1 * 4 + 1]
var a12 = a[1 * 4 + 2]
var a13 = a[1 * 4 + 3]
var a20 = a[2 * 4 + 0]
var a21 = a[2 * 4 + 1]
var a22 = a[2 * 4 + 2]
var a23 = a[2 * 4 + 3]
var a30 = a[3 * 4 + 0]
var a31 = a[3 * 4 + 1]
var a32 = a[3 * 4 + 2]
var a33 = a[3 * 4 + 3]
dst[ 0] = b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30
dst[ 1] = b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31
dst[ 2] = b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32
dst[ 3] = b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33
dst[ 4] = b10 * a00 + b11 * a10 + b12 * a20 + b13 * a30
dst[ 5] = b10 * a01 + b11 * a11 + b12 * a21 + b13 * a31
dst[ 6] = b10 * a02 + b11 * a12 + b12 * a22 + b13 * a32
dst[ 7] = b10 * a03 + b11 * a13 + b12 * a23 + b13 * a33
dst[ 8] = b20 * a00 + b21 * a10 + b22 * a20 + b23 * a30
dst[ 9] = b20 * a01 + b21 * a11 + b22 * a21 + b23 * a31
dst[10] = b20 * a02 + b21 * a12 + b22 * a22 + b23 * a32
dst[11] = b20 * a03 + b21 * a13 + b22 * a23 + b23 * a33
dst[12] = b30 * a00 + b31 * a10 + b32 * a20 + b33 * a30
dst[13] = b30 * a01 + b31 * a11 + b32 * a21 + b33 * a31
dst[14] = b30 * a02 + b31 * a12 + b32 * a22 + b33 * a32
dst[15] = b30 * a03 + b31 * a13 + b32 * a23 + b33 * a33
return dst
},
/**
* Makes an rotation matrix around an arbitrary axis
* @param {Vector3} axis axis to rotate around
* @param {number} angleInRadians amount to rotate
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
* @memberOf module:webgl-3d-math
*/
axisRotation(axis, angleInRadians, dst){
dst = dst || new Float32Array(16)
var x = axis[0]
var y = axis[1]
var z = axis[2]
var n = Math.sqrt(x * x + y * y + z * z)
x /= n
y /= n
z /= n
var xx = x * x
var yy = y * y
var zz = z * z
var c = Math.cos(angleInRadians)
var s = Math.sin(angleInRadians)
var oneMinusCosine = 1 - c
dst[ 0] = xx + (1 - xx) * c
dst[ 1] = x * y * oneMinusCosine + z * s
dst[ 2] = x * z * oneMinusCosine - y * s
dst[ 3] = 0
dst[ 4] = x * y * oneMinusCosine - z * s
dst[ 5] = yy + (1 - yy) * c
dst[ 6] = y * z * oneMinusCosine + x * s
dst[ 7] = 0
dst[ 8] = x * z * oneMinusCosine + y * s
dst[ 9] = y * z * oneMinusCosine - x * s
dst[10] = zz + (1 - zz) * c
dst[11] = 0
dst[12] = 0
dst[13] = 0
dst[14] = 0
dst[15] = 1
return dst
},
translation(tx, ty, tz, dst) {
dst = dst || new Float32Array(16)
dst[ 0] = 1
dst[ 1] = 0
dst[ 2] = 0
dst[ 3] = 0
dst[ 4] = 0
dst[ 5] = 1
dst[ 6] = 0
dst[ 7] = 0
dst[ 8] = 0
dst[ 9] = 0
dst[10] = 1
dst[11] = 0
dst[12] = tx
dst[13] = ty
dst[14] = tz
dst[15] = 1
return dst
},
// translation: function (tx, ty, tz) {
// return [
// 1, 0, 0, 0,
// 0, 1, 0, 0,
// 0, 0, 1, 0,
// tx, ty, tz, 1
// ]
// },
// xRotation: function (angleInRadians) {
// var c = Math.cos(angleInRadians)
// var s = Math.sin(angleInRadians)
// return [
// 1, 0, 0, 0,
// 0, c, s, 0,
// 0, -s, c, 0,
// 0, 0, 0, 1
// ]
// },
xRotation(angleInRadians, dst) {
dst = dst || new Float32Array(16)
var c = Math.cos(angleInRadians)
var s = Math.sin(angleInRadians)
dst[ 0] = 1
dst[ 1] = 0
dst[ 2] = 0
dst[ 3] = 0
dst[ 4] = 0
dst[ 5] = c
dst[ 6] = s
dst[ 7] = 0
dst[ 8] = 0
dst[ 9] = -s
dst[10] = c
dst[11] = 0
dst[12] = 0
dst[13] = 0
dst[14] = 0
dst[15] = 1
return dst
},
// yRotation: function (angleInRadians) {
// var c = Math.cos(angleInRadians)
// var s = Math.sin(angleInRadians)
// return [
// c, 0, -s, 0,
// 0, 1, 0, 0,
// s, 0, c, 0,
// 0, 0, 0, 1
// ]
// },
yRotation(angleInRadians, dst) {
dst = dst || new Float32Array(16)
var c = Math.cos(angleInRadians)
var s = Math.sin(angleInRadians)
dst[ 0] = c
dst[ 1] = 0
dst[ 2] = -s
dst[ 3] = 0
dst[ 4] = 0
dst[ 5] = 1
dst[ 6] = 0
dst[ 7] = 0
dst[ 8] = s
dst[ 9] = 0
dst[10] = c
dst[11] = 0
dst[12] = 0
dst[13] = 0
dst[14] = 0
dst[15] = 1
return dst
},
// zRotation: function (angleInRadians) {
// var c = Math.cos(angleInRadians)
// var s = Math.sin(angleInRadians)
// return [
// c, s, 0, 0,
// -s, c, 0, 0,
// 0, 0, 1, 0,
// 0, 0, 0, 1
// ]
// },
zRotation(angleInRadians, dst) {
dst = dst || new Float32Array(16)
var c = Math.cos(angleInRadians)
var s = Math.sin(angleInRadians)
dst[ 0] = c
dst[ 1] = s
dst[ 2] = 0
dst[ 3] = 0
dst[ 4] = -s
dst[ 5] = c
dst[ 6] = 0
dst[ 7] = 0
dst[ 8] = 0
dst[ 9] = 0
dst[10] = 1
dst[11] = 0
dst[12] = 0
dst[13] = 0
dst[14] = 0
dst[15] = 1
return dst
},
scaling (sx, sy, sz) {
return [
sx, 0, 0, 0,
0, sy, 0, 0,
0, 0, sz, 0,
0, 0, 0, 1
]
},
scale (m, sx, sy, sz, dst) {
// This is the optimized verison of
// return multiply(m, scaling(sx, sy, sz), dst);
dst = dst || new Float32Array(16)
dst[ 0] = sx * m[0 * 4 + 0]
dst[ 1] = sx * m[0 * 4 + 1]
dst[ 2] = sx * m[0 * 4 + 2]
dst[ 3] = sx * m[0 * 4 + 3]
dst[ 4] = sy * m[1 * 4 + 0]
dst[ 5] = sy * m[1 * 4 + 1]
dst[ 6] = sy * m[1 * 4 + 2]
dst[ 7] = sy * m[1 * 4 + 3]
dst[ 8] = sz * m[2 * 4 + 0]
dst[ 9] = sz * m[2 * 4 + 1]
dst[10] = sz * m[2 * 4 + 2]
dst[11] = sz * m[2 * 4 + 3]
if (m !== dst) {
dst[12] = m[12]
dst[13] = m[13]
dst[14] = m[14]
dst[15] = m[15]
}
return dst
},
translate(m, tx, ty, tz) {
return m4.multiply(m, m4.translation(tx, ty, tz))
},
xRotate (m, angleInRadians) {
return m4.multiply(m, m4.xRotation(angleInRadians))
},
yRotate(m, angleInRadians) {
return m4.multiply(m, m4.yRotation(angleInRadians))
},
zRotate(m, angleInRadians) {
return m4.multiply(m, m4.zRotation(angleInRadians))
},
copy(src, dst) {
dst = dst || new Float32Array(16)
dst[ 0] = src[ 0]
dst[ 1] = src[ 1]
dst[ 2] = src[ 2]
dst[ 3] = src[ 3]
dst[ 4] = src[ 4]
dst[ 5] = src[ 5]
dst[ 6] = src[ 6]
dst[ 7] = src[ 7]
dst[ 8] = src[ 8]
dst[ 9] = src[ 9]
dst[10] = src[10]
dst[11] = src[11]
dst[12] = src[12]
dst[13] = src[13]
dst[14] = src[14]
dst[15] = src[15]
return dst
},
identity (dst){
dst = dst || new Float32Array(16)
dst[ 0] = 1
dst[ 1] = 0
dst[ 2] = 0
dst[ 3] = 0
dst[ 4] = 0
dst[ 5] = 1
dst[ 6] = 0
dst[ 7] = 0
dst[ 8] = 0
dst[ 9] = 0
dst[10] = 1
dst[11] = 0
dst[12] = 0
dst[13] = 0
dst[14] = 0
dst[15] = 1
return dst
},
inverse (m) {
var m00 = m[0 * 4 + 0]
var m01 = m[0 * 4 + 1]
var m02 = m[0 * 4 + 2]
var m03 = m[0 * 4 + 3]
var m10 = m[1 * 4 + 0]
var m11 = m[1 * 4 + 1]
var m12 = m[1 * 4 + 2]
var m13 = m[1 * 4 + 3]
var m20 = m[2 * 4 + 0]
var m21 = m[2 * 4 + 1]
var m22 = m[2 * 4 + 2]
var m23 = m[2 * 4 + 3]
var m30 = m[3 * 4 + 0]
var m31 = m[3 * 4 + 1]
var m32 = m[3 * 4 + 2]
var m33 = m[3 * 4 + 3]
var tmp_0 = m22 * m33
var tmp_1 = m32 * m23
var tmp_2 = m12 * m33
var tmp_3 = m32 * m13
var tmp_4 = m12 * m23
var tmp_5 = m22 * m13
var tmp_6 = m02 * m33
var tmp_7 = m32 * m03
var tmp_8 = m02 * m23
var tmp_9 = m22 * m03
var tmp_10 = m02 * m13
var tmp_11 = m12 * m03
var tmp_12 = m20 * m31
var tmp_13 = m30 * m21
var tmp_14 = m10 * m31
var tmp_15 = m30 * m11
var tmp_16 = m10 * m21
var tmp_17 = m20 * m11
var tmp_18 = m00 * m31
var tmp_19 = m30 * m01
var tmp_20 = m00 * m21
var tmp_21 = m20 * m01
var tmp_22 = m00 * m11
var tmp_23 = m10 * m01
var t0 = (tmp_0 * m11 + tmp_3 * m21 + tmp_4 * m31) -
(tmp_1 * m11 + tmp_2 * m21 + tmp_5 * m31)
var t1 = (tmp_1 * m01 + tmp_6 * m21 + tmp_9 * m31) -
(tmp_0 * m01 + tmp_7 * m21 + tmp_8 * m31)
var t2 = (tmp_2 * m01 + tmp_7 * m11 + tmp_10 * m31) -
(tmp_3 * m01 + tmp_6 * m11 + tmp_11 * m31)
var t3 = (tmp_5 * m01 + tmp_8 * m11 + tmp_11 * m21) -
(tmp_4 * m01 + tmp_9 * m11 + tmp_10 * m21)
var d = 1.0 / (m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3)
return [
d * t0,
d * t1,
d * t2,
d * t3,
d * ((tmp_1 * m10 + tmp_2 * m20 + tmp_5 * m30) -
(tmp_0 * m10 + tmp_3 * m20 + tmp_4 * m30)),
d * ((tmp_0 * m00 + tmp_7 * m20 + tmp_8 * m30) -
(tmp_1 * m00 + tmp_6 * m20 + tmp_9 * m30)),
d * ((tmp_3 * m00 + tmp_6 * m10 + tmp_11 * m30) -
(tmp_2 * m00 + tmp_7 * m10 + tmp_10 * m30)),
d * ((tmp_4 * m00 + tmp_9 * m10 + tmp_10 * m20) -
(tmp_5 * m00 + tmp_8 * m10 + tmp_11 * m20)),
d * ((tmp_12 * m13 + tmp_15 * m23 + tmp_16 * m33) -
(tmp_13 * m13 + tmp_14 * m23 + tmp_17 * m33)),
d * ((tmp_13 * m03 + tmp_18 * m23 + tmp_21 * m33) -
(tmp_12 * m03 + tmp_19 * m23 + tmp_20 * m33)),
d * ((tmp_14 * m03 + tmp_19 * m13 + tmp_22 * m33) -
(tmp_15 * m03 + tmp_18 * m13 + tmp_23 * m33)),
d * ((tmp_17 * m03 + tmp_20 * m13 + tmp_23 * m23) -
(tmp_16 * m03 + tmp_21 * m13 + tmp_22 * m23)),
d * ((tmp_14 * m22 + tmp_17 * m32 + tmp_13 * m12) -
(tmp_16 * m32 + tmp_12 * m12 + tmp_15 * m22)),
d * ((tmp_20 * m32 + tmp_12 * m02 + tmp_19 * m22) -
(tmp_18 * m22 + tmp_21 * m32 + tmp_13 * m02)),
d * ((tmp_18 * m12 + tmp_23 * m32 + tmp_15 * m02) -
(tmp_22 * m32 + tmp_14 * m02 + tmp_19 * m12)),
d * ((tmp_22 * m22 + tmp_16 * m02 + tmp_21 * m12) -
(tmp_20 * m12 + tmp_23 * m22 + tmp_17 * m02))
]
},
vectorMultiply(){
var dst = []
for (let i = 0; i < 4; ++i) {
dst[i] = 0.0
for (let j = 0; j < 4; ++j) {
dst[i] += v[j] * m[j * 4 + i]
}
}
return dst
}
}
}