introduce lineDrawer
This commit is contained in:
parent
d1e89bf20e
commit
cd72ce3477
|
@ -1,32 +1,9 @@
|
|||
function lineProgram(ctx) {
|
||||
const LINE_VERTEX_SHADER = String.raw`
|
||||
#version 100
|
||||
attribute mediump float aX;
|
||||
attribute mediump float aY;
|
||||
|
||||
uniform vec4 uBbox;
|
||||
|
||||
void main() {
|
||||
mediump float x = (aX - uBbox.x)*uBbox.y;
|
||||
mediump float y = (aY - uBbox.z)*uBbox.w;
|
||||
gl_Position = vec4(2.0*x - 1.0, 2.0*y - 1.0, 1.0, 1.0);
|
||||
}
|
||||
|
||||
`;
|
||||
|
||||
const LINE_FRAGMENT_SHADER = String.raw`
|
||||
#version 100
|
||||
|
||||
void main() {
|
||||
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
|
||||
}
|
||||
`;
|
||||
|
||||
function compile_and_link(ctx, vsource, fsource) {
|
||||
const program = ctx.createProgram();
|
||||
const vsShader = ctx.createShader(ctx.VERTEX_SHADER);
|
||||
ctx.shaderSource(vsShader, LINE_VERTEX_SHADER);
|
||||
ctx.shaderSource(vsShader, vsource);
|
||||
const fsShader = ctx.createShader(ctx.FRAGMENT_SHADER);
|
||||
ctx.shaderSource(fsShader, LINE_FRAGMENT_SHADER);
|
||||
ctx.shaderSource(fsShader, fsource);
|
||||
|
||||
ctx.compileShader(vsShader);
|
||||
ctx.compileShader(fsShader);
|
||||
|
@ -45,10 +22,121 @@ function lineProgram(ctx) {
|
|||
ctx.deleteShader(vsShader);
|
||||
ctx.deleteShader(fsShader);
|
||||
|
||||
const uBbox = ctx.getUniformLocation(program, "uBbox");
|
||||
return program;
|
||||
}
|
||||
|
||||
return {program: program, uniforms: {"uBbox": uBbox}};
|
||||
};
|
||||
class LineDrawer {
|
||||
constructor(ctx) {
|
||||
function lineProgram(ctx) {
|
||||
const LINE_VERTEX_SHADER = String.raw`
|
||||
#version 100
|
||||
attribute mediump float aX;
|
||||
attribute mediump float aY;
|
||||
|
||||
uniform vec4 uBbox;
|
||||
|
||||
void main() {
|
||||
mediump float x = (aX - uBbox.x)*uBbox.y;
|
||||
mediump float y = (aY - uBbox.z)*uBbox.w;
|
||||
gl_Position = vec4(2.0*x - 1.0, 2.0*y - 1.0, 1.0, 1.0);
|
||||
}
|
||||
|
||||
`;
|
||||
const LINE_FRAGMENT_SHADER = String.raw`
|
||||
#version 100
|
||||
|
||||
void main() {
|
||||
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
|
||||
}
|
||||
`;
|
||||
const program = compile_and_link(ctx, LINE_VERTEX_SHADER, LINE_FRAGMENT_SHADER);
|
||||
|
||||
const uBbox = ctx.getUniformLocation(program, "uBbox");
|
||||
|
||||
return {inner: program, uniforms: {"uBbox": uBbox}};
|
||||
};
|
||||
this.program = lineProgram(ctx);
|
||||
this.ctx = ctx;
|
||||
}
|
||||
set_xy(width, height, xBuffer, yBuffer, bbox) {
|
||||
const ctx = this.ctx;
|
||||
ctx.useProgram(this.program.inner);
|
||||
{
|
||||
let loc = ctx.getAttribLocation(this.program.inner, "aX");
|
||||
ctx.bindBuffer(ctx.ARRAY_BUFFER, xBuffer);
|
||||
ctx.vertexAttribPointer(loc, 1, ctx.FLOAT, false, 0, 0);
|
||||
ctx.enableVertexAttribArray(loc);
|
||||
|
||||
loc = ctx.getAttribLocation(this.program.inner, "aY");
|
||||
ctx.bindBuffer(ctx.ARRAY_BUFFER, yBuffer);
|
||||
ctx.vertexAttribPointer(loc, 1, ctx.FLOAT, false, 0, 0);
|
||||
ctx.enableVertexAttribArray(loc);
|
||||
}
|
||||
const lineIdxBuffer = new Uint16Array(2*width*height - 1);
|
||||
{
|
||||
let n = 0;
|
||||
for (let j = 0; j < height; j++) {
|
||||
for (let i = 0; i < width; i++) {
|
||||
if (j % 2 == 0) {
|
||||
lineIdxBuffer[n] = width*j + i;
|
||||
} else {
|
||||
lineIdxBuffer[n] = width*(j + 1) - i - 1;
|
||||
}
|
||||
n += 1;
|
||||
}
|
||||
}
|
||||
let m = lineIdxBuffer[n-1];
|
||||
let updown = "down";
|
||||
let lr;
|
||||
if (height % 2 === 0) {
|
||||
lr = "left";
|
||||
} else {
|
||||
lr = "right";
|
||||
}
|
||||
for (let i = 0; i < width; i++) {
|
||||
for (let j = 0; j < height-1; j++) {
|
||||
if (updown === "up") {
|
||||
m += width;
|
||||
} else {
|
||||
m -= width;
|
||||
}
|
||||
lineIdxBuffer[n] = m;
|
||||
n += 1;
|
||||
}
|
||||
if (n === 2*width*height - 1) {
|
||||
continue;
|
||||
}
|
||||
if (lr === "left") {
|
||||
m += 1;
|
||||
} else {
|
||||
m -= 1;
|
||||
}
|
||||
lineIdxBuffer[n] = m;
|
||||
n += 1;
|
||||
|
||||
if (updown === "down") {
|
||||
updown = "up";
|
||||
} else {
|
||||
updown = "down";
|
||||
}
|
||||
}
|
||||
}
|
||||
this.indexBuffer = ctx.createBuffer();
|
||||
ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||
ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, lineIdxBuffer, ctx.STATIC_DRAW);
|
||||
|
||||
ctx.uniform4f(this.program.uniforms.uBbox, bbox[0], 1.0/(bbox[1] - bbox[0]), bbox[2], 1.0/(bbox[3] - bbox[2]));
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
}
|
||||
draw() {
|
||||
const ctx = this.ctx;
|
||||
ctx.useProgram(this.program.inner);
|
||||
ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||
|
||||
ctx.drawElements(ctx.LINE_STRIP, 2*this.width*this.height - 1, ctx.UNSIGNED_SHORT, 0);
|
||||
}
|
||||
}
|
||||
|
||||
(async function run() {
|
||||
const canvas = document.getElementById("glCanvas");
|
||||
|
@ -88,91 +176,24 @@ function lineProgram(ctx) {
|
|||
gl.enable(gl.DEPTH_TEST);
|
||||
gl.depthFunc(gl.LEQUAL);
|
||||
gl.disable(gl.CULL_FACE);
|
||||
|
||||
const lineProg = lineProgram(gl);
|
||||
gl.useProgram(lineProg.program);
|
||||
|
||||
|
||||
// Transfer x, y to cpu, prepare fBuffer
|
||||
const xBuffer = gl.createBuffer();
|
||||
const yBuffer = gl.createBuffer();
|
||||
{
|
||||
let loc = gl.getAttribLocation(lineProg.program, "aX");
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, xBuffer);
|
||||
gl.vertexAttribPointer(loc, 1, gl.FLOAT, false, 0, 0);
|
||||
gl.enableVertexAttribArray(loc);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, x, gl.STATIC_DRAW);
|
||||
|
||||
loc = gl.getAttribLocation(lineProg.program, "aY");
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, yBuffer);
|
||||
gl.vertexAttribPointer(loc, 1, gl.FLOAT, false, 0, 0);
|
||||
gl.enableVertexAttribArray(loc);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, y, gl.STATIC_DRAW);
|
||||
}
|
||||
|
||||
// Create triangles covering the domain
|
||||
const lineIdxBuffer = new Uint16Array(2*width*height - 1);
|
||||
{
|
||||
let n = 0;
|
||||
for (let j = 0; j < height; j++) {
|
||||
for (let i = 0; i < width; i++) {
|
||||
if (j % 2 == 0) {
|
||||
lineIdxBuffer[n] = width*j + i;
|
||||
} else {
|
||||
lineIdxBuffer[n] = width*(j + 1) - i - 1;
|
||||
}
|
||||
n += 1;
|
||||
}
|
||||
}
|
||||
let m = lineIdxBuffer[n-1];
|
||||
let updown = "down";
|
||||
let lr;
|
||||
if (height % 2 === 0) {
|
||||
lr = "left";
|
||||
} else {
|
||||
lr = "right";
|
||||
}
|
||||
for (let i = 0; i < width; i++) {
|
||||
for (let j = 0; j < height-1; j++) {
|
||||
if (updown === "up") {
|
||||
m += width;
|
||||
} else {
|
||||
m -= width;
|
||||
}
|
||||
lineIdxBuffer[n] = m;
|
||||
n += 1;
|
||||
}
|
||||
if (n === 2*width*height - 1) {
|
||||
continue;
|
||||
}
|
||||
if (lr === "left") {
|
||||
m += 1;
|
||||
} else {
|
||||
m -= 1;
|
||||
}
|
||||
lineIdxBuffer[n] = m;
|
||||
n += 1;
|
||||
|
||||
if (updown === "down") {
|
||||
updown = "up";
|
||||
} else {
|
||||
updown = "down";
|
||||
}
|
||||
}
|
||||
}
|
||||
const indexBuffer = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, lineIdxBuffer, gl.STATIC_DRAW);
|
||||
|
||||
gl.lineWidth(1.0);
|
||||
|
||||
gl.uniform4f(lineProg.uniforms.uBbox, bbox[0], 1.0/(bbox[1] - bbox[0]), bbox[2], 1.0/(bbox[3] - bbox[2]));
|
||||
const xBuffer = gl.createBuffer();
|
||||
const yBuffer = gl.createBuffer();
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, xBuffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, x, gl.STATIC_DRAW);
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, yBuffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, y, gl.STATIC_DRAW);
|
||||
|
||||
const lineDrawer = new LineDrawer(gl);
|
||||
lineDrawer.set_xy(width, height, xBuffer, yBuffer, bbox);
|
||||
|
||||
|
||||
function drawMe() {
|
||||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||||
|
||||
gl.drawElements(gl.LINE_STRIP, 2*width*height - 1, gl.UNSIGNED_SHORT, 0);
|
||||
lineDrawer.draw();
|
||||
|
||||
window.requestAnimationFrame(drawMe);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue