diff options
Diffstat (limited to 'web/pw-frontend/src/lib/visualizer/webgl')
-rw-r--r-- | web/pw-frontend/src/lib/visualizer/webgl/buffer.ts | 55 | ||||
-rw-r--r-- | web/pw-frontend/src/lib/visualizer/webgl/index.ts | 122 | ||||
-rw-r--r-- | web/pw-frontend/src/lib/visualizer/webgl/renderer.ts | 157 | ||||
-rw-r--r-- | web/pw-frontend/src/lib/visualizer/webgl/shader.ts | 327 | ||||
-rw-r--r-- | web/pw-frontend/src/lib/visualizer/webgl/text.ts | 192 | ||||
-rw-r--r-- | web/pw-frontend/src/lib/visualizer/webgl/texture.ts | 106 | ||||
-rw-r--r-- | web/pw-frontend/src/lib/visualizer/webgl/util.ts | 229 | ||||
-rw-r--r-- | web/pw-frontend/src/lib/visualizer/webgl/vertexBufferLayout.ts | 115 |
8 files changed, 1303 insertions, 0 deletions
diff --git a/web/pw-frontend/src/lib/visualizer/webgl/buffer.ts b/web/pw-frontend/src/lib/visualizer/webgl/buffer.ts new file mode 100644 index 0000000..2739fbe --- /dev/null +++ b/web/pw-frontend/src/lib/visualizer/webgl/buffer.ts @@ -0,0 +1,55 @@ + +export class Buffer { + buffer: WebGLBuffer; + data: any; + count: number; + type: number; + + constructor(gl: WebGLRenderingContext, data: number[], type: number) { + this.buffer = gl.createBuffer(); + this.type = type; + + if (data) + this.updateData(gl, data); + } + + _toArray(data: number[]): any { + return new Float32Array(data); + } + + updateData(gl: WebGLRenderingContext, data: number[]) { + this.data = data; + this.count = data.length; + gl.bindBuffer(this.type, this.buffer); + gl.bufferData(this.type, this._toArray(data), gl.STATIC_DRAW); + } + + bind(gl: WebGLRenderingContext) { + gl.bindBuffer(this.type, this.buffer); + } + + getCount(): number { + return this.count; + } +} + +export class VertexBuffer extends Buffer { + constructor(gl: WebGLRenderingContext, data: any) { + super(gl, data, gl.ARRAY_BUFFER); + } + + _toArray(data: number[]): any { + return new Float32Array(data); + } +} + + +export class IndexBuffer extends Buffer { + constructor(gl: WebGLRenderingContext, data: any) { + super(gl, data, gl.ELEMENT_ARRAY_BUFFER); + } + + _toArray(data: number[]): any { + return new Uint16Array(data); + } +} diff --git a/web/pw-frontend/src/lib/visualizer/webgl/index.ts b/web/pw-frontend/src/lib/visualizer/webgl/index.ts new file mode 100644 index 0000000..fdb7886 --- /dev/null +++ b/web/pw-frontend/src/lib/visualizer/webgl/index.ts @@ -0,0 +1,122 @@ +import { Uniform4f, Uniform1f, Uniform2f, ShaderFactory, UniformMatrix3fv, Uniform3f } from './shader'; +import { resizeCanvasToDisplaySize, FPSCounter, onload2promise, Resizer, url_to_mesh } from "./util"; +import { VertexBuffer, IndexBuffer } from './buffer'; +import { VertexArray, VertexBufferLayout } from './vertexBufferLayout'; +import { Renderer } from './renderer'; +import { Texture } from './texture'; + +const URL = window.location.origin+window.location.pathname; +const LOCATION = URL.substring(0, URL.lastIndexOf("/") + 1); + +async function create_texture_from_svg(gl: WebGLRenderingContext, name: string, path: string, width: number, height: number): Promise<Texture> { + + const [mesh, factory] = await Promise.all([ + url_to_mesh(path), + ShaderFactory.create_factory(LOCATION + "static/shaders/frag/static_color.glsl", LOCATION + "static/shaders/vert/svg.glsl") + ]); + + const program = factory.create_shader(gl); + const renderer = new Renderer(); + + var positionBuffer = new VertexBuffer(gl, mesh.positions); + var layout = new VertexBufferLayout(); + layout.push(gl.FLOAT, 3, 4, "a_position"); + + const vao = new VertexArray(); + vao.addBuffer(positionBuffer, layout); + + program.bind(gl); + vao.bind(gl, program); + + var indexBuffer = new IndexBuffer(gl, mesh.cells); + indexBuffer.bind(gl); + + renderer.addToDraw(indexBuffer, vao, program, {}); + + return Texture.fromRenderer(gl, name, width, height, renderer); +} + + +async function main() { + + // Get A WebGL context + var canvas = <HTMLCanvasElement>document.getElementById("c"); + const resolution = [canvas.width, canvas.height]; + + const resizer = new Resizer(canvas, [-10, -10, 20, 20], true); + + var gl = canvas.getContext("webgl"); + if (!gl) { + return; + } + + const mesh = await url_to_mesh("static/res/images/earth.svg"); + console.log(Math.max(...mesh.positions), Math.min(...mesh.positions)); + const renderer = new Renderer(); + + const factory = await ShaderFactory.create_factory(LOCATION + "static/shaders/frag/static_color.glsl", LOCATION + "static/shaders/vert/simple.glsl"); + const program = factory.create_shader(gl); + + var positionBuffer = new VertexBuffer(gl, mesh.positions); + var layout = new VertexBufferLayout(); + layout.push(gl.FLOAT, 3, 4, "a_position"); + // layout.push(gl.FLOAT, 2, 4, "a_tex"); + + const vao = new VertexArray(); + vao.addBuffer(positionBuffer, layout); + + resizeCanvasToDisplaySize(<HTMLCanvasElement>gl.canvas); + + // Tell WebGL how to convert from clip space to pixels + gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); + + // Clear the canvas + gl.clearColor(0, 0, 0, 0); + gl.clear(gl.COLOR_BUFFER_BIT); + + gl.enable(gl.BLEND); + gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); + + program.bind(gl); + vao.bind(gl, program); + + var indexBuffer = new IndexBuffer(gl, mesh.cells); + indexBuffer.bind(gl); + + renderer.addToDraw(indexBuffer, vao, program, {}); + + const counter = new FPSCounter(); + + const step = function (time: number) { + + // console.log(resizer.get_viewbox()); + + program.uniform(gl, "u_time", new Uniform1f(time * 0.001)); + program.uniform(gl, "u_mouse", new Uniform2f(resizer.get_mouse_pos())); + program.uniform(gl, "u_viewbox", new Uniform4f(resizer.get_viewbox())); + program.uniform(gl, "u_resolution", new Uniform2f(resolution)); + program.uniform(gl, "u_trans", new UniformMatrix3fv([1, 0, 0, 0, 1, 0, 0, 0, 1])); + program.uniform(gl, "u_color", new Uniform3f(1.0, 0.5, 0.0)); + + renderer.render(gl); + + counter.frame(time); + requestAnimationFrame(step); + } + + requestAnimationFrame(step); +} + + +main(); + +document.getElementById("loader").classList.remove("loading"); + +// const loader = document.getElementById("loader"); +// setInterval(() => { +// if (loader.classList.contains("loading")) { +// loader.classList.remove("loading") +// } else { +// loader.classList.add("loading"); +// } +// }, 2000); diff --git a/web/pw-frontend/src/lib/visualizer/webgl/renderer.ts b/web/pw-frontend/src/lib/visualizer/webgl/renderer.ts new file mode 100644 index 0000000..c3b219f --- /dev/null +++ b/web/pw-frontend/src/lib/visualizer/webgl/renderer.ts @@ -0,0 +1,157 @@ +import type { IndexBuffer } from './buffer'; +import type { VertexArray } from './vertexBufferLayout'; +import type { Texture } from './texture'; +import type { Dictionary } from './util'; +import type { Shader, Uniform } from './shader'; +import { Uniform1i } from './shader'; + +function sortedIndex(array, value) { + var low = 0, + high = array.length; + + while (low < high) { + var mid = (low + high) >>> 1; + if (array[mid] < value) low = mid + 1; + else high = mid; + } + return low; +} + +export interface Renderable { + getUniforms() : Dictionary<Uniform>; + render(gl: WebGLRenderingContext): void; + updateVAOBuffer(gl: WebGLRenderingContext, index: number, data: number[]); + updateIndexBuffer(gl: WebGLRenderingContext, data: number[]); +} + +export class DefaultRenderable implements Renderable { + ibo: IndexBuffer; + va: VertexArray; + shader: Shader; + textures: Texture[]; + uniforms: Dictionary<Uniform>; + + constructor( + ibo: IndexBuffer, + va: VertexArray, + shader: Shader, + textures: Texture[], + uniforms: Dictionary<Uniform>, + ) { + this.ibo = ibo; + this.va = va; + this.shader = shader; + this.textures = textures; + this.uniforms = uniforms; + } + + getUniforms(): Dictionary<Uniform> { + return this.uniforms; + } + + updateVAOBuffer(gl: WebGLRenderingContext, index: number, data: number[]) { + this.va.updateBuffer(gl, index, data); + } + + updateIndexBuffer(gl: WebGLRenderingContext, data: number[]) { + this.ibo.updateData(gl, data); + } + + render(gl: WebGLRenderingContext): void { + + const indexBuffer = this.ibo; + const vertexArray = this.va; + const uniforms = this.uniforms; + + const shader = this.shader; + const textures = this.textures; + let texLocation = 0; + + for (let texture of textures) { + + shader.uniform(gl, texture.name, new Uniform1i(texLocation)); + texture.bind(gl, texLocation); + + texLocation ++; + // if (texLocation > maxTextures) { + // console.error("Using too many textures, this is not supported yet\nUndefined behaviour!"); + // } + } + + if (vertexArray && shader && uniforms) { + for(let key in uniforms) { + shader.uniform(gl, key, uniforms[key]); + } + + vertexArray.bind(gl, shader); + + if (indexBuffer) { + indexBuffer.bind(gl); + gl.drawElements(gl.TRIANGLES, indexBuffer.getCount(), gl.UNSIGNED_SHORT, 0); + } else { + console.error("IndexBuffer is required to render, for now"); + } + } + + } +} + +export class Renderer { + renderables: { [id: number] : [Renderable, boolean][]; }; + renderable_layers: number[]; + + constructor() { + this.renderables = {}; + this.renderable_layers = []; + } + + updateUniform(i: number, f: (uniforms: Dictionary<Uniform>) => void, layer=0, ) { + f(this.renderables[layer][i][0].getUniforms()); + } + + disableRenderable(i: number, layer=0) { + this.renderables[layer][i][1] = false; + } + + enableRenderable(i: number, layer=0) { + this.renderables[layer][i][1] = true; + } + + addRenderable(item: Renderable, layer=0): number { + if(!this.renderables[layer]) { + const idx = sortedIndex(this.renderable_layers, layer); + this.renderable_layers.splice(idx, 0, layer); + this.renderables[layer] = []; + } + + this.renderables[layer].push([item, true]); + return this.renderables[layer].length - 1; + } + + addToDraw(indexBuffer: IndexBuffer, vertexArray: VertexArray, shader: Shader, uniforms?: Dictionary<Uniform>, texture?: Texture[], layer=0): number { + return this.addRenderable( + new DefaultRenderable( + indexBuffer, + vertexArray, + shader, + texture || [], + uniforms || {}, + ), layer + ); + } + + render(gl: WebGLRenderingContext, frameBuffer?: WebGLFramebuffer, width?: number, height?: number) { + gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer); + gl.viewport(0, 0, width || gl.canvas.width, height || gl.canvas.height); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + const maxTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS); + + for (let layer of this.renderable_layers) { + for (let [r, e] of this.renderables[layer]) { + if (!e) continue; + r.render(gl); + } + } + } +} diff --git a/web/pw-frontend/src/lib/visualizer/webgl/shader.ts b/web/pw-frontend/src/lib/visualizer/webgl/shader.ts new file mode 100644 index 0000000..942c4c2 --- /dev/null +++ b/web/pw-frontend/src/lib/visualizer/webgl/shader.ts @@ -0,0 +1,327 @@ +import type { Dictionary } from './util'; + +function error(msg: string) { + console.error(msg); +} + +const defaultShaderType = [ + "VERTEX_SHADER", + "FRAGMENT_SHADER" +]; + +/// Create Shader from Source string +function loadShader( + gl: WebGLRenderingContext, + shaderSource: string, + shaderType: number, + opt_errorCallback: any, +): WebGLShader { + var errFn = opt_errorCallback || error; + // Create the shader object + var shader = gl.createShader(shaderType); + + // Load the shader source + gl.shaderSource(shader, shaderSource); + + // Compile the shader + gl.compileShader(shader); + + // Check the compile status + var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS); + if (!compiled) { + // Something went wrong during compilation; get the error + var lastError = gl.getShaderInfoLog(shader); + errFn("*** Error compiling shader '" + shader + "':" + lastError); + gl.deleteShader(shader); + return null; + } + + return shader; +} + +/// Actually Create Program with Shader's +function createProgram( + gl: WebGLRenderingContext, + shaders: WebGLShader[], + opt_attribs: string[], + opt_locations: number[], + opt_errorCallback: any, +): WebGLProgram { + var errFn = opt_errorCallback || error; + var program = gl.createProgram(); + shaders.forEach(function (shader) { + gl.attachShader(program, shader); + }); + if (opt_attribs) { + opt_attribs.forEach(function (attrib, ndx) { + gl.bindAttribLocation( + program, + opt_locations ? opt_locations[ndx] : ndx, + attrib); + }); + } + gl.linkProgram(program); + + // Check the link status + var linked = gl.getProgramParameter(program, gl.LINK_STATUS); + if (!linked) { + // something went wrong with the link + var lastError = gl.getProgramInfoLog(program); + errFn("Error in program linking:" + lastError); + + gl.deleteProgram(program); + return null; + } + return program; +} + +export class ShaderFactory { + frag_source: string; + vert_source: string; + + static async create_factory(frag_url: string, vert_url: string): Promise<ShaderFactory> { + const sources = await Promise.all([ + fetch(frag_url).then((r) => r.text()), + fetch(vert_url).then((r) => r.text()), + ]); + + return new ShaderFactory(sources[0], sources[1]); + } + + constructor(frag_source: string, vert_source: string ) { + this.frag_source = frag_source; + this.vert_source = vert_source; + } + + create_shader( + gl: WebGLRenderingContext, + context?: Dictionary<string>, + opt_attribs?: string[], + opt_locations?: number[], + opt_errorCallback?: any, + ): Shader { + let vert = this.vert_source.slice(); + let frag = this.frag_source.slice(); + for (let key in context) { + vert = vert.replace(new RegExp("\\$" + key, 'g'), context[key]); + frag = frag.replace(new RegExp("\\$" + key, 'g'), context[key]); + } + + const shaders = [ + loadShader(gl, vert, gl.VERTEX_SHADER, opt_errorCallback), + loadShader(gl, frag, gl.FRAGMENT_SHADER, opt_errorCallback), + ]; + + return new Shader(createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback)); + } +} + +export class Shader { + shader: WebGLProgram; + uniformCache: Dictionary<WebGLUniformLocation>; + attribCache: Dictionary<number>; + + static async createProgramFromUrls( + gl: WebGLRenderingContext, + vert_url: string, + frag_url: string, + context?: Dictionary<string>, + opt_attribs?: string[], + opt_locations?: number[], + opt_errorCallback?: any, + ): Promise<Shader> { + const sources = (await Promise.all([ + fetch(vert_url).then((r) => r.text()), + fetch(frag_url).then((r) => r.text()), + ])).map(x => { + for (let key in context) { + x = x.replace(new RegExp("\\$" + key, 'g'), context[key]); + } + return x; + }); + + const shaders = [ + loadShader(gl, sources[0], 35633, opt_errorCallback), + loadShader(gl, sources[1], 35632, opt_errorCallback), + ]; + return new Shader(createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback)); + } + + constructor(shader: WebGLProgram) { + this.shader = shader; + this.uniformCache = {}; + this.attribCache = {}; + } + + bind(gl: WebGLRenderingContext) { + gl.useProgram(this.shader); + } + + // Different locations have different types :/ + getUniformLocation(gl: WebGLRenderingContext, name: string): WebGLUniformLocation { + if (this.uniformCache[name] === undefined) { + this.uniformCache[name] = gl.getUniformLocation(this.shader, name); + } + + return this.uniformCache[name]; + } + + getAttribLocation(gl: WebGLRenderingContext, name: string): number { + if (this.attribCache[name] === undefined) { + this.attribCache[name] = gl.getAttribLocation(this.shader, name); + } + + return this.attribCache[name]; + } + + uniform<T extends Uniform>( + gl: WebGLRenderingContext, + name: string, + uniform: T, + ) { + this.bind(gl); + const location = this.getUniformLocation(gl, name); + if (location < 0) { + console.error("No location found with name " + name); + } + + uniform.setUniform(gl, location); + } + + clear(gl: WebGLRenderingContext) { + gl.deleteProgram(this.shader); + } +} + +export interface Uniform { + setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation): void; +} + +export class Uniform2fv implements Uniform { + data: number[] | Float32Array; + constructor(data: number[] | Float32Array) { + this.data = data; + } + + setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) { + gl.uniform2fv(location, this.data); + } +} + +export class Uniform3fv implements Uniform { + data: number[] | Float32Array; + constructor(data: number[] | Float32Array) { + this.data = data; + } + + setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) { + gl.uniform3fv(location, this.data); + } +} + +export class Uniform3f implements Uniform { + x: number; + y: number; + z: number; + + constructor(x: number, y: number, z: number) { + this.x = x; + this.y = y; + this.z = z; + } + + setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) { + gl.uniform3f(location, this.x ,this.y, this.z); + } +} + +export class Uniform1iv implements Uniform { + data: number[] | Int32List; + constructor(data: number[] | Int32List) { + this.data = data; + } + + setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) { + gl.uniform1iv(location, this.data); + } +} + +export class Uniform1i implements Uniform { + texture: number; + + constructor(texture: number) { + this.texture = texture; + } + + setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) { + gl.uniform1i(location, this.texture); + } +} + +export class Uniform1f implements Uniform { + texture: number; + + constructor(texture: number) { + this.texture = texture; + } + + setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) { + gl.uniform1f(location, this.texture); + } +} + +export class Uniform2f implements Uniform { + x: number; + y: number; + + constructor(xy: number[]) { + this.x = xy[0]; + this.y = xy[1]; + } + + setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) { + gl.uniform2f(location, this.x, this.y); + } +} + +export class Uniform4f implements Uniform { + v0: number; + v1: number; + v2: number; + v3: number; + + constructor(xyzw: number[]) { + this.v0 = xyzw[0]; + this.v1 = xyzw[1]; + this.v2 = xyzw[2]; + this.v3 = xyzw[3]; + } + + setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) { + gl.uniform4f(location, this.v0, this.v1, this.v2, this.v3); + } +} + +export class UniformMatrix3fv implements Uniform { + data: number[] | Float32Array; + constructor(data: number[] | Float32Array) { + this.data = data; + } + + setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) { + gl.uniformMatrix3fv(location, false, this.data); + } +} + +export class UniformBool implements Uniform { + data: boolean; + constructor(data: boolean) { + this.data = data; + } + + setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) { + gl.uniform1i(location, this.data ? 1 : 0); + } +} + +export default Shader;
\ No newline at end of file diff --git a/web/pw-frontend/src/lib/visualizer/webgl/text.ts b/web/pw-frontend/src/lib/visualizer/webgl/text.ts new file mode 100644 index 0000000..3f1cec6 --- /dev/null +++ b/web/pw-frontend/src/lib/visualizer/webgl/text.ts @@ -0,0 +1,192 @@ +import type { Dictionary } from "./util"; +import type { Shader, UniformMatrix3fv } from "./shader"; +import { Texture } from "./texture"; +import { DefaultRenderable } from "./renderer"; +import { IndexBuffer, VertexBuffer } from "./buffer"; +import { VertexBufferLayout, VertexArray } from "./vertexBufferLayout"; + + +export enum Align { + Begin, + End, + Middle, +} + +export class GlypInfo { + x: number; + y: number; + width: number; +} + +export class FontInfo { + letterHeight: number; + spaceWidth: number; + spacing: number; + textureWidth: number; + textureHeight: number; + glyphInfos: Dictionary<GlypInfo>; +} + +export class LabelFactory { + texture: Texture; + font: FontInfo; + shader: Shader; + + constructor(gl: WebGLRenderingContext, loc: string, font: FontInfo, shader: Shader) { + this.texture = Texture.fromImage(gl, loc, 'font'); + this.font = font; + this.shader = shader; + } + + build(gl: WebGLRenderingContext, transform?: UniformMatrix3fv): Label { + return new Label(gl, this.shader, this.texture, this.font, transform); + } +} + +export class Label { + inner: DefaultRenderable; + + font: FontInfo; + + constructor(gl: WebGLRenderingContext, shader: Shader, tex: Texture, font: FontInfo, transform?: UniformMatrix3fv) { + this.font = font; + + const uniforms = transform ? { "u_trans": transform, "u_trans_next": transform, } : {}; + const ib = new IndexBuffer(gl, []); + const vb_pos = new VertexBuffer(gl, []); + const vb_tex = new VertexBuffer(gl, []); + + const layout_pos = new VertexBufferLayout(); + layout_pos.push(gl.FLOAT, 2, 4, "a_position"); + + const layout_tex = new VertexBufferLayout(); + layout_tex.push(gl.FLOAT, 2, 4, "a_texCoord"); + + const vao = new VertexArray(); + vao.addBuffer(vb_pos, layout_pos); + vao.addBuffer(vb_tex, layout_tex); + + this.inner = new DefaultRenderable(ib, vao, shader, [tex], uniforms); + } + + getRenderable(): DefaultRenderable { + return this.inner; + } + + setText(gl: WebGLRenderingContext, text: string, h_align = Align.Begin, v_align = Align.Begin) { + const idxs = []; + const verts_pos = []; + const verts_tex = []; + + const letterHeight = this.font.letterHeight / this.font.textureHeight; + let xPos = 0; + + switch (h_align) { + case Align.Begin: + break; + case Align.End: + xPos = -1 * [...text].map(n => this.font.glyphInfos[n] ? this.font.glyphInfos[n].width : this.font.spaceWidth).reduce((a, b) => a + b, 0) / this.font.letterHeight; + break; + case Align.Middle: + xPos = -1 * [...text].map(n => this.font.glyphInfos[n] ? this.font.glyphInfos[n].width : this.font.spaceWidth).reduce((a, b) => a + b, 0) / this.font.letterHeight / 2; + break; + } + let yStart = 0; + switch (v_align) { + case Align.Begin: + break; + case Align.End: + yStart = 1; + break; + case Align.Middle: + yStart = 0.5; + break; + } + + let j = 0; + for (let i = 0; i < text.length; i++) { + const info = this.font.glyphInfos[text[i]]; + if (info) { + const dx = info.width / this.font.letterHeight; + const letterWidth = info.width / this.font.textureWidth; + const x0 = info.x / this.font.textureWidth; + const y0 = info.y / this.font.textureHeight; + verts_pos.push(xPos, yStart); + verts_pos.push(xPos + dx, yStart); + verts_pos.push(xPos, yStart-1); + verts_pos.push(xPos + dx, yStart-1); + + verts_tex.push(x0, y0); + verts_tex.push(x0 + letterWidth, y0); + verts_tex.push(x0, y0 + letterHeight); + verts_tex.push(x0 + letterWidth, y0 + letterHeight); + + xPos += dx; + + idxs.push(j+0, j+1, j+2, j+1, j+2, j+3); + j += 4; + } else { + // Just move xPos + xPos += this.font.spaceWidth / this.font.letterHeight; + } + } + + this.inner.updateIndexBuffer(gl, idxs); + this.inner.updateVAOBuffer(gl, 0, verts_pos); + this.inner.updateVAOBuffer(gl, 1, verts_tex); + } +} + +export function defaultLabelFactory(gl: WebGLRenderingContext, shader: Shader): LabelFactory { + const fontInfo = { + letterHeight: 8, + spaceWidth: 8, + spacing: -1, + textureWidth: 64, + textureHeight: 40, + glyphInfos: { + 'a': { x: 0, y: 0, width: 8, }, + 'b': { x: 8, y: 0, width: 8, }, + 'c': { x: 16, y: 0, width: 8, }, + 'd': { x: 24, y: 0, width: 8, }, + 'e': { x: 32, y: 0, width: 8, }, + 'f': { x: 40, y: 0, width: 8, }, + 'g': { x: 48, y: 0, width: 8, }, + 'h': { x: 56, y: 0, width: 8, }, + 'i': { x: 0, y: 8, width: 8, }, + 'j': { x: 8, y: 8, width: 8, }, + 'k': { x: 16, y: 8, width: 8, }, + 'l': { x: 24, y: 8, width: 8, }, + 'm': { x: 32, y: 8, width: 8, }, + 'n': { x: 40, y: 8, width: 8, }, + 'o': { x: 48, y: 8, width: 8, }, + 'p': { x: 56, y: 8, width: 8, }, + 'q': { x: 0, y: 16, width: 8, }, + 'r': { x: 8, y: 16, width: 8, }, + 's': { x: 16, y: 16, width: 8, }, + 't': { x: 24, y: 16, width: 8, }, + 'u': { x: 32, y: 16, width: 8, }, + 'v': { x: 40, y: 16, width: 8, }, + 'w': { x: 48, y: 16, width: 8, }, + 'x': { x: 56, y: 16, width: 8, }, + 'y': { x: 0, y: 24, width: 8, }, + 'z': { x: 8, y: 24, width: 8, }, + '0': { x: 16, y: 24, width: 8, }, + '1': { x: 24, y: 24, width: 8, }, + '2': { x: 32, y: 24, width: 8, }, + '3': { x: 40, y: 24, width: 8, }, + '4': { x: 48, y: 24, width: 8, }, + '5': { x: 56, y: 24, width: 8, }, + '6': { x: 0, y: 32, width: 8, }, + '7': { x: 8, y: 32, width: 8, }, + '8': { x: 16, y: 32, width: 8, }, + '9': { x: 24, y: 32, width: 8, }, + '-': { x: 32, y: 32, width: 8, }, + '*': { x: 40, y: 32, width: 8, }, + '!': { x: 48, y: 32, width: 8, }, + '?': { x: 56, y: 32, width: 8, }, + }, + }; + + return new LabelFactory(gl, '/static/res/assets/font.png', fontInfo, shader); +} diff --git a/web/pw-frontend/src/lib/visualizer/webgl/texture.ts b/web/pw-frontend/src/lib/visualizer/webgl/texture.ts new file mode 100644 index 0000000..9d6adcf --- /dev/null +++ b/web/pw-frontend/src/lib/visualizer/webgl/texture.ts @@ -0,0 +1,106 @@ +import type { Renderer } from "./renderer"; + +export class Texture { + texture: WebGLTexture; + width: number; + height: number; + loaded: boolean; + name: string; + + static fromImage( + gl: WebGLRenderingContext, + path: string, + name: string, + ): Texture { + const out = new Texture(gl, name); + + const image = new Image(); + image.onload = out.setImage.bind(out, gl, image); + image.onerror = error; + image.src = path; + + return out; + } + + static fromRenderer( + gl: WebGLRenderingContext, + name: string, + width: number, + height: number, + renderer: Renderer + ): Texture { + const out = new Texture(gl, name); + out.width = width; + out.height = height; + + gl.texImage2D( + gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, + gl.RGBA, gl.UNSIGNED_BYTE, null); + + const fb = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fb); + + const attachmentPoint = gl.COLOR_ATTACHMENT0; + gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentPoint, gl.TEXTURE_2D, out.texture, 0); + + renderer.render(gl, fb, width, height); + + out.loaded = true; + + return out; + } + + constructor( + gl: WebGLRenderingContext, + name: string, + ) { + this.loaded = false; + this.name = name; + + this.texture = gl.createTexture(); + this.bind(gl); + + 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); + + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, + gl.UNSIGNED_BYTE, new Uint8Array([255, 0, 0, 255])); + } + + setImage(gl: WebGLRenderingContext, image: HTMLImageElement) { + this.bind(gl); + this.width = image.width; + this.height = image.height; + + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); + + this.unbind(gl); + + this.loaded = true; + } + + bind(gl: WebGLRenderingContext, location=0) { + gl.activeTexture(gl.TEXTURE0 + location); + gl.bindTexture(gl.TEXTURE_2D, this.texture); + } + + unbind(gl: WebGLRenderingContext) { + gl.bindTexture(gl.TEXTURE_2D, null); + } + + + getWidth(): number { + return this.width; + } + + getHeight(): number { + return this.height; + } +} + +function error(e: any) { + console.error("IMAGE LOAD ERROR"); + console.error(e); +} diff --git a/web/pw-frontend/src/lib/visualizer/webgl/util.ts b/web/pw-frontend/src/lib/visualizer/webgl/util.ts new file mode 100644 index 0000000..3ed2b4d --- /dev/null +++ b/web/pw-frontend/src/lib/visualizer/webgl/util.ts @@ -0,0 +1,229 @@ +import { parse as parsePath } from 'extract-svg-path'; +import svgMesh3d from 'svg-mesh-3d'; + +export interface Dictionary<T> { + [Key: string]: T; +} + + +interface OnLoadable { + onload: any; +} + +export function onload2promise<T extends OnLoadable>(obj: T): Promise<T> { + return new Promise(resolve => { + obj.onload = () => resolve(obj); + }); +} + +export function resizeCanvasToDisplaySize( + canvas: HTMLCanvasElement, + multiplier?: number, +): boolean { + multiplier = multiplier || 1; + var width = canvas.clientWidth * multiplier | 0; + var height = canvas.clientHeight * multiplier | 0; + if (canvas.width !== width || canvas.height !== height) { + canvas.width = width; + canvas.height = height; + return true; + } + return false; +} + +export class FPSCounter { + last: number; + count: number; + _delta: number; + _prev: number; + + _frame_start: number; + _total_frametime: number; + + constructor() { + this.last = 0; + this.count = 0; + this._delta = 0; + this._prev = 0; + } + + frame(now: number) { + this._frame_start = performance.now(); + this.count += 1; + this._delta = now - this._prev; + this._prev = now; + + if (now - this.last > 1000) { + this.last = now; + console.log(`${this.count} fps, ${(this._total_frametime / this.count).toFixed(2)}ms avg per frame`); + this.count = 0; + this._total_frametime = 0; + } + } + + frame_end() { + this._total_frametime += (performance.now() - this._frame_start); + } + + delta(now: number): number { + return this._delta; + } +} + +export class Resizer { + hoovering = false; + dragging = false; + + mouse_pos = [0, 0]; + last_drag = [0, 0]; + + viewbox: number[]; + orig_viewbox: number[]; + + el_box: number[]; + + scaleX = 1; + scaleY = 1; + + constructor(el: HTMLCanvasElement, viewbox: number[], keep_aspect_ratio=false) { + viewbox = [-viewbox[0] - viewbox[2], - viewbox[1] - viewbox[3], viewbox[2], viewbox[3]]; + this.viewbox = [...viewbox]; + this.el_box = [el.width, el.height]; + + if (keep_aspect_ratio) { + const or_width = this.viewbox[2]; + const or_height = this.viewbox[3]; + + const width_percentage = this.viewbox[2] / el.width; + const height_percentage = this.viewbox[3] / el.height; + + if (width_percentage < height_percentage) { + // width should be larger + this.viewbox[2] = height_percentage * el.width; + } else { + // height should be larger + this.viewbox[3] = width_percentage * el.height; + } + + this.viewbox[0] -= (this.viewbox[2] - or_width) / 2; + this.viewbox[1] -= (this.viewbox[3] - or_height) / 2; + + this.scaleX = this.viewbox[2] / this.viewbox[3]; + } + + this.orig_viewbox = [...this.viewbox]; + + el.addEventListener("mouseenter", this.mouseenter.bind(this), { capture: false, passive: true}); + el.addEventListener("mouseleave", this.mouseleave.bind(this), { capture: false, passive: true}); + el.addEventListener("mousemove", this.mousemove.bind(this), { capture: false, passive: true}); + el.addEventListener("mousedown", this.mousedown.bind(this), { capture: false, passive: true}); + el.addEventListener("mouseup", this.mouseup.bind(this), { capture: false, passive: true}); + + window.addEventListener('wheel', this.wheel.bind(this), { capture: false, passive: true}); + } + + _clip_viewbox() { + this.viewbox[0] = Math.max(this.viewbox[0], this.orig_viewbox[0]); + this.viewbox[1] = Math.max(this.viewbox[1], this.orig_viewbox[1]); + + this.viewbox[0] = Math.min(this.viewbox[0] + this.viewbox[2], this.orig_viewbox[0] + this.orig_viewbox[2]) - this.viewbox[2]; + this.viewbox[1] = Math.min(this.viewbox[1] + this.viewbox[3], this.orig_viewbox[1] + this.orig_viewbox[3]) - this.viewbox[3]; + } + + mouseenter() { + this.hoovering = true; + } + + mouseleave() { + this.hoovering = false; + } + + mousemove(e: MouseEvent) { + this.mouse_pos = [e.offsetX, this.el_box[1] - e.offsetY]; + + if (this.dragging) { + const scaleX = this.viewbox[2] / this.el_box[0]; + const scaleY = this.viewbox[3] / this.el_box[1]; + + this.viewbox[0] += (this.last_drag[0] - this.mouse_pos[0]) * scaleX; + this.viewbox[1] += (this.last_drag[1] - this.mouse_pos[1]) * scaleY; + + this.last_drag = [...this.mouse_pos]; + + this._clip_viewbox(); + } + } + + mousedown() { + this.dragging = true; + this.last_drag = [...this.mouse_pos]; + } + + mouseup() { + this.dragging = false; + } + + wheel(e: WheelEvent) { + if (this.hoovering) { + const delta = e.deltaY > 0 ? 0.1 * this.viewbox[2] : -0.1 * this.viewbox[2]; + const dx = delta * this.scaleX; + const dy = delta * this.scaleY; + + const mouse_dx = this.mouse_pos[0] / this.el_box[0]; + const mouse_dy = this.mouse_pos[1] / this.el_box[1]; + + this._zoom([dx, dy], [mouse_dx, mouse_dy]); + } + } + + _zoom(deltas: number[], center: number[]) { + this.viewbox[2] += deltas[0]; + this.viewbox[0] -= deltas[0] * center[0]; + this.viewbox[2] = Math.min(this.viewbox[2], this.orig_viewbox[2]); + + this.viewbox[3] += deltas[1]; + this.viewbox[1] -= deltas[1] * center[1]; + this.viewbox[3] = Math.min(this.viewbox[3], this.orig_viewbox[3]); + + this._clip_viewbox(); + } + + get_viewbox(): number[] { + return this.viewbox; + } + + get_mouse_pos(): number[] { + return this.mouse_pos; + } +} + +export class Mesh { + cells: number[]; + positions: number[]; + + constructor(mesh: any) { + this.cells = mesh.cells.flat(); + this.positions = mesh.positions.flat(); + } +} + +export async function url_to_mesh(url: string): Promise<Mesh> { + + return new Promise(function(resolve) { + fetch(url) + .then(resp => resp.text()) + .then(data => { + // var div = document.createElement('div'); + // div.innerHTML = data; + // var svg = div.querySelector('svg'); + + var svgPath = parsePath(data); + var mesh = svgMesh3d(svgPath, { + delaunay: false, + scale: 10, + }); + + resolve(new Mesh(mesh)); + }) + }); +} diff --git a/web/pw-frontend/src/lib/visualizer/webgl/vertexBufferLayout.ts b/web/pw-frontend/src/lib/visualizer/webgl/vertexBufferLayout.ts new file mode 100644 index 0000000..f44ed47 --- /dev/null +++ b/web/pw-frontend/src/lib/visualizer/webgl/vertexBufferLayout.ts @@ -0,0 +1,115 @@ +import type { VertexBuffer } from './buffer'; +import type { Shader } from './shader'; + +export class VertexBufferElement { + type: number; + amount: number; + type_size: number; + normalized: boolean; + index: string; + + constructor( + type: number, + amount: number, + type_size: number, + index: string, + normalized: boolean, + ) { + this.type = type; + this.amount = amount; + this.type_size = type_size; + this.normalized = normalized; + this.index = index; + } +} + +export class VertexBufferLayout { + elements: VertexBufferElement[]; + stride: number; + offset: number; + + constructor(offset = 0) { + this.elements = []; + this.stride = 0; + this.offset = offset; + } + + // Maybe wrong normalized type + push( + type: number, + amount: number, + type_size: number, + index: string, + normalized = false, + ) { + this.elements.push(new VertexBufferElement(type, amount, type_size, index, normalized)); + this.stride += amount * type_size; + } + + getElements(): VertexBufferElement[] { + return this.elements; + } + + getStride(): number { + return this.stride; + } +} + +// glEnableVertexAttribArray is to specify what location of the current program the follow data is needed +// glVertexAttribPointer tells gl that that data is at which location in the supplied data +export class VertexArray { + // There is no renderer ID, always at bind buffers and use glVertexAttribPointer + buffers: VertexBuffer[]; + layouts: VertexBufferLayout[]; + + constructor() { + this.buffers = []; + this.layouts = []; + } + + addBuffer(vb: VertexBuffer, layout: VertexBufferLayout) { + this.buffers.push(vb); + this.layouts.push(layout); + } + + updateBuffer(gl: WebGLRenderingContext, index: number, data: number[]) { + this.buffers[index].updateData(gl, data); + } + + /// Bind buffers providing program data + bind(gl: WebGLRenderingContext, shader: Shader) { + shader.bind(gl); + for(let i = 0; i < this.buffers.length; i ++) { + const buffer = this.buffers[i]; + const layout = this.layouts[i]; + + buffer.bind(gl); + const elements = layout.getElements(); + let offset = layout.offset; + + for (let j = 0; j < elements.length; j ++) { + const element = elements[j]; + const location = shader.getAttribLocation(gl, element.index); + + if (location >= 0) { + gl.enableVertexAttribArray(location); + gl.vertexAttribPointer( + location, element.amount, element.type, + element.normalized, layout.stride, offset + ); + } + + offset += element.amount * element.type_size; + } + } + } + + /// Undo bind operation + unbind(gl: WebGLRenderingContext) { + this.layouts.forEach((layout) => { + layout.getElements().forEach((_, index) => { + gl.disableVertexAttribArray(index); + }); + }) + } +} |