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isosurface.js
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isosurface.js
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/* 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.
*/
/** This class encapsulates the isosurface primitive.
*
* It accepts a string representation of a function in x, y,
* z and t, that should be visualized by isosurface rendering
* changing the isovalue parameter
*
* @param {String} string the function to render
* @param {int} options is a bitwise and'ing of options. Currently \
* the only options are CYLINDRICAL and SPHERICAL for changing \
* the coordinate system
* @param {DEPRECATED} source is not used.
* @constructor
* @requires screen has a member reference to a screen object
* @requires primitive inherits from primitive
*/
function isosurface(string, options, source) {
/** The WebGLContext we'll be using */
this.gl = null;
/** A string representation of the function */
this.f = string;
/** The options for rendering. Mostly used to
* select the coordinate system to use */
this.options = options;
/** The VBO that stores the vertices */
this.vertexVBO = null;
/** The VBO that stores the texture coordinates */
this.textureVBO = null;
/** The VBO that holds the indices to render */
this.indexVBO = null;
/** The number of indices to render */
this.index_ct = 0;
/** The set of parameters to include in the shader source */
this.parameters = null;
/** 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 = 2;
/** The WebGLTexture we'll use. It's a residual of the class
* references when writing the class.
* @deprecated */
this.texture = null;
/** The string source for the texture we'll use
* @deprecated */
this.source = source || "textures/deisa.jpg";
/** This function is called by the grapher class so that the box
* has access to relevant information, but it is only initialized
* when grapher deems appropriates
*
* In the particular case of isosurface, it's business as usual
*
* @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, parameters) {
this.gl = gl;
this.parameters = parameters;
this.refresh(scr);
this.gen_program();
}
/** Refresh is a way for the grapher instance to notify surface
* of changes to the viewing environment.
*
* This method is meant to only be called by the grapher class. It
* just makes a call to generate the vertex buffer object to draw
*
* @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);
}
/** All primitives are responsible for knowing how to construct
* themselves and so this is the function that constructs the VBO for
* the objects.
*
* This method is meant to be private, and it generates a VBO for the
* six faces of a cube in the same fashion as datasurface.
*
* @param {screen} src information about the viewable screen
*/
this.gen_vbo = function(scr) {
// Victory! It works!
var vertices = [ scr.maxx, scr.maxy, scr.minx, //A
scr.minx, scr.miny, -scr.minx, //B
scr.maxx, scr.miny, scr.minx, //C
scr.maxx, scr.miny, -scr.minx, //D
scr.maxx, scr.maxy, -scr.minx, //E
scr.minx, scr.miny, scr.minx, //F
scr.minx, scr.maxy, scr.minx, //G
scr.minx, scr.maxy, -scr.minx]; //H
var texture = vertices;
var indices = [ 2, 5, 0, 6, 7, 7, 4, 0, 3, 2, 1, 5, 6, 6, 1, 7, 3, 4]; // Deep magic
/* 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.
*
* This method can be called at any time after initialization to draw
* the box to the screen. Though, it is meant to be primarily called by
* grapher.
*
* @param {screen} scr the current screen
*/
this.draw = function(scr) {
this.setUniforms(scr);
//scr.set_uniforms(this.gl, this.program);
this.gl.uniform1i(this.gl.getUniformLocation(this.program, "sampler"), 0);
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, 3, 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. Generates the shader program, and replaces
* the code blocks (if necessary) to do coordinate conversions
* in the shader.
*/
this.gen_program = function() {
var vertex_source = this.read("shaders/isosurface.vert").replace("USER_FUNCTION", this.f);
var frag_source = this.read("shaders/isosurface.frag").replace("USER_FUNCTION", this.f);
if (this.options & CYLINDRICAL) {
vertex_source = vertex_source.replace("/* CYLINDRICAL", "//* Cylindrical");
frag_source = frag_source.replace("/* CYLINDRICAL", "//* Cylindrical");
} else if (this.options & SPHERICAL) {
vertex_source = vertex_source.replace("/* SPHERICAL", "//* Spherical");
frag_source = frag_source.replace("/* SPHERICAL", "//* Spherical");
}
this.compile_program(vertex_source, frag_source);
}
}
isosurface.prototype = new primitive();