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January 28, 2017 21:11
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/* | |
The MIT License (MIT) | |
Copyright (c) 2016 Eric Arnebäck | |
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 | |
*/ | |
const regl = require('regl')() | |
const camera = require('regl-camera')(regl, { | |
center: [0, 0.0, 0], | |
phi: 0.5 | |
}) | |
var vec3 = require('gl-vec3'); | |
// Rodrigues' rotation formula | |
// v is vector to be rotated | |
// k is axis of rotation | |
// theta is rotation in radians | |
function rodrigues(v, k, theta) { | |
var cosTheta = Math.cos(theta) | |
var sinTheta = Math.sin(theta) | |
var a = [0,0,0] | |
vec3.scale(a, v, cosTheta) | |
var kCrossV = [0,0,0] | |
vec3.cross(kCrossV, k, v) | |
var b = [0,0,0] | |
vec3.scale(b, kCrossV, sinTheta) | |
var kDotV = vec3.dot(k, v) | |
var c = [0,0,0] | |
vec3.scale(c, k, kDotV * (1.0 - cosTheta)) | |
// now return a+b+c | |
var sum = [0,0,0] | |
vec3.add(sum, sum, a) | |
vec3.add(sum, sum, b) | |
vec3.add(sum, sum, c) | |
return sum | |
} | |
/* | |
Make cone mesh. | |
Cone top is at (0,0,0). | |
The direction of the cone is params.dir. This is the vector from the cone top to the base center vertex. | |
params.height is cone height. | |
params.diskRadius is base radius. | |
*/ | |
function makeCone(params) { | |
var v = params.dir | |
vec3.normalize(v, v) // normalize for good measure. | |
var height = params.height // cone height | |
var diskRadius = params.diskRadius // cone base radius | |
var N = 60; | |
// center of cone base. | |
var diskCenter = [v[0] * height, v[1] * height, v[2] * height] | |
// vector perpendicular to v. | |
var vn = [0.0, 0.0, 0.0] | |
// compute vector that is normal to v. | |
// we can obtain this normal by taking the cross product by any vector | |
// that is not v. And this vector 'crossVec' looks good and random ^_^ | |
var crossVec = [-0.331042, 0.579324, -0.744845]; | |
vec3.cross(vn, v, crossVec) | |
vec3.normalize(vn, vn) | |
// use this vector to generate base vertices. | |
var iv = [0,0,0] | |
vec3.scaleAndAdd(iv, iv, vn, diskRadius) | |
cone = {} | |
cone.positions = [] | |
cone.positions.push(diskCenter) // cone base center vertex. | |
cone.positions.push([0,0,0]) // cone top vertex | |
// generate base vertices: | |
for(var i = 0; i < N; i++) { | |
vert = rodrigues(iv, v, (2.0 * Math.PI )*(i / N)) | |
vec3.add(vert, vert, diskCenter) | |
// to make sure that the vertices of the cone base and the vertices of the sides | |
// don't share the same vertices, we duplicate the base vertices. | |
// because then the normals will be correctly computed later. | |
cone.positions.push(vert) | |
cone.positions.push(vert) | |
} | |
var CI = 0; // Cone base center Index. | |
var OI = 1 // Cone top index | |
cone.cells = [] | |
// now generate faces. | |
for(var i = 0; i < N; i++) { | |
var i1 = (i+1)*2 | |
var i2 = (i+2)*2 | |
if(i2 > (2*N+1) ) { | |
i2 = 2 | |
} | |
// add base face. | |
cone.cells.push([CI, i1, i2]) | |
var j1 = (i+1)*2 + 1 | |
var j2 = (i+2)*2 +1 | |
if(j2 > (2*N+1) ) { | |
j2 = 3 | |
} | |
// add side face. | |
cone.cells.push([ j2, j1, OI ]) | |
} | |
// finally, compute normals. | |
cone.normals = require('angle-normals')(cone.cells, cone.positions) | |
return cone | |
} | |
var r = 1.15 | |
var h = 2.0 | |
var h2 = h+0.35 | |
cones = [ | |
makeCone({diskRadius: r, height: h, dir: [0.0,1.0,0.0]}), | |
makeCone({diskRadius: r, height: h, dir: [0.0,0.5,0.866025]}), | |
makeCone({diskRadius: r, height: h, dir: [0.823639, 0.5, 0.267617]}), | |
makeCone({diskRadius: r, height: h, dir: [0.509037, 0.5, -0.700629]}), | |
makeCone({diskRadius: r, height: h, dir: [-0.509037, 0.5, -0.700629]}), | |
makeCone({diskRadius: r, height: h, dir: [-0.823639, 0.5, 0.267617]}), | |
] | |
// transparent sphere. | |
sphere = require('primitive-sphere')(h2, {segments: 16 }) | |
// global context | |
const global = regl({ | |
cull: { | |
enable: true, | |
face: 'back' | |
} | |
}) | |
const drawMesh = regl({ | |
frag: ` | |
precision mediump float; | |
varying vec3 vnormal; | |
varying vec3 vposition; | |
uniform vec3 eye; | |
void main () { | |
vec3 n = vnormal; | |
vec3 l = normalize(normalize(eye)); // the eye is basically the light source. | |
vec3 albedo = vec3(0.2, 0.4, 0.6); | |
gl_FragColor = vec4( | |
albedo * vec3(0.4) + | |
clamp(dot(n, l), 0.0, 1.0) * albedo | |
, 1.0); | |
}`, | |
vert: ` | |
precision mediump float; | |
uniform mat4 projection, view; | |
attribute vec3 position, normal; | |
varying vec3 vnormal; | |
varying vec3 vposition; | |
void main () { | |
vnormal = normal; | |
vposition = position; | |
gl_Position = projection * view * vec4(position, 1.0); | |
}`, | |
attributes: { | |
position: regl.prop('position'), | |
normal: regl.prop('normal') | |
}, | |
elements: regl.prop('cells') | |
}) | |
const drawSphere = regl({ | |
frag: ` | |
precision mediump float; | |
varying vec3 vposition; | |
void main () { | |
// we draw a hemisphere by cutting of the negative half in the fragment shader. | |
// Pretty neat ^_^ | |
if(vposition.y<0.0) { | |
discard; | |
} | |
gl_FragColor = vec4(0.0, 0.7, 0.3 , 0.3); | |
}`, | |
vert: ` | |
precision mediump float; | |
uniform mat4 projection, view; | |
attribute vec3 position; | |
varying vec3 vposition; | |
void main () { | |
vposition = position; | |
gl_Position = projection * view * vec4(position, 1.0); | |
}`, | |
attributes: { position: sphere.positions }, | |
elements: sphere.cells, | |
blend: { | |
enable: true, | |
func: { | |
srcRGB: 'src alpha', | |
srcAlpha: 1, | |
dstRGB: 'one minus src alpha', | |
dstAlpha: 1 | |
}, | |
equation: { | |
rgb: 'add', | |
alpha: 'add' | |
}, | |
color: [0, 0, 0, 0] | |
} | |
}) | |
regl.frame(() => { | |
regl.clear({ | |
color: [0.0, 0.0, 0.0, 1] | |
}) | |
camera(() => { | |
global( () => { | |
// draw cones. | |
for(var i = 0; i < cones.length; i++) { | |
var mesh = cones[i] | |
drawMesh({position: mesh.positions, normal: mesh.normals, cells: mesh.cells }) | |
} | |
// draw transparent sphere. | |
drawSphere() | |
}) | |
}) | |
}) |
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