Refactor and cleanup

This commit is contained in:
Lucas Dower 2021-07-03 16:50:03 +01:00
parent 4c50b94f6a
commit 320f76f039
12 changed files with 178 additions and 140 deletions

View File

@ -1,5 +1,3 @@
uniform vec3 u_fillColour;
uniform float u_opacity;
uniform vec3 u_lightWorldPos;
uniform mat4 u_worldViewProjection;
uniform mat4 u_worldInverseTranspose;
@ -10,14 +8,15 @@ attribute vec3 normal;
varying vec4 v_colour;
void main() {
vec4 a_position = u_worldViewProjection * vec4(position.xyz * 0.1, 1.0);
vec4 a_position = u_worldViewProjection * vec4(position.xyz, 1.0);
vec3 v_normal = (u_worldInverseTranspose * vec4(normal, 0)).xyz;
vec3 v_lightDir = normalize(u_lightWorldPos);
float lighting = dot(v_normal, v_lightDir);
float lighting = abs(dot(v_normal, v_lightDir));
v_colour = vec4(u_fillColour * lighting, u_opacity);
//v_colour = vec4(normal *lighting), 1.0);
v_colour = vec4(vec3(lighting), 1.0);
gl_Position = a_position;
}

View File

@ -1,9 +0,0 @@
precision mediump float;
//uniform float time;
void main() {
//float alpha = (-cos(time * 0.05) + 1.0) / 4.0;
float alpha = 1.0;
gl_FragColor = vec4(1.0, 1.0, 1.0, 0.5);
}

View File

@ -1,11 +0,0 @@
uniform mat4 u_worldViewProjection;
attribute vec3 position;
attribute vec3 normal;
void main() {
// Extrude the vertices outwards slightly to avoid z-fighting
vec3 translated_position = position + normal * 0.0001;
gl_Position = u_worldViewProjection * vec4(translated_position, 1.0);
}

View File

@ -1,7 +0,0 @@
precision mediump float;
uniform vec3 u_fillColour;
void main() {
gl_FragColor = vec4(u_fillColour, 1.0);
}

View File

@ -1,7 +0,0 @@
uniform mat4 u_worldViewProjection;
attribute vec3 position;
void main() {
gl_Position = u_worldViewProjection * vec4(position.xyz, 1.0);
}

View File

@ -8,16 +8,10 @@ const renderer = new Renderer(voxelSize);
const voxelManager = new VoxelManager(voxelSize);
const triangle = new Triangle(new Vector3(0, 0, 0), new Vector3(4, 3, 1), new Vector3(2, -3, -2));
const triangle2 = new Triangle(new Vector3(5, 2, -1), new Vector3(-2, 3, -1), new Vector3(0, 3, 2));
console.log(triangle2);
renderer.setStroke(new Vector3(1.0, 0.0, 0.0));
renderer.registerTriangle(triangle);
renderer.registerTriangle(triangle2);
voxelManager.voxeliseTriangle(triangle);
voxelManager.voxeliseTriangle(triangle2);
voxelManager.voxeliseTriangle(triangle);
renderer.setStroke(new Vector3(1.0, 1.0, 1.0));
renderer.registerVoxels(voxelManager.voxels);
renderer.compileRegister();
@ -25,7 +19,6 @@ renderer.compileRegister();
function render(time) {
renderer.begin();
renderer.end();
requestAnimationFrame(render);

View File

@ -18,17 +18,24 @@ class Renderer {
this._registerEvents();
this._register = {
this._debugRegister = {
position: {numComponents: 3, data: []},
indices: {numComponents: 3, data: []},
colour: {numComponents: 3, data: []}
};
this._register = {
position: {numComponents: 3, data: []},
normal: {numComponents: 3, data: []},
indices: {numComponents: 3, data: []},
};
this._debugMaxIndex = 0;
this._maxIndex = 0;
//this._voxelSize = voxelSize;
this._voxelSize = voxelSize;
this._voxelSizeVector = new Vector3(voxelSize, voxelSize, voxelSize);
this._registerOpen = true;
this._registersOpen = true;
}
_registerEvents() {
@ -66,38 +73,57 @@ class Renderer {
}
compileRegister() {
console.log(this._register);
this._debugRegisterBuffer = twgl.createBufferInfoFromArrays(this._gl, this._debugRegister);
this._registerBuffer = twgl.createBufferInfoFromArrays(this._gl, this._register);
this._registerOpen = false;
}
end() {
if (this._registerOpen) {
console.error("Trying to draw register objects before register is closed. Call compileRegister() first.");
return;
}
// Draw objects in register
const uniforms = {
u_worldViewProjection: this._camera.getWorldViewProjection()
};
const shader = shaderManager.unshadedRegisteredProgram;
this._gl.useProgram(shader.program);
twgl.setBuffersAndAttributes(this._gl, shader, this._registerBuffer);
twgl.setUniforms(shader, uniforms);
this._gl.drawElements(this._gl.LINES, this._registerBuffer.numElements, this._gl.UNSIGNED_SHORT, 0);
this._registersOpen = false;
}
setStroke(colour) {
this._strokeColour = colour;
}
_getBoxData(centre, size) {
end() {
if (this._registersOpen) {
console.error("Trying to draw register objects before register is closed. Call compileRegister() first.");
return;
}
this._drawDebugRegister();
this._drawRegister();
}
_drawDebugRegister() {
const uniforms = {
u_worldViewProjection: this._camera.getWorldViewProjection()
};
this._drawBuffer(this._gl.LINES, this._debugRegisterBuffer, shaderManager.debugProgram, uniforms);
}
_drawRegister() {
const uniforms = {
//u_lightWorldPos: new Vector3(1, 2, 0.5).toArray(),
u_lightWorldPos: this._camera.getCameraPosition(0.5, 0.0),
u_worldViewProjection: this._camera.getWorldViewProjection(),
u_worldInverseTranspose: this._camera.getWorldInverseTranspose()
};
this._drawBuffer(this._gl.TRIANGLES, this._registerBuffer, shaderManager.shadedProgram, uniforms);
}
_drawBuffer(drawMode, buffer, shader, uniforms) {
this._gl.useProgram(shader.program);
twgl.setBuffersAndAttributes(this._gl, shader, buffer);
twgl.setUniforms(shader, uniforms);
this._gl.drawElements(drawMode, buffer.numElements, this._gl.UNSIGNED_SHORT, 0);
}
// TODO
_getBoxData(centre, size, debug) {
const a = Vector3.sub(centre, Vector3.mulScalar(size, 0.5));
const b = Vector3.add(centre, Vector3.mulScalar(size, 0.5));
if (debug) {
return {
position: [
a.x, a.y, a.z,
@ -115,9 +141,27 @@ class Renderer {
0, 4, 1, 5, 2, 6, 3, 7
]
};
} else {
let cube = twgl.primitives.createCubeVertices(this._voxelSize);
for (let i = 0; i < 72; i += 3) {
cube.position[i + 0] += centre.x;
cube.position[i + 1] += centre.y;
cube.position[i + 2] += centre.z;
}
_getTriangleData(a, b, c) {
return cube;
}
}
_getTriangleData(triangle, debug) {
const a = triangle.v0;
const b = triangle.v1;
const c = triangle.v2;
const n = triangle.normal;
if (debug) {
return {
position: [
a.x, a.y, a.z,
@ -130,6 +174,23 @@ class Renderer {
2, 0
]
};
} else {
return {
position: [
a.x, a.y, a.z,
b.x, b.y, b.z,
c.x, c.y, c.z,
],
normal: [
n.x, n.y, n.z,
n.x, n.y, n.z,
n.x, n.y, n.z
],
indices: [
0, 1, 2
]
};
}
}
/*
@ -149,12 +210,8 @@ class Renderer {
// Use when drawing the same thing each frame
registerBox(centre, size, debug) {
if (debug) {
const data = this._getBoxData(centre, size);
this._addDataToRegister(data);
} else {
// TODO
}
const data = this._getBoxData(centre, size, debug);
this._addDataToRegister(data, debug);
}
// Use when drawing the same triangle each frame
@ -163,18 +220,15 @@ class Renderer {
const data = this._getTriangleData(a, b, c);
this._addDataToRegister(data);
}*/
registerTriangle(triangle, debug) {
if (debug) {
const data = this._getTriangleData(triangle.v0, triangle.v1, triangle.v2);
this._addDataToRegister(data);
} else {
// TODO
}
const data = this._getTriangleData(triangle, debug);
this._addDataToRegister(data, debug);
}
registerVoxel(centre) {
const data = this._getBoxData(centre, this._voxelSizeVector);
this._addDataToRegister(data);
const data = this._getBoxData(centre, this._voxelSizeVector, false);
this._addDataToRegister(data, false);
}
registerVoxels(voxelCentres) {
@ -183,23 +237,43 @@ class Renderer {
}
}
_addDataToRegister(data) {
if (!this._registerOpen) {
_cycleBuffers() {
}
_addDataToRegister(data, debug) {
if (!this._registersOpen) {
console.error("Trying to register object when register is closed. Register before calling compileRegister()");
return;
}
this._register.position.data.push(...data.position);
this._register.indices.data.push(...data.indices.map(x => x + this._maxIndex));
if (debug) {
this._debugRegister.position.data.push(...data.position);
this._debugRegister.indices.data.push(...data.indices.map(x => x + this._debugMaxIndex));
const numVertices = data.position.length / 3;
const vertexColours = [].concat(...new Array(numVertices).fill(this._strokeColour.toArray()));
this._register.colour.data.push(...vertexColours);
this._debugRegister.colour.data.push(...vertexColours);
this._maxIndex += 1 + Math.max(...data.indices);
this._debugMaxIndex += 1 + Math.max(...data.indices);
} else {
const newMaxIndex = this._maxIndex + 1 + Math.max(...data.indices);
if (newMaxIndex >= 65535) {
console.warn("Overloaded buffer");
return;
}
this._register.position.data.push(...data.position);
this._register.normal.data.push(...data.normal);
this._register.indices.data.push(...data.indices.map(x => x + this._maxIndex));
this._maxIndex = newMaxIndex;
}
}
/*
_drawData(data) {
const buffer = twgl.createBufferInfoFromArrays(this._gl, data);
@ -214,6 +288,7 @@ class Renderer {
twgl.setUniforms(shader, uniforms);
this._gl.drawElements(this._gl.LINES, buffer.numElements, this._gl.UNSIGNED_SHORT, 0);
}
*/
}

View File

@ -1,26 +1,15 @@
const twgl = require('twgl.js');
const fs = require('fs');
const gl = document.querySelector("#c").getContext("webgl");
const shaded_vertex_shader = fs.readFileSync('./shaders/shaded_vertex.vs', 'utf8');
const shaded_fragment_shader = fs.readFileSync('./shaders/shaded_fragment.fs', 'utf8');
const unshaded_vertex_shader = fs.readFileSync('./shaders/unshaded_vertex.vs', 'utf8');
const unshaded_fragment_shader = fs.readFileSync('./shaders/unshaded_fragment.fs', 'utf8');
const unshaded_registered_vertex_shader = fs.readFileSync('./shaders/unshaded_registered_vertex.vs', 'utf8');
const unshaded_registered_fragment_shader = fs.readFileSync('./shaders/unshaded_registered_fragment.fs', 'utf8');
const test_vertex_shader = fs.readFileSync('./shaders/test_vertex.vs', 'utf8');
const test_fragment_shader = fs.readFileSync('./shaders/test_fragment.fs', 'utf8');
const debug_vertex_shader = fs.readFileSync('./shaders/debug_vertex.vs', 'utf8');
const debug_fragment_shader = fs.readFileSync('./shaders/debug_fragment.fs', 'utf8');
const shadedProgram = twgl.createProgramInfo(gl, [shaded_vertex_shader, shaded_fragment_shader]);
const unshadedProgram = twgl.createProgramInfo(gl, [unshaded_vertex_shader, unshaded_fragment_shader]);
const unshadedRegisteredProgram = twgl.createProgramInfo(gl, [unshaded_registered_vertex_shader, unshaded_registered_fragment_shader]);
const testProgram = twgl.createProgramInfo(gl, [test_vertex_shader, test_fragment_shader]);
const debugProgram = twgl.createProgramInfo(gl, [debug_vertex_shader, debug_fragment_shader]);
module.exports.shadedProgram = shadedProgram;
module.exports.unshadedProgram = unshadedProgram;
module.exports.unshadedRegisteredProgram = unshadedRegisteredProgram;
module.exports.testProgram = testProgram;
module.exports.debugProgram = debugProgram;

View File

@ -9,6 +9,11 @@ class Triangle {
this.v1 = v1;
this.v2 = v2;
const f0 = Vector3.sub(v1, v0);
const f1 = Vector3.sub(v0, v2);
this.normal = Vector3.cross(f0, f1);
this.normal.normalise();
this._calculateBoundingBox();
}

View File

@ -95,6 +95,17 @@ class Vector3 {
return this.x == vec.x && this.y == vec.y && this.z == vec.z;
}
_magnitude() {
return Math.sqrt(Math.pow(this.x, 2) + Math.pow(this.y, 2) + Math.pow(this.z, 2));
}
normalise() {
const mag = this._magnitude();
this.x /= mag;
this.y /= mag;
this.z /= mag;
}
}
module.exports.Vector3 = Vector3;