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/* <copyright>
This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
</copyright> */
function getRandColor()
{
var r = Math.random();
var g = Math.random();
var b =Math.random();
return [r, g, b, 1.0];
}
function unProject( winx, winy, winz, modelMatrix, projMatrix, viewport)
{
var inVal = [0,0,0,0];
var finalMatrix = mat4.mul( modelMatrix, projMatrix );
finalMatrix = mat4.inverse(finalMatrix);
if(!finalMatrix)
return null;
inVal[0]=winx;
inVal[1]=winy;
inVal[2]=winz;
inVal[3]=1.0;
/* Map x and y from window coordinates */
inVal[0] = (inVal[0] - viewport[0]) / viewport[2];
inVal[1] = (inVal[1] - viewport[1]) / viewport[3];
/* Map to range -1 to 1 */
inVal[0] = inVal[0] * 2 - 1;
inVal[1] = inVal[1] * 2 - 1;
inVal[2] = inVal[2] * 2 - 1;
var v4Out = mat4.transformPoint( finalMatrix, inVal );
if (v4Out[3] <= 0.0001)
return null;
v4Out[0] /= v4Out[3];
v4Out[1] /= v4Out[3];
v4Out[2] /= v4Out[3];
return [ v4Out[0], v4Out[1], v4Out[2] ];
}
function AABB2LineSegment(box, startPoint, endPoint )
{
c = vec3.scale( vec3.add(box.min, box.max), 0.5 );
e = vec3.sub(box.max, box.min);
d = vec3.sub(endPoint, startPoint);
m = vec3.sub(startPoint, endPoint);
m = vec3.sub(m, box.min),
m = vec3.sub(m, box.max);
var adx = Math.abs(d[0]);
if( Math.abs(m[0]) > e[0] + adx ) return false;
var ady = Math.abs(d[1]);
if( Math.abs(m[1]) > e[1] + ady ) return false;
var adz = Math.abs(d[2]);
if( Math.abs(m[2]) > e[2] + adz ) return false;
adx += 1.192092896e-07;
ady += 1.192092896e-07;
adz += 1.192092896e-07;
if( Math.abs(m[1] * d[2] - m[2] * d[1]) > e[1] * adz + e[2] * ady ) return false;
if( Math.abs(m[2] * d[0] - m[0] * d[2]) > e[0] * adz + e[2] * adx ) return false;
if( Math.abs(m[0] * d[1] - m[1] * d[0]) > e[0] * ady + e[1] * adx ) return false;
return true;
}
function hitTest(mesh, near, far)
{
// holds distance to the nearst BV
var dist = null;
var BV = null;
for(var index = 0; index < mesh.BVL.length; index++)
{
if(AABB2LineSegment(mesh.BVL[index], near, far))
{
var center = vec3.scale( vec3.add(mesh.BVL[index].min, mesh.BVL[index].max), 0.5 );
var newDist = vec3.dot( mat4.row( g_cam.world, 2 ), center);
if(newDist < dist || dist == null)
{
dist = newDist;
BV = mesh.BVL[index];
}
}
}
return BV;
}
//
// loadShader
//
// 'shaderId' is the id of a <script> element containing the shader source string.
// Load this shader and return the WebGLShader object corresponding to it.
//
function loadShader(ctx, shaderType, shaderStr)
{
// pre-pend preprocessor settings
var preProcessor = "#define PC\n"
preProcessor += shaderStr;
shaderStr = preProcessor;
// Create the shader object
var shader = ctx.createShader(shaderType);
if (shader == null) {
ctx.console.log("*** Error: unable to create shader '"+shaderType+"'");
return null;
}
// Load the shader source
ctx.shaderSource(shader, shaderStr);
// Compile the shader
ctx.compileShader(shader);
// Check the compile status
var compiled = ctx.getShaderParameter(shader, ctx.COMPILE_STATUS);
if (!compiled) {
// Something went wrong during compilation; get the error
var error = ctx.getShaderInfoLog(shader);
ctx.console.log("*** Error compiling shader '"+shaderType+"':"+error);
ctx.deleteShader(shader);
return null;
}
return shader;
}
// creates id for shader
g_shaderCounter = 0;
function createShader(ctx, strVertShaderName, strFragShaderName, attribs)
{
var vShader = '', fShader = '';
if (strVertShaderName.indexOf('{') != -1) {
vShader = strVertShaderName;
} else
{
var vshaderRequest = new XMLHttpRequest();
vshaderRequest.open("GET", g_Engine._assetPath+'shaders/' + strVertShaderName + '.glsl', false);
vshaderRequest.send(null);
vShader = vshaderRequest.responseText;
}
if (strFragShaderName.indexOf('{') != -1) {
fShader = strFragShaderName;
} else
{
var fshaderRequest = new XMLHttpRequest();
fshaderRequest.open("GET", g_Engine._assetPath+'shaders/' + strFragShaderName + '.glsl', false);
fshaderRequest.send(null);
fShader = fshaderRequest.responseText;
}
ctx.useProgram(null);
// create our shaders
var vertexShader = loadShader(ctx, ctx.VERTEX_SHADER, vShader);
var fragmentShader = loadShader(ctx, ctx.FRAGMENT_SHADER, fShader);
if (!vertexShader || !fragmentShader)
return null;
// Create the program object
var program = ctx.createProgram();
if (! program)
return null;
// Attach our two shaders to the program
ctx.attachShader (program, vertexShader);
ctx.attachShader (program, fragmentShader);
// Bind attributes
for (var i in attribs)
ctx.bindAttribLocation (program, i, attribs[i]);
// Link the program
ctx.linkProgram(program);
// Check the link status
var linked = ctx.getProgramParameter( program, ctx.LINK_STATUS);
if (!linked) {
// something went wrong with the link
var error = ctx.getProgramInfoLog (program);
ctx.console.log("Error in program linking:"+error);
ctx.deleteProgram(program);
ctx.deleteProgram(fragmentShader);
ctx.deleteProgram(vertexShader);
return null;
}
program.shaderID = "Shader" + g_shaderCounter++;
program.vname = strVertShaderName;
program.RDGEUniform = new RDGEUniformInit();
return program;
}
function getBaseURL() {
var url = location.href; // entire url including querystring - also: window.location.href;
var baseURL = url.substring(0, url.indexOf('/', 14));
if (baseURL.indexOf('http://localhost') != -1) {
// Base Url for localhost
var url = location.href; // window.location.href;
var pathname = location.pathname; // window.location.pathname;
var index1 = url.indexOf(pathname);
var index2 = url.indexOf("/", index1 + 1);
var baseLocalUrl = url.substr(0, index2);
return baseLocalUrl + "/";
}
else {
// Root Url for domain name
return baseURL + "/";
}
}
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