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Copy pathapp.js
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423 lines (325 loc) · 13.7 KB
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var to_add = 0.02;
//Using this camera is always facing in -Z with right the x-axis, but scene moves around camera
var Ref_URL = "https://hitthesurf.github.io/WebGL_LIDAR"; //Different to gh-pages allows to test using local server
var start_func = "";
function getMaxOfArray(numArray) {
return Math.max.apply(null, numArray); //Pointless data already normed
}
var TTO32 = function(cam_pos) //Transform to origin(matrix)
{
//cam_pos is of form [1,3,2]
//returns as float 32
var x = cam_pos[0];
var y = cam_pos[1];
var z = cam_pos[2];
return new Float32Array([1.0,0.0,0.0,-x,
0.0,1.0,0.0,-y,
0.0,0.0,1.0,-z,
0.0,0.0,0.0,1.0]);
}
var RTA32 = function(u, v, n) //Rotate to Align(matrix)
{
// u is the direction to the right of camera
// v is the up direction
// n points backwards (point negative direction camera is facing)
return new Float32Array([u[0],u[1],u[2],0.0,
v[0],v[1],v[2],0.0,
n[0],n[1],n[2],0.0,
0.0 ,0.0 ,0.0 ,1.0]);
}
var insRTA32 = function(u, v, n) //Rotate to align
{
//Transpose of the one above
}
var OrthoProj32 = function(left, right, bottom, up, near, far) //OrthographicProjection Matrix
{
// z part is minus as camera looking -z direction, and webGL prioritses z value closest to -1
return new Float32Array([2/(right-left), 0.0, 0.0, -(right+left)/(right-left),
0.0, 2/(up-bottom), 0.0, -(up+bottom)/(up-bottom),
0.0, 0.0,-2/(far-near), -(far+near)/(far-near),
0.0, 0.0, 0.0, 1.0]);
}
var PerProj32 = function() //Perspective Projection Matrix
{
var near = 3;
var far = 120;
var xsize = 0.75*near;
var ysize = 0.75*near;
return new Float32Array([near/xsize, 0, 0, 0,
0,near/ysize, 0, 0,
0,0,-(far+near)/(far-near),2*far*near/(near-far),
0,0,-1,0]);
}
//var TAR_Cam32 = function(point, theta, phi) //Translate and rotate around point
var cross = function(u, a)
{
//calculate uxa
return [u[1]*a[2]-u[2]*a[1], u[2]*a[0]-u[0]*a[2], u[0]*a[1] - u[1]*a[0]];
}
var lookAt = function(a) //return RTA32 by calculating other directions
{
//Easy and quick to use, but cannot look vertically up or down
// a is the direction of the camera
var my_length = (a[0]**2 + a[1]**2 + a[2]**2)**0.5;
a[0] = a[0]/my_length;
a[1] = a[1]/my_length;
a[2] = a[2]/my_length;
//Get Horizontal
var u = [a[1], -a[0], 0];
var u_length = (a[0]**2+a[1]**2)**0.5;
u[0] = u[0]/u_length;
u[1] = u[1]/u_length;
//Get Vertical
var v = cross(u,a);
var n = [-a[0],-a[1],-a[2]];
return RTA32(u,v,n);
}
var Big_Alert = function(the_text)
{
console.error(the_text);
alert(the_text);
}
var create_program = function(gl, program, vertexShader, fragmentShader, vertexShaderText, fragmentShaderText)
{
gl.shaderSource(vertexShader, vertexShaderText);
gl.shaderSource(fragmentShader, fragmentShaderText);
//Check if worked
gl.compileShader(vertexShader);
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
Big_Alert('ERROR compiling vertex shader!' + gl.getShaderInfoLog(vertexShader));
return;
}
gl.compileShader(fragmentShader);
//Check if worked
gl.compileShader(fragmentShader);
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
Big_Alert('ERROR compiling fragment shader!'+ gl.getShaderInfoLog(fragmentShader));
return;
}
//Now for program (pipeline)
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
Big_Alert('ERROR linking program!' + gl.getProgramInfoLog(program));
return;
}
//Validate the Program
gl.validateProgram(program);
if (!gl.getProgramParameter(program, gl.VALIDATE_STATUS)) {
console.error('ERROR validating program!', gl.getProgramInfoLog(program)); //Only error
return;
}
//Now Delete and detach shaders
gl.detachShader(program, vertexShader);
gl.detachShader(program, fragmentShader);
//gl.deleteShader(vertexShader);
//gl.deleteShader(fragmentShader);
}
var Init = function()
{
var urlParams = new URLSearchParams(window.location.search);
var dataFile = urlParams.get('dataFile');
console.log(dataFile);
if (dataFile == null)
{
dataFile = '235';
}
console.log(dataFile);
loadTextResource(Ref_URL + '/Data/lidar_points_'+dataFile+'.pcd', function (dataError, dataText)
{if (dataError) {alert('data failed to load'); console.error(dataText);}
else{loadTextResource(Ref_URL + '/ShaderVS.txt', function (vsError, vsText)
{
if (vsError) {alert('vs shader failed to load'); console.error(vsText);}
else { loadTextResource(Ref_URL + '/ShaderFS.txt', function (fsError, fsText) {
if (fsError) {alert('fs shader failed to load'); console.error(fsText);}
else { Start(vsText, fsText, dataText)}
})}
}
)}})
}
var Start = function(vertexShaderText, fragmentShaderText, dataText) {
var canvas = document.getElementById('Render_Surface');
var btnProj = document.getElementById('btnProj');
var btnResetCam = document.getElementById('btnResetCam');
var btnCompile = document.getElementById('btnCompile');
var txtBoxFunctionText = document.getElementById('FunctionText');
var gl=canvas.getContext('webgl');
if (!gl) {
console.log("WebGL not supported, using experimental version");
gl = canvas.getContext('experimental-webgl');
}
if (!gl) {
alert("Your browser does not support webGL");
}
//Setup for objects
btnProj.innerText = GetbtnProjText(Orthographic);
txtBoxFunctionText.value = start_func;
//Add event handelers for canvas (mouse controls)
canvas.addEventListener('mousedown', onPointerDown);
canvas.addEventListener('mouseup', onPointerUp);
canvas.addEventListener('mousemove', onPointerMove);
//Add event handelers for canvas (touch controls)
canvas.addEventListener('touchstart', onPointerDown);
canvas.addEventListener('touchend', onPointerUp);
canvas.addEventListener('touchmove', onPointerMove);
btnProj.addEventListener('click', buttonClickProj);
btnResetCam.addEventListener('click', function() {ResetCamera(cam_dir);});
btnCompile.addEventListener('click', function()
{
ExtravertexShaderText = txtBoxFunctionText.value + vertexShaderText;
create_program(gl, program, vertexShader, fragmentShader, ExtravertexShaderText, fragmentShaderText);
gl.useProgram(program);
//Get Uniform Locations
mat4TTOUniformLocation = gl.getUniformLocation(program, 'TTO');
mat4RTAUniformLocation = gl.getUniformLocation(program, 'RTA');
mat4ProjUniformLocation = gl.getUniformLocation(program, 'Proj');
//Rotate scene
mat4TTR_UL = gl.getUniformLocation(program, 'TTR'); //Translate to rotation point
mat4RS_UL = gl.getUniformLocation(program, 'RS'); //Rotate Scene
mat4TTRB_UL = gl.getUniformLocation(program, 'TTRB');//Translate to starting point
if (Orthographic == false)
{
Proj = PerProj32();
}
gl.uniformMatrix4fv(mat4TTOUniformLocation, gl.FALSE, TTO);
gl.uniformMatrix4fv(mat4RTAUniformLocation, gl.FALSE, RTA);
gl.uniformMatrix4fv(mat4ProjUniformLocation, gl.FALSE, Proj);
gl.uniformMatrix4fv(mat4TTR_UL, gl.FALSE, TTR);
gl.uniformMatrix4fv(mat4RS_UL, gl.FALSE, RS);
gl.uniformMatrix4fv(mat4TTRB_UL, gl.FALSE, TTRB);
console.log(txtBoxFunctionText.value);
});
//Start color
gl.clearColor(0.0, 0.0, 1.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
//Don't draw extra, shape has to be closed(as not closed comment out)
//gl.enable(gl.CULL_FACE);
//gl.frontFace(gl.CW);
//gl.cullFace(gl.BACK);
console.log("This is Working");
//Create shader
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
//Now create the pipeline
var program = gl.createProgram();
var ExtravertexShaderText = start_func + vertexShaderText;
create_program(gl, program, vertexShader, fragmentShader, ExtravertexShaderText, fragmentShaderText);
gl.useProgram(program);
//Create Buffers
var chunks, f, lines, my_info, max_intensity;
//f = open("/lidar_points_235.pcd", "r");
//console.log(dataText);
lines = dataText.split("\n");
console.log(lines.length)
my_info = [];
for (var line, _pj_c = 0, _pj_a = lines.slice(10, lines.length), _pj_b = _pj_a.length; _pj_c < _pj_b; _pj_c += 1) {
line = _pj_a[_pj_c];
chunks = line.split(" ");
for (var chunk, _pj_f = 0, _pj_d = chunks, _pj_e = _pj_d.length; _pj_f < _pj_e; _pj_f += 1) {
chunk = _pj_d[_pj_f];
my_info.push(Number.parseFloat(chunk));
}
}
var Max_Vals = [];
var Size_Of_Point = 5;
var ITER = parseInt((_pj_a.length-3)/5);
for (var i = 0; i < ITER; i += 1)
{
Max_Vals.push(my_info[5 * i + 3]);
}
console.log(Max_Vals)
max_intensity = getMaxOfArray(Max_Vals)
console.log("Max_Intensity")
console.log(max_intensity)
var GridPoints = my_info;
//Duplicate data to use gl.LINES which work on more devices
var GridPoints_diff = GridPoints.map(v=>v+to_add) //Note effects intensity
console.log(GridPoints);
//Join Together
var GridPoints_Join = []
var Rows = GridPoints.length/Size_Of_Point;
for (var Row = 0; Row<Rows; Row++)
{
for (var col = 0; col<Size_Of_Point; col++) {GridPoints_Join.push(GridPoints[Row*Size_Of_Point+col]);}
for (var col = 0; col<Size_Of_Point; col++) {GridPoints_Join.push(GridPoints_diff[Row*Size_Of_Point+col])};
}
//var Indices =
//[ 1,2,3,4,5,6,7,8,9,10 ];
//Send data to GPU buffer
var VBO = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, VBO);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(GridPoints_Join), gl.STATIC_DRAW);
//Tell GPU what the format of the data is
var positionAttribLocation = gl.getAttribLocation(program, 'GridPoint');
gl.vertexAttribPointer(
positionAttribLocation, //Attribute location
4,// Number of elements per attribute (1,2,3,4)
gl.FLOAT,//Type of elements
gl.FALSE, //Is normed ?
5*Float32Array.BYTES_PER_ELEMENT,//Size of a an individual vertex, number of data per vertex, stride distance
0//Offset from the beginning of a single vertex
);
gl.enableVertexAttribArray(positionAttribLocation);
//Get Uniform Locations
var mat4TTOUniformLocation = gl.getUniformLocation(program, 'TTO');
var mat4RTAUniformLocation = gl.getUniformLocation(program, 'RTA');
var mat4ProjUniformLocation = gl.getUniformLocation(program, 'Proj');
//Rotate scene
var mat4TTR_UL = gl.getUniformLocation(program, 'TTR'); //Translate to rotation point
var mat4RS_UL = gl.getUniformLocation(program, 'RS'); //Rotate Scene
var mat4TTRB_UL = gl.getUniformLocation(program, 'TTRB');//Translate to starting point
//Set Uniforms
//var dev = [-Math.cos(phi)*Math.cos(theta),-Math.cos(phi)*Math.sin(theta),-Math.sin(phi)];//Minus to always look at ROT point
var dev = [-0.001,0,-1];//Not constant
var cam_pos = [4,4,4];
var rot_pos = [0.0,0,0];
var cam_dir = [rot_pos[0]-cam_pos[0], rot_pos[1]-cam_pos[1], rot_pos[2]-cam_pos[2]]; //Calculalte
//Find theta and phi
ResetCamera(cam_dir);
var TTR = TTO32(rot_pos);
var RS = lookAt(dev); //Not Constant
var TTRB = TTO32([-rot_pos[0], -rot_pos[1], -rot_pos[2]]); //Should be minus
var TTO = TTO32(cam_pos);
var RTA = lookAt(cam_dir);
var Proj = OrthoProj32(-100,100,-100,100,-100,100);
if (Orthographic == false)
{
Proj = PerProj32();
}
gl.uniformMatrix4fv(mat4TTOUniformLocation, gl.FALSE, TTO);
gl.uniformMatrix4fv(mat4RTAUniformLocation, gl.FALSE, RTA);
gl.uniformMatrix4fv(mat4ProjUniformLocation, gl.FALSE, Proj);
gl.uniformMatrix4fv(mat4TTR_UL, gl.FALSE, TTR);
gl.uniformMatrix4fv(mat4RS_UL, gl.FALSE, RS);
gl.uniformMatrix4fv(mat4TTRB_UL, gl.FALSE, TTRB);
// Main loop
var loop = function () {
//Start Up
gl.useProgram(program);
gl.clearColor(0.0, 1.0, 1.0, 1.0);
gl.clear(gl.DEPTH_BUFFER_BIT | gl.COLOR_BUFFER_BIT);
//gl.bindTexture(gl.TEXTURE_2D, boxTexture);
//gl.activeTexture(gl.TEXTURE0);
if (Orthographic)
{
Proj = OrthoProj32(-100,100,-100,100,-100,100);
} else {
Proj = PerProj32();
}
dev = [-Math.cos(phi)*Math.cos(theta),-Math.cos(phi)*Math.sin(theta),-Math.sin(phi)];
RS = lookAt(dev); //camera is moving around cube
//update uniforms
gl.uniformMatrix4fv(mat4RS_UL, gl.FALSE, RS);
gl.uniformMatrix4fv(mat4ProjUniformLocation, gl.FALSE, Proj);
//Draw
//gl.drawElements(gl.LINE_STRIP, Indices.length, gl.UNSIGNED_SHORT, 0);
//gl.drawElements(gl.TRIANGLES, Indices.length, gl.UNSIGNED_SHORT, 0);
//glEnable( GL_PROGRAM_POINT_SIZE );
//gl.glLineWidth(8);
gl.drawArrays(gl.LINES, 0, 2*(lines.length-10)); //Can be points if card supports glPointSize
requestAnimationFrame(loop);
};
requestAnimationFrame(loop);
};