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nurbs.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 parametric curves
function nurbs(knots, cps, degree, color, options) {
this.gl = null;
this.knots = knots;
this.knotsTexture = null;
this.cps = cps;
this.cpsTexture = null;
this.degree = degree;
this.vertexVBO = null;
this.indexVBO = null;
this.lVBO = null;
this.count = 1000;
this.parameters = null;
this.color = color || [0, 0, 0, 1];
this.options = options || (CARTESIAN | X_LIN | Y_LIN);
this.initialize = function(gl, scr, parameters) {
this.gl = gl;
this.parameters = parameters;
this.gen_vbo(scr);
this.refresh();
this.gen_program();
}
this.refresh = function(scr) {
knots = this.knots;
f = function(pixels) {
for (var i = 0; i < knots.length; i += 1) {
pixels[i * 4] = knots[i];
}
return pixels;
}
this.knotsTexture = ftexture(this.gl, this.knots.length, 1, f);
cps = this.cps;
f = function(pixels) {
for (var i = 0; i < cps.length; i += 1) {
tmp = cps[i];
for (var j = 0; j < tmp.length; j += 1) {
pixels[i * 4 + j] = tmp[j];
}
}
return pixels;
}
this.cpsTexture = ftexture(this.gl, this.cps.length, 1, f);
}
this.gen_vbo = function(scr) {
var vertices = [];
var indices = [];
var ls = [];
var points = [];
// Increment l, searching for interval u_{l} to u_{l+1}
var l = 0;
var a = 0;
var dx = 1.0 / this.count;
for (var i = 0; i < this.count; ++i) {
vertices.push(a);
indices.push(i);
while (this.knots[l + 1] <= a) {
l = l + 1;
}
ls.push(l);
a += dx;
}
/* Add this soon */
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 Float32Array(vertices), this.gl.STATIC_DRAW);
this.lVBO = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.lVBO);
this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(ls), this.gl.STATIC_DRAW);
this.indexVBO = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.indexVBO);
// I think this ought to be changed to STATIC_DRAW
this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), this.gl.STATIC_DRAW);
}
this.draw = function(scr) {
this.setUniforms(scr);
// Set a few uniforms
this.gl.uniform1i(this.gl.getUniformLocation(this.program, "knotsTexture"), 0);
this.gl.uniform1i(this.gl.getUniformLocation(this.program, "knotCount" ), this.knots.length);
this.gl.uniform1i(this.gl.getUniformLocation(this.program, "cpsTexture" ), 1);
this.gl.uniform1i(this.gl.getUniformLocation(this.program, "cpCount" ), this.cps.length);
// Enable attribute array buffers,
this.gl.enableVertexAttribArray(0);
this.gl.enableVertexAttribArray(1);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexVBO);
this.gl.vertexAttribPointer(0, 1, this.gl.FLOAT, this.gl.FALSE, 0, 0);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.lVBO);
this.gl.vertexAttribPointer(1, 1, this.gl.FLOAT, this.gl.FALSE, 0, 0);
// Then element array buffer
this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.indexVBO);
// Enable and bind pertinent textures
this.gl.activeTexture(this.gl.TEXTURE0);
this.gl.bindTexture(this.gl.TEXTURE_2D, this.knotsTexture);
this.gl.activeTexture(this.gl.TEXTURE1);
this.gl.bindTexture(this.gl.TEXTURE_2D, this.cpsTexture);
this.gl.drawElements(this.gl.LINE_STRIP, this.count, this.gl.UNSIGNED_SHORT, 0);
this.gl.disableVertexAttribArray(0);
this.gl.disableVertexAttribArray(1);
}
this.gen_program = function() {
var vertex_source = this.read("shaders/nurbs.vert").replace("USER_FUNCTION", "s").replace(/DEGREE/g, this.degree);
var frag_source = this.read("shaders/nurbs.frag");
this.program = this.compile_program(vertex_source, frag_source, { "position": 0, "l": 1 });
}
}
nurbs.prototype = new primitive();