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example.js
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var bunny = require('bunny');
var meshSimplify = require('./index');
console.time('simplify')
var simplified = meshSimplify(bunny.cells, bunny.positions)(1000);
console.timeEnd('simplify')
var positions = simplified.positions;
var cells = simplified.cells;
var normals = require('normals');
var regl = require('regl')()
var mat4 = require('gl-mat4')
var wire = require('gl-wireframe')
var camera = require('regl-camera')(regl, {
center: [0, 0, 0],
theta: Math.PI / 2,
distance: 4
})
var drawOriginal = regl({
vert: `
precision mediump float;
attribute vec3 position;
uniform mat4 projection;
uniform mat4 view;
void main() {
gl_Position = projection * view * vec4(position, 1.0);
}
`, frag: `
precision mediump float;
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`,
attributes: {
position: bunny.positions
},
elements: wire(bunny.cells),
primitive: 'lines'
})
var drawWires = regl({
vert: `
precision mediump float;
attribute vec3 position, normal;
varying vec3 vNorm;
uniform mat4 projection;
uniform mat4 view;
void main() {
vNorm = normal;
gl_Position = projection * view * vec4(position, 1.0);
}
`, frag: `
precision mediump float;
varying vec3 vNorm;
void main() {
vec3 lightDir = normalize(vec3(1., 1., 0.));
gl_FragColor = vec4(vec3(0.6) + dot(vNorm, lightDir), 1.0);
}
`,
attributes: {
position: positions,
normal: normals.vertexNormals(cells, positions)
},
elements: wire(cells),
primitive: 'lines'
})
var faceNormals = normals.faceNormals(cells, positions)
var explodedPositions = [];
var perVertexFaceNormals = [];
cells.map(function(cell, i) {
explodedPositions.push(positions[cell[0]]);
explodedPositions.push(positions[cell[1]]);
explodedPositions.push(positions[cell[2]]);
perVertexFaceNormals.push(faceNormals[i]);
perVertexFaceNormals.push(faceNormals[i]);
perVertexFaceNormals.push(faceNormals[i]);
});
var drawOuter = regl({
vert: `
precision mediump float;
attribute vec3 position, normal;
varying vec3 vNorm;
uniform mat4 projection;
uniform mat4 view;
void main() {
vNorm = normal;
gl_Position = projection * view * vec4(position, 1.0);
}
`
, frag: `
precision mediump float;
varying vec3 vNorm;
void main() {
vec3 lightDir = normalize(vec3(1., 1., 0.));
gl_FragColor = vec4(vNorm, 0.8);
}
`,
attributes: {
position: explodedPositions,
normal: perVertexFaceNormals
},
count: cells.length * 3,
primitive: 'triangles'
})
regl.frame(() => {
regl.clear({
color: [1, 1, 1, 1],
depth: 1
})
camera(() => {
drawOriginal({
view: mat4.create()
})
drawWires({
view: mat4.create()
})
drawOuter({
view: mat4.create()
})
})
})