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@ -8,15 +8,47 @@ import fragmentSource from "./gat.frag"; |
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/* @ts-ignore */ |
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/* @ts-ignore */ |
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import vertexSource from "./gat.vert"; |
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import vertexSource from "./gat.vert"; |
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const ORIGIN = vec4.fromValues(0, 0, 0, 1); |
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const UP = vec3.fromValues(0, 1, 0); |
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const UP = vec3.fromValues(0, 1, 0); |
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export const renderGAT = (gl: WebGLRenderingContext, gat: GAT) => { |
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console.log("gat", gat); |
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const printMat4 = (name: string, m: mat4) => { |
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console.log(name); |
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console.log([m[0], m[1], m[2], m[3]]); |
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console.log([m[4], m[5], m[6], m[7]]); |
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console.log([m[8], m[9], m[10], m[11]]); |
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console.log([m[12], m[13], m[14], m[15]]); |
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}; |
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); |
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// Function to download data to a file
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function download(data: BlobPart, filename: string, type: string) { |
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var file = new Blob([data], { type: type }); |
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// Others
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var a = document.createElement("a"), |
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url = URL.createObjectURL(file); |
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a.href = url; |
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a.download = filename; |
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document.body.appendChild(a); |
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a.click(); |
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setTimeout(function () { |
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document.body.removeChild(a); |
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window.URL.revokeObjectURL(url); |
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}, 0); |
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} |
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const exportObj = (vertices: number[]): string => { |
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let obj = ""; |
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for (let i = 0; i < vertices.length / 3; ++i) { |
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obj += `v ${vertices[i]} ${vertices[i + 1]} ${vertices[i + 2]}\n`; |
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} |
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for (let i = 0; i < vertices.length / (3 * 2); ++i) { |
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obj += `f ${i + 1} ${i + 2} ${i + 3}\n`; |
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obj += `f ${i + 4} ${i + 5} ${i + 6}\n`; |
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} |
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return obj; |
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}; |
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gl.clearColor(0, 0, 0, 1); |
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gl.clear(gl.COLOR_BUFFER_BIT); |
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export const renderGAT = (gl: WebGLRenderingContext, gat: GAT) => { |
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console.log("gat", gat); |
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const fragmentShader = createShader(gl, ShaderType.FRAGMENT, fragmentSource); |
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const fragmentShader = createShader(gl, ShaderType.FRAGMENT, fragmentSource); |
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const vertexShader = createShader(gl, ShaderType.VERTEX, vertexSource); |
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const vertexShader = createShader(gl, ShaderType.VERTEX, vertexSource); |
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@ -43,10 +75,16 @@ export const renderGAT = (gl: WebGLRenderingContext, gat: GAT) => { |
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const model = mat4.create(); |
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const model = mat4.create(); |
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mat4.identity(model); |
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mat4.identity(model); |
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mat4.translate(model, model, vec3.fromValues(-centerX, 0, -centerZ)); |
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mat4.translate( |
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model, |
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model, |
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vec3.fromValues(-centerX, -maxAltitude - 10, -centerZ) |
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); |
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const view = mat4.create(); |
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const view = mat4.create(); |
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mat4.lookAt(view, camera, center, UP); |
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mat4.identity(view); |
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mat4.rotateX(view, view, -Math.PI / 2); |
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// mat4.lookAt(view, camera, center, UP);
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const perspective = mat4.create(); |
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const perspective = mat4.create(); |
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const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight; |
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const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight; |
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@ -54,15 +92,20 @@ export const renderGAT = (gl: WebGLRenderingContext, gat: GAT) => { |
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const matrix = mat4.create(); |
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const matrix = mat4.create(); |
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mat4.multiply(matrix, view, model); |
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mat4.multiply(matrix, view, model); |
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printMat4("view * model", matrix); |
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mat4.multiply(matrix, perspective, matrix); |
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mat4.multiply(matrix, perspective, matrix); |
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const matrixLoc = gl.getUniformLocation(program, "u_matrix"); |
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const matrixLoc = gl.getUniformLocation(program, "u_matrix"); |
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gl.uniformMatrix4fv(matrixLoc, false, matrix); |
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gl.uniformMatrix4fv(matrixLoc, false, matrix); |
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console.log("model", model); |
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console.log("view", view); |
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console.log("projection", perspective); |
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console.log("matrix", matrix); |
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printMat4("model", model); |
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printMat4("view", view); |
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printMat4("projection", perspective); |
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printMat4("matrix", matrix); |
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const origin = vec4.create(); |
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vec4.transformMat4(origin, ORIGIN, matrix); |
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console.log("origin", origin); |
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const vertices: number[] = []; |
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const vertices: number[] = []; |
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@ -85,31 +128,37 @@ export const renderGAT = (gl: WebGLRenderingContext, gat: GAT) => { |
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); |
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); |
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}); |
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}); |
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let failCount = 0; |
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for (let i = 0; i < vertices.length / 3; ++i) { |
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const vec = vec3.fromValues(vertices[i], vertices[i + 1], vertices[i + 2]); |
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const result = checkPixelCoord(vec, matrix); |
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if (result) { |
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if (failCount < 10) { |
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console.log(vec); |
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console.log(result); |
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} |
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failCount++; |
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} |
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} |
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console.log("failCount", failCount); |
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console.log("totalCount", vertices.length / 3); |
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const positionLoc = gl.getAttribLocation(program, "a_position"); |
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console.log("# vertices", vertices.length / 3); |
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// download(exportObj(vertices), "heightmap.obj", "text/plain");
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// let failCount = 0;
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// for (let i = 0; i < vertices.length / 3; ++i) {
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// const vec = vec3.fromValues(vertices[i], vertices[i + 1], vertices[i + 2]);
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// const result = checkPixelCoord(vec, matrix);
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// if (result) {
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// if (failCount < 10) {
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// // console.log(vec);
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// // console.log(result);
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// }
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// failCount++;
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// }
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// }
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// console.log("failCount", failCount);
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// console.log("totalCount", vertices.length / 3);
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const vertexBuffer = gl.createBuffer(); |
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const vertexBuffer = gl.createBuffer(); |
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); |
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); |
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); |
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); |
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gl.enableVertexAttribArray(positionLoc); |
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const positionLoc = gl.getAttribLocation(program, "a_position"); |
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); |
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); |
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gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 0, 0); |
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gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 0, 0); |
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gl.enableVertexAttribArray(positionLoc); |
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gl.clearColor(0, 0, 0, 1); |
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); |
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gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 3); |
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gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 3); |
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}; |
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}; |
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