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import { mat4, vec3, vec4 } from "gl-matrix";
import { Corner, GAT, Tile } from "../format/gat";
import { createProgram, createShader, ShaderType } from "../util/render";
/* @ts-ignore */
import fragmentSource from "./gat.frag";
/* @ts-ignore */
import vertexSource from "./gat.vert";
const UP = vec3.fromValues(0, 1, 0);
export const renderGAT = (gl: WebGLRenderingContext, gat: GAT) => {
console.log("gat", gat);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
const fragmentShader = createShader(gl, ShaderType.FRAGMENT, fragmentSource);
const vertexShader = createShader(gl, ShaderType.VERTEX, vertexSource);
const program = createProgram(gl, vertexShader, fragmentShader);
gl.useProgram(program);
gl.enable(gl.DEPTH_TEST);
const maxAltitude = getMaxAltitude(gat);
console.log("altitude", maxAltitude);
const camera = vec3.fromValues(
gat.width / 2,
maxAltitude + 10,
gat.height / 2
);
console.log("camera", camera);
const centerX = Math.floor(gat.width / 2);
const centerZ = Math.floor(gat.height / 2);
const centerTile = gat.tiles[gat.width * centerZ + centerX];
const center = vec3.fromValues(centerX, avgTileHeight(centerTile), centerZ);
console.log("center", center);
const model = mat4.create();
mat4.identity(model);
mat4.translate(model, model, vec3.fromValues(-centerX, 0, -centerZ));
const view = mat4.create();
mat4.lookAt(view, camera, center, UP);
const perspective = mat4.create();
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
mat4.perspective(perspective, Math.PI / 4, aspect, 0.5, 2000);
const matrix = mat4.create();
mat4.multiply(matrix, view, model);
mat4.multiply(matrix, perspective, matrix);
const matrixLoc = gl.getUniformLocation(program, "u_matrix");
gl.uniformMatrix4fv(matrixLoc, false, matrix);
console.log("model", model);
console.log("view", view);
console.log("projection", perspective);
console.log("matrix", matrix);
const vertices: number[] = [];
gat.tiles.forEach((tile, i) => {
const x = i % gat.width;
const z = Math.floor(i / gat.width);
const topLeft = [x, tile.altitude[Corner.TOP_LEFT], z];
const topRight = [x + 1, tile.altitude[Corner.TOP_RIGHT], z];
const bottomLeft = [x, tile.altitude[Corner.BOTTOM_LEFT], z + 1];
const bottomRight = [x + 1, tile.altitude[Corner.BOTTOM_RIGHT], z + 1];
vertices.push(
...topLeft,
...bottomLeft,
...topRight,
...topRight,
...bottomLeft,
...bottomRight
);
});
let failCount = 0;
for (let i = 0; i < vertices.length / 3; ++i) {
const vec = vec3.fromValues(vertices[i], vertices[i + 1], vertices[i + 2]);
const result = checkPixelCoord(vec, matrix);
if (result) {
if (failCount < 10) {
console.log(vec);
console.log(result);
}
failCount++;
}
}
console.log("failCount", failCount);
console.log("totalCount", vertices.length / 3);
const positionLoc = gl.getAttribLocation(program, "a_position");
const vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
gl.enableVertexAttribArray(positionLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 3);
};
const checkPixelCoord = (x: vec3, mat: mat4): vec4 | null => {
const vec = vec4.fromValues(x[0], x[1], x[2], 1);
vec4.transformMat4(vec, vec, mat);
for (let i = 0; i < vec.length; ++i) {
if (Math.abs(vec[i]) >= 1) {
return vec;
}
}
return null;
};
const getMaxAltitude = (gat: GAT): number =>
gat.tiles.reduce(
(max, tile) =>
Object.values(tile.altitude).reduce(
(max1, altitude) => Math.max(max1, altitude),
max
),
0
);
const avgTileHeight = (tile: Tile): number => {
const heights = [...Object.values(tile.altitude)];
const s = heights.reduce((x, y) => x + y, 0);
return s / heights.length;
};