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polyDraw.html
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383 lines (327 loc) · 11.5 KB
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<html>
<head>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
<script src="FileSaver.min.js" type="text/javascript"></script>
<script id="shader-fs" type="x-shader/x-fragment">
varying highp vec4 vColor;
void main(void) {
gl_FragColor = vColor;
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
/* Vertex positions */
attribute vec3 aVertexPosition;
attribute vec3 aVertexColor;
varying highp vec4 vColor;
void main(void) {
gl_PointSize = 10.0;
gl_Position = vec4(aVertexPosition, 1.0);
vColor = vec4(aVertexColor, 1.0);
}
</script>
<script type="text/javascript">
/* canvas control */
var canvas, ctx;
drawingMode = true;
editingMode = false;
dragging = null;
/* list of vertices for webGL and vertex accounting */
var vertices = [];
var vertexList = [];
var vertexRaw = [];
/* WebGL control */
var gl = null, glProgram = null;
var vertexShader = null, fragmentShader = null;
var polygonVertexPositionBuffer = null;
var polygonVertexColorBuffer = null;
/* Mouse click handler */
function onClickHandler(event) {
if(drawingMode) {
/* calcaulate relative position in viewport coord system, push to vertex list */
glPosX = (((event.clientX - canvas.offsetLeft - window.pageXOffset) / canvas.width) - 0.5) * 2.0;
glPosY = (((canvas.height - (event.clientY - canvas.offsetTop - window.pageYOffset)) / canvas.height) - 0.5) * 2.0;
vertices.push(glPosX, glPosY, 0.0);
vertexList.push([glPosX, glPosY, 0.0]);
vertexRaw.push([event.clientX, event.clientY, 0.0]);
/* draw point being clicked */
updateWebGL();
updateVertexBuffer();
updateColorBuffer([1.0, 1.0, 1.0]);
drawScene(gl.POINTS);
}
}
/* key down listener */
function onMouseDownHandler(event) {
if(editingMode) {
console.log("mouse down "+event.clientX+" "+event.clientY);
for(var i=0; i<vertexRaw.length; i++) {
if(event.clientX>(vertexRaw[i][0]-5.0) && event.clientX<(vertexRaw[i][0]+5.0) &&
(event.clientY>(vertexRaw[i][1]-5.0) && (event.clientY<vertexRaw[i][1]+5.0))) {
dragging=i;
break;
}
}
console.log(dragging);
}
}
/* drag */
function onMouseMoveHandler(event) {
if(editingMode && dragging!=null) {
/* record new canvas position */
vertexRaw[dragging][0] = event.clientX;
vertexRaw[dragging][1] = event.clientY;
/* calcaulate relative position in viewport coord system, push to vertex list */
vertexList[dragging][0] = (((event.clientX - canvas.offsetLeft - window.pageXOffset) / canvas.width) - 0.5) * 2.0;
vertexList[dragging][1] = (((canvas.height - (event.clientY - canvas.offsetTop - window.pageYOffset)) / canvas.height) - 0.5) * 2.0;
/* update WebGL vertex position buffer */
vertices = [];
for(var i=0; i<vertexList.length; i++) {
vertices.push(vertexList[i][0], vertexList[i][1], 0.0);
}
updateWebGL();
updateVertexBuffer();
updateColorBuffer([0.0, 1.0, 0.0]);
drawScene(gl.POINTS);
}
}
/* mouse up handler */
function onMouseUpHandler(event) {
if(editingMode && dragging!=null) {
console.log("onMouseUpHandler");
dragging = null;
console.log("dragging "+dragging);
}
}
/* Key press handler */
function onKeydownHandler(event) {
switch(event.keyCode) {
case 27:
/* Esc key */
if(!editingMode && !drawingMode) {
/* terminate program by removing all event listeners */
canvas.removeEventListener("click", onClickHandler);
canvas.removeEventListener("mousedown", onMouseDownHandler);
canvas.removeEventListener("mousemove", onMouseMoveHandler);
canvas.removeEventListener("mouseup", onMouseUpHandler);
window.removeEventListener("keydown", onKeydownHandler);
window.removeEventListener("resize", windowResizeHandler);
alert("Program terminated!");
}
else if(checkPolygon()) {
/* update states */
editingMode = false;
drawingMode = false;
/* clear canvas, bind vertex and color buffer, draw points and polygon */
updateWebGL();
updateVertexBuffer();
updateColorBuffer([1.0, 0.0, 0.0]);
drawScene(gl.TRIANGLE_FAN);
updateColorBuffer([0.0, 1.0, 0.0]);
drawScene(gl.POINTS);
}
else {
/* fail to pass simple polygon validity check, alert user, clear list and clear canvas */
alert("Polygon invalid!");
editingMode = false;
drawingMode = true;
vertices = [];
vertexList = [];
vertexRaw = [];
updateWebGL();
}
break;
case 68:
/* d key, drawing mode */
editingMode = false;
drawingMode = true;
/* initialize canvas, clear vertex list and clear canvas */
vertices = [];
vertexList = [];
vertexRaw = [];
updateWebGL();
break;
case 83:
if(checkPolygon()) {
var blob = new Blob([vertexList], {type: "text/plain;charset=utf-8"});
saveAs(blob, "polygon.txt");
}
else {
alert("Invalid polygon!");
}
break;
case 86:
/* e key, reposition mode */
editingMode = true;
drawingMode = false;
updateWebGL();
updateVertexBuffer();
drawScene(gl.POINTS);
break;
}
console.log(event.keyCode);
}
/* initialize shader programs */
function initShaders() {
/* create vertex and fragment shaders */
vertexShader = gl.createShader(gl.VERTEX_SHADER);
fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
/* bind shader to glsl */
gl.shaderSource(vertexShader, document.getElementById("shader-vs").innerHTML);
gl.shaderSource(fragmentShader, document.getElementById("shader-fs").innerHTML);
/* compile and check vertex shader */
gl.compileShader(vertexShader);
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
alert("Cannot compile vertex shader!");
}
/* compile and check fragment shader */
gl.compileShader(fragmentShader);
if(!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
alert("Cannot compile fragment shader!");
}
/* create GL program and link shaders */
glProgram = gl.createProgram();
gl.attachShader(glProgram, vertexShader);
gl.attachShader(glProgram, fragmentShader);
gl.linkProgram(glProgram);
if (!gl.getProgramParameter(glProgram, gl.LINK_STATUS)) {
alert("Unable to initialize the shader program.");
}
//use program
gl.useProgram(glProgram);
}
/* create vertex buffers */
function initBuffers() {
/* create positon buffer */
polygonVertexPositionBuffer = gl.createBuffer();
/* create color buffer */
polygonVertexColorBuffer = gl.createBuffer();
}
/* update vertex buffer */
function updateVertexBuffer() {
/* populate vertex position buffer with vertext list */
gl.bindBuffer(gl.ARRAY_BUFFER, polygonVertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
polygonVertexPositionBuffer.itemSize = 3;
polygonVertexPositionBuffer.numItem = vertices.length / polygonVertexPositionBuffer.itemSize;
}
/* update color buffer */
function updateColorBuffer(rgb) {
/* generate color for each vertex */
var colors = [];
for(var i=0; i<polygonVertexPositionBuffer.numItem; i++)
colors.push(rgb[0], rgb[1], rgb[2], 1.0);
/* populate vertex color buffer with color list */
gl.bindBuffer(gl.ARRAY_BUFFER, polygonVertexColorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
polygonVertexColorBuffer.itemSize = 4;
polygonVertexColorBuffer.numItem = colors.length / polygonVertexColorBuffer.itemSize;
}
/* setup viewport and clear view port with black */
function updateWebGL() {
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
/* draw from array */
function drawScene(type) {
/* bind and populate vertex positions */
gl.vertexPositionAttribute = gl.getAttribLocation(glProgram, "aVertexPosition");
gl.enableVertexAttribArray(gl.vertexPositionAttribute);
gl.bindBuffer(gl.ARRAY_BUFFER, polygonVertexPositionBuffer);
gl.vertexAttribPointer(gl.vertexPositionAttribute, polygonVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
/* bind and populate vertex color */
gl.vertexColorAttribute = gl.getAttribLocation(glProgram, "aVertexColor");
gl.enableVertexAttribArray(gl.vertexColorAttribute);
gl.bindBuffer(gl.ARRAY_BUFFER, polygonVertexColorBuffer);
gl.vertexAttribPointer(gl.vertexColorAttribute, polygonVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
/* draw from array */
gl.drawArrays(type, 0, polygonVertexPositionBuffer.numItem);
}
/* check if polygon is valid */
function checkPolygon() {
/* extract the number of vertices in list */
var numVertex = vertexList.length;
/* if polygon is a triagle, must be valid; if it has less than 2 points, must be invalid */
if(numVertex<3)
return false;
else if(numVertex==3)
return true;
/* define variable for next two vectors for edge pairs */
var nextVector, nextNextVector;
var crossProduct;
var dX = [];
var dY = [];
var sign;
/* iterate vertex list, determine pairwise cross product */
for(var i=0; i<numVertex; i++) {
/* get next to vertex index */
nextVector = (i+1)%numVertex;
nextNextVector = (i+2)%numVertex;
/* individual diff */
dX[0] = vertexList[nextVector][0] - vertexList[i][0];
dY[0] = vertexList[nextVector][1] - vertexList[i][1];
dX[1] = vertexList[nextNextVector][0] - vertexList[nextVector][0];
dY[1] = vertexList[nextNextVector][1] - vertexList[nextVector][1];
/* cross product */
crossProduct = dX[0]*dY[1] - dX[1]*dY[0];
console.log(crossProduct);
if(i==0)
/* all signs of cross product should follow the 1st pair */
sign = crossProduct > 0 ? true : false;
/* check if sign match the previous ones */
if(sign) {
if(crossProduct < 0)
return false;
}
else {
if(crossProduct > 0)
return false;
}
}
/* test passed, return true */
return true;
}
/* on window size */
function windowResizeHandler() {
console.log("resize");
init();
updateVertexBuffer();
updateColorBuffer([1.0, 0.0, 0.0]);
drawScene(gl.TRIANGLE_FAN);
updateColorBuffer([0.0, 1.0, 0.0]);
drawScene(gl.POINTS);
}
/* on load */
function init() {
/* get canvas and WebGL context */
canvas = document.getElementById("test-canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
gl = canvas.getContext("experimental-webgl");
/* Browser does not support WebGL */
if(!gl) {
alert("Browser does not support WebGL!");
}
/* initialize shaders and buffers and viewport */
initShaders();
initBuffers();
updateWebGL();
/* add event listeners for mouse-click and keydown */
canvas.addEventListener("click", onClickHandler);
canvas.addEventListener("mousedown", onMouseDownHandler);
canvas.addEventListener("mousemove", onMouseMoveHandler);
canvas.addEventListener("mouseup", onMouseUpHandler);
window.addEventListener("keydown", onKeydownHandler);
window.addEventListener("resize", windowResizeHandler);
}
</script>
</head>
<body height="100%" onload="init()">
<canvas id="test-canvas" width="100%" height="100%"></canvas>
</body>
</html>