jam/js/x11/examples/opengl/tp2.js

349 lines
10 KiB
JavaScript

/*
node-x11 JavaScript version of glxgears
https://github.com/sidorares/node-x11
adopted version is intentionally as much close to glxgears.c as possible
Andrey Sidorov sidorares@yandex.ru
original code (C) Brian Paul
*/
/*
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
*
* 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
* BRIAN PAUL 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.
*/
/* $XFree86: xc/programs/glxgears/glxgears.c,v 1.2 2001/04/03 15:56:26 dawes Exp $ */
/*
* This is a port of the infamous "gears" demo to straight GLX (i.e. no GLUT)
* Port by Brian Paul 23 March 2001
*
* Command line options:
* -info print GL implementation information
*
*/
var view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
var gear1, gear2, gear3;
var angle = 0.0;
var M_PI = Math.PI;
var sin = Math.sin;
var cos = Math.cos;
var sqrt = Math.sqrt;
var model = require('./teapot');
/*
*
* Draw a gear wheel. You'll probably want to call this function when
* building a display list since we do a lot of trig here.
*
* Input: inner_radius - radius of hole at center
* outer_radius - radius at center of teeth
* width - width of gear
* teeth - number of teeth
* tooth_depth - depth of tooth
*/
function gear(gl, inner_radius, outer_radius, width, teeth, tooth_depth)
{
var i;
var r0, r1, r2;
var angle, da;
var u, v, len;
r0 = inner_radius;
r1 = outer_radius - tooth_depth / 2.0;
r2 = outer_radius + tooth_depth / 2.0;
da = 2.0 * M_PI / teeth / 4.0;
gl.ShadeModel(gl.FLAT);
gl.Normal3f(0.0, 0.0, 1.0);
/* draw front face */
gl.Begin(gl.QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
gl.Vertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
gl.Vertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
if (i < teeth) {
gl.Vertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
gl.Vertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
width * 0.5);
}
}
gl.End();
/* draw front sides of teeth */
gl.Begin(gl.QUADS);
da = 2.0 * M_PI / teeth / 4.0;
for (i = 0; i < teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
gl.Vertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
gl.Vertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
gl.Vertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
width * 0.5);
gl.Vertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
width * 0.5);
}
gl.End();
gl.Normal3f(0.0, 0.0, -1.0);
/* draw back face */
gl.Begin(gl.QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
gl.Vertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
gl.Vertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
if (i < teeth) {
gl.Vertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
-width * 0.5);
gl.Vertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
}
}
gl.End();
/* draw back sides of teeth */
gl.Begin(gl.QUADS);
da = 2.0 * M_PI / teeth / 4.0;
for (i = 0; i < teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
gl.Vertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
-width * 0.5);
gl.Vertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
-width * 0.5);
gl.Vertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
gl.Vertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
}
gl.End();
/* draw outward faces of teeth */
gl.Begin(gl.QUAD_STRIP);
for (i = 0; i < teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
gl.Vertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
gl.Vertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
u = r2 * cos(angle + da) - r1 * cos(angle);
v = r2 * sin(angle + da) - r1 * sin(angle);
len = sqrt(u * u + v * v);
u /= len;
v /= len;
gl.Normal3f(v, -u, 0.0);
gl.Vertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
gl.Vertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
gl.Normal3f(cos(angle), sin(angle), 0.0);
gl.Vertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
width * 0.5);
gl.Vertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
-width * 0.5);
u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
gl.Normal3f(v, -u, 0.0);
gl.Vertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
width * 0.5);
gl.Vertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
-width * 0.5);
gl.Normal3f(cos(angle), sin(angle), 0.0);
}
gl.Vertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
gl.Vertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
gl.End();
gl.ShadeModel(gl.SMOOTH);
/* draw inside radius cylinder */
gl.Begin(gl.QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
gl.Normal3f(-cos(angle), -sin(angle), 0.0);
gl.Vertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
gl.Vertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
}
gl.End();
gl.render();
gl.Begin(gl.TRIANGLES);
var t = 0;
var v = 0;
for (t=0; t < model.indices.length; t+= 3) {
for (v = 0; v < 3; ++v) {
var ind = model.indices[t + v]*3;
var x = 0.1*model.vertexPositions[ind + 0];
var y = 0.1*model.vertexPositions[ind + 1];
var z = 0.1*model.vertexPositions[ind + 2];
gl.Vertex3f(x, y, z);
x = model.vertexNormals[ind + 0];
y = model.vertexNormals[ind + 1];
z = model.vertexNormals[ind + 2];
gl.Normal3f(y, x, z);
//console.log(x, y, z);
}
}
gl.End();
gl.render();
}
function draw(gl)
{
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.PushMatrix();
gl.Rotatef(view_rotx, 1.0, 0.0, 0.0);
gl.Rotatef(view_roty, 0.0, 1.0, 0.0);
gl.Rotatef(view_rotz, 0.0, 0.0, 1.0);
gl.PushMatrix();
gl.Translatef(-3.0, -2.0, 0.0);
gl.Rotatef(angle, 0.0, 0.0, 1.0);
gl.CallList(gear1);
gl.PopMatrix();
/*
gl.PushMatrix();
gl.Translatef(3.1, -2.0, 0.0);
gl.Rotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
gl.CallList(gear2);
gl.PopMatrix();
gl.PushMatrix();
gl.Translatef(-3.1, 4.2, 0.0);
gl.Rotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
gl.CallList(gear3);
gl.PopMatrix();
*/
gl.PopMatrix();
}
/* new window size or exposure */
function reshape(gl, width, height)
{
var h = height / width;
gl.Viewport(0, 0, width, height);
gl.MatrixMode(gl.PROJECTION);
gl.LoadIdentity();
gl.Frustum(-1.0, 1.0, -h, h, 5.0, 60.0);
gl.MatrixMode(gl.MODELVIEW);
gl.LoadIdentity();
gl.Translatef(0.0, 0.0, -40.0);
gl.Scalef(0.1, 0.1, 0.1);
gl.render();
}
function init(gl, done)
{
var pos = [5.0, 5.0, 10.0, 0.0]
var red = [ 0.8, 0.1, 0.0, 1.0 ];
var green = [ 0.0, 0.8, 0.2, 1.0 ];
var blue = [ 0.2, 0.2, 1.0, 1.0 ];
gl.Lightfv(gl.LIGHT0, gl.POSITION, pos);
gl.Enable(gl.CULL_FACE);
gl.Enable(gl.LIGHTING);
gl.Enable(gl.LIGHT0);
gl.Enable(gl.DEPTH_TEST);
/* make the gears */
gl.GenLists(3, function(err, startIndex) {
gear1 = startIndex;
gl.NewList(gear1, gl.COMPILE);
gl.Materialfv(gl.FRONT, gl.AMBIENT_AND_DIFFUSE, red);
gear(gl, 1.0, 4.0, 1.0, 20, 0.7);
gl.EndList();
gear2 = startIndex + 1;
gl.NewList(gear2, gl.COMPILE);
gl.Materialfv(gl.FRONT, gl.AMBIENT_AND_DIFFUSE, green);
gear(gl, 0.5, 2.0, 2.0, 10, 0.7);
gl.EndList();
gear3 = startIndex + 2;
gl.NewList(gear3, gl.COMPILE);
gl.Materialfv(gl.FRONT, gl.AMBIENT_AND_DIFFUSE, blue);
gear(gl, 1.3, 2.0, 0.5, 10, 0.7);
gl.EndList();
gl.Enable(gl.NORMALIZE);
done();
});
}
var x11 = require('../../lib');
var eventmask = x11.eventMask.PointerMotion|x11.eventMask.ButtonPress|x11.eventMask.ButtonRelease|x11.eventMask.StructureNotify|x11.eventMask.Exposure;
x11.createClient(function(err, display) {
var X = display.client;
var root = display.screen[0].root;
var width = 1000;
var height = 1000;
X.require('glx', function(err, GLX) {
var visual = 0xa1;
var win = X.AllocID();
X.CreateWindow(win, root, 0, 0, width, height, 0, 0, 0, 0, { eventMask: eventmask });
X.MapWindow(win);
var ctx = X.AllocID();
GLX.CreateContext(ctx, 0xa1, 0, 0, 0);
GLX.MakeCurrent(win, ctx, 0, function() {});
var gl = GLX.renderPipeline(ctx);
var initialized = false;
init(gl, function() {
gl.render();
initialized = true;
setInterval(function() {
angle += 0.4;
reshape(gl, width, height);
draw(gl);
gl.SwapBuffers(win);
}, 20);
});
X.on('event', function(ev) {
switch(ev.type) {
case 22:
//reshape(gl, ev.width, ev.height);
width = ev.width;
height = ev.height;
break;
}
angle += 0.2;
reshape(gl, width, height);
if (initialized)
draw(gl);
gl.SwapBuffers(win);
});
});
X.on('error', function(err) { console.log(err); });
});
;