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| 1 | +// @ts-ignore: |
| 2 | +import { vec3 } from 'gl-matrix'; |
| 3 | + |
| 4 | +import { Mesh } from './gpu'; |
| 5 | + |
| 6 | +declare const vec3: any; |
| 7 | + |
| 8 | +export const createGrid = (expansion: number = 10.0): Mesh => { |
| 9 | + const PRIMARY = [0.95, 0.95, 0.95]; |
| 10 | + const SECONDARY = [0.75, 0.75, 0.75]; |
| 11 | + const STEP = expansion / 2; |
| 12 | + const UINT = expansion / 10; |
| 13 | + |
| 14 | + let u = 0; |
| 15 | + let vertices = []; |
| 16 | + let indices = []; |
| 17 | + |
| 18 | + for (let e = 0.0; e <= expansion; e += UINT) { |
| 19 | + if (u == 0) { |
| 20 | + indices.push(indices.length); |
| 21 | + vertices.push(-expansion, 0.0, 0.0, ...PRIMARY); |
| 22 | + |
| 23 | + indices.push(indices.length); |
| 24 | + vertices.push(expansion, 0.0, 0.0, ...PRIMARY); |
| 25 | + |
| 26 | + indices.push(indices.length); |
| 27 | + vertices.push(0.0, 0.0, -expansion, ...PRIMARY); |
| 28 | + |
| 29 | + indices.push(indices.length); |
| 30 | + vertices.push(0.0, 0.0, expansion, ...PRIMARY); |
| 31 | + } else { |
| 32 | + const color = u % STEP == 0 ? PRIMARY : SECONDARY; |
| 33 | + indices.push(indices.length); |
| 34 | + vertices.push(-expansion, 0.0, e, ...color); |
| 35 | + indices.push(indices.length); |
| 36 | + vertices.push(expansion, 0.0, e, ...color); |
| 37 | + indices.push(indices.length); |
| 38 | + vertices.push(-expansion, 0.0, -e, ...color); |
| 39 | + indices.push(indices.length); |
| 40 | + vertices.push(expansion, 0.0, -e, ...color); |
| 41 | + |
| 42 | + indices.push(indices.length); |
| 43 | + vertices.push(e, 0.0, -expansion, ...color); |
| 44 | + indices.push(indices.length); |
| 45 | + vertices.push(e, 0.0, expansion, ...color); |
| 46 | + indices.push(indices.length); |
| 47 | + vertices.push(-e, 0.0, -expansion, ...color); |
| 48 | + indices.push(indices.length); |
| 49 | + vertices.push(-e, 0.0, expansion, ...color); |
| 50 | + } |
| 51 | + u++; |
| 52 | + } |
| 53 | + |
| 54 | + return { |
| 55 | + vertexFormat: [ |
| 56 | + { |
| 57 | + semantics: 'position', |
| 58 | + size: 3, |
| 59 | + type: WebGL2RenderingContext.FLOAT, |
| 60 | + slot: 0, |
| 61 | + offset: 0, |
| 62 | + stride: 24, |
| 63 | + }, |
| 64 | + { |
| 65 | + semantics: 'color', |
| 66 | + size: 3, |
| 67 | + type: WebGL2RenderingContext.FLOAT, |
| 68 | + slot: 1, |
| 69 | + offset: 12, |
| 70 | + stride: 24, |
| 71 | + }, |
| 72 | + ], |
| 73 | + vertexData: Float32Array.from(vertices), |
| 74 | + indexData: Uint32Array.from(indices), |
| 75 | + }; |
| 76 | +}; |
| 77 | + |
| 78 | +export const createQuad = (): Mesh => ({ |
| 79 | + vertexFormat: [ |
| 80 | + { |
| 81 | + semantics: 'position', |
| 82 | + size: 3, |
| 83 | + type: WebGL2RenderingContext.FLOAT, |
| 84 | + slot: 0, |
| 85 | + offset: 0, |
| 86 | + stride: 20, |
| 87 | + }, |
| 88 | + { |
| 89 | + semantics: 'uv', |
| 90 | + size: 2, |
| 91 | + type: WebGL2RenderingContext.FLOAT, |
| 92 | + slot: 1, |
| 93 | + offset: 12, |
| 94 | + stride: 20, |
| 95 | + }, |
| 96 | + ], |
| 97 | + vertexData: Float32Array.from([ |
| 98 | + -1, -1, 0, 0.0, 0.0, 1, -1, 0, 1.0, 0.0, 1, 1, 0, 1.0, 1.0, -1, 1, 0, 0.0, |
| 99 | + 1.0, |
| 100 | + ]), |
| 101 | + indexData: Uint32Array.from([0, 1, 2, 0, 2, 3]), |
| 102 | +}); |
| 103 | + |
| 104 | +export const createPlane = (resolution: number): Mesh => { |
| 105 | + const vertices: vec3[] = []; |
| 106 | + const indices: number[] = []; |
| 107 | + const N = resolution; |
| 108 | + const L = 1.0; |
| 109 | + const delta = L / (N - 1); |
| 110 | + const offset = vec3.fromValues(-L * 0.5, 0.0, -L * 0.5); |
| 111 | + |
| 112 | + for (let i = 0; i < N - 1; i++) { |
| 113 | + for (let j = 0; j < N - 1; j++) { |
| 114 | + let v0 = vec3.fromValues(j * delta, 0.0, i * delta); |
| 115 | + vec3.add(v0, v0, offset); |
| 116 | + |
| 117 | + let v1 = vec3.fromValues((j + 1) * delta, 0.0, i * delta); |
| 118 | + vec3.add(v1, v1, offset); |
| 119 | + |
| 120 | + let v2 = vec3.fromValues((j + 1) * delta, 0.0, (i + 1) * delta); |
| 121 | + vec3.add(v2, v2, offset); |
| 122 | + |
| 123 | + let v3 = vec3.fromValues(j * delta, 0.0, (i + 1) * delta); |
| 124 | + vec3.add(v3, v3, offset); |
| 125 | + |
| 126 | + indices.push(vertices.length + 1, vertices.length, vertices.length + 2); |
| 127 | + indices.push(vertices.length + 3, vertices.length + 2, vertices.length); |
| 128 | + |
| 129 | + vertices.push(v0, v1, v2, v3); |
| 130 | + } |
| 131 | + } |
| 132 | + |
| 133 | + return { |
| 134 | + vertexFormat: [ |
| 135 | + { |
| 136 | + semantics: 'position', |
| 137 | + size: 3, |
| 138 | + type: WebGL2RenderingContext.FLOAT, |
| 139 | + slot: 0, |
| 140 | + offset: 0, |
| 141 | + stride: 12, |
| 142 | + }, |
| 143 | + ], |
| 144 | + |
| 145 | + vertexData: Float32Array.from(vertices.map((v) => [...v]).flat()), |
| 146 | + indexData: Uint32Array.from(indices), |
| 147 | + }; |
| 148 | +}; |
| 149 | + |
| 150 | +export const createDisc = ( |
| 151 | + rings: number, |
| 152 | + segments: number, |
| 153 | + delta: number, |
| 154 | + steep: number, |
| 155 | + offset: number |
| 156 | +): Mesh => { |
| 157 | + const vertices: vec3[] = [vec3.create()]; |
| 158 | + const indices: number[] = []; |
| 159 | + const dphi = (2.0 * Math.PI) / segments; |
| 160 | + |
| 161 | + let r = delta; |
| 162 | + for (let i = 0; i < rings; i++) { |
| 163 | + let phi = 0.0; |
| 164 | + for (let j = 0; j < segments; j++) { |
| 165 | + vertices.push(vec3.fromValues(Math.sin(phi) * r, 0.0, Math.cos(phi) * r)); |
| 166 | + if (i < rings - 1) { |
| 167 | + const i0 = i * segments + j + 1; |
| 168 | + const i1 = (i + 1) * segments + j + 1; |
| 169 | + const i2 = (i + 1) * segments + ((j + 1) % segments) + 1; |
| 170 | + const i3 = i * segments + ((j + 1) % segments) + 1; |
| 171 | + |
| 172 | + if (i === 0) { |
| 173 | + indices.push(0, i0, i3); |
| 174 | + } |
| 175 | + |
| 176 | + indices.push(i0, i1, i2, i0, i2, i3); |
| 177 | + } |
| 178 | + phi += dphi; |
| 179 | + } |
| 180 | + |
| 181 | + r += delta * (Math.pow(i / rings / offset, steep) + 1); |
| 182 | + } |
| 183 | + |
| 184 | + return { |
| 185 | + vertexFormat: [ |
| 186 | + { |
| 187 | + semantics: 'position', |
| 188 | + size: 3, |
| 189 | + type: WebGL2RenderingContext.FLOAT, |
| 190 | + slot: 0, |
| 191 | + offset: 0, |
| 192 | + stride: 12, |
| 193 | + }, |
| 194 | + ], |
| 195 | + |
| 196 | + vertexData: Float32Array.from(vertices.map((v) => [...v]).flat()), |
| 197 | + indexData: Uint32Array.from(indices), |
| 198 | + }; |
| 199 | +}; |
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