File size: 9,063 Bytes
1b5e137
5f32ba4
 
4e1da8c
cc654e9
 
 
 
 
 
4e1da8c
3b7903d
 
ec3121c
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
5f32ba4
3b7903d
 
 
ec3121c
3b7903d
ec3121c
 
cc654e9
ec3121c
cc654e9
ec3121c
 
 
 
 
 
 
cc654e9
ec3121c
 
 
cc654e9
ec3121c
cc654e9
ec3121c
cc654e9
ec3121c
 
 
 
 
 
cc654e9
ec3121c
 
 
 
 
 
cc654e9
ec3121c
 
 
 
 
cc654e9
ec3121c
 
cc654e9
 
ec3121c
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
cc654e9
ec3121c
 
cc654e9
ec3121c
 
cc654e9
ec3121c
 
 
 
 
cc654e9
 
ec3121c
cc654e9
ec3121c
cc654e9
ec3121c
 
 
 
 
cc654e9
ec3121c
 
 
 
 
 
cc654e9
ec3121c
 
4e1da8c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
import type { Camera } from "../cameras/Camera";
import type { Scene } from "../core/Scene";
import type { Renderer } from "./Renderer";

import { getViewMatrix } from "./webgl/utils/transformations";
import { createWorker } from "./webgl/utils/worker";

import { vertex } from "./webgl/shaders/vertex.glsl";
import { frag } from "./webgl/shaders/frag.glsl";

export class WebGLRenderer implements Renderer {
    canvas: HTMLCanvasElement;

    activeCamera: Camera | null = null;
    activeScene: Scene | null = null;
    vertexCount: number = 0;

    gl: WebGLRenderingContext | null = null;
    ext: ANGLE_instanced_arrays | null = null;
    worker: Worker | null = null;

    projectionMatrix: number[] = [];
    vertexShader: WebGLShader | null = null;
    fragmentShader: WebGLShader | null = null;
    program: WebGLProgram | null = null;
    a_position: number = 0;
    a_center: number = 0;
    a_color: number = 0;
    a_covA: number = 0;
    a_covB: number = 0;
    vertexBuffer: WebGLBuffer | null = null;
    centerBuffer: WebGLBuffer | null = null;
    colorBuffer: WebGLBuffer | null = null;
    covABuffer: WebGLBuffer | null = null;
    covBBuffer: WebGLBuffer | null = null;

    constructor(canvas?: HTMLCanvasElement) {
        this.canvas =
            canvas ?? (document.createElementNS("http://www.w3.org/1999/xhtml", "canvas") as HTMLCanvasElement);
    }

    initWebGL() {
        this.gl = (this.canvas.getContext("webgl") ||
            this.canvas.getContext("experimental-webgl")) as WebGLRenderingContext;
        this.ext = this.gl.getExtension("ANGLE_instanced_arrays") as ANGLE_instanced_arrays;

        this.worker = new Worker(
            URL.createObjectURL(
                new Blob(["(", createWorker.toString(), ")(self)"], {
                    type: "application/javascript",
                })
            )
        );

        this.canvas.width = innerWidth;
        this.canvas.height = innerHeight;
        this.gl.viewport(0, 0, this.canvas.width, this.canvas.height);

        this.activeCamera!.updateProjectionMatrix(this.canvas.width, this.canvas.height);

        let viewMatrix = getViewMatrix(this.activeCamera!);

        this.vertexShader = this.gl.createShader(this.gl.VERTEX_SHADER) as WebGLShader;
        this.gl.shaderSource(this.vertexShader, vertex);
        this.gl.compileShader(this.vertexShader);
        if (!this.gl.getShaderParameter(this.vertexShader, this.gl.COMPILE_STATUS)) {
            console.error(this.gl.getShaderInfoLog(this.vertexShader));
        }

        this.fragmentShader = this.gl.createShader(this.gl.FRAGMENT_SHADER) as WebGLShader;
        this.gl.shaderSource(this.fragmentShader, frag);
        this.gl.compileShader(this.fragmentShader);
        if (!this.gl.getShaderParameter(this.fragmentShader, this.gl.COMPILE_STATUS)) {
            console.error(this.gl.getShaderInfoLog(this.fragmentShader));
        }

        this.program = this.gl.createProgram() as WebGLProgram;
        this.gl.attachShader(this.program, this.vertexShader);
        this.gl.attachShader(this.program, this.fragmentShader);
        this.gl.linkProgram(this.program);
        this.gl.useProgram(this.program);

        if (!this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS)) {
            console.error(this.gl.getProgramInfoLog(this.program));
        }

        this.gl.disable(this.gl.DEPTH_TEST); // Disable depth testing

        // Enable blending
        this.gl.enable(this.gl.BLEND);

        // Set blending function
        this.gl.blendFuncSeparate(this.gl.ONE_MINUS_DST_ALPHA, this.gl.ONE, this.gl.ONE_MINUS_DST_ALPHA, this.gl.ONE);

        // Set blending equation
        this.gl.blendEquationSeparate(this.gl.FUNC_ADD, this.gl.FUNC_ADD);

        // projection
        const u_projection = this.gl.getUniformLocation(this.program, "projection");
        this.gl.uniformMatrix4fv(u_projection, false, this.projectionMatrix);

        // viewport
        const u_viewport = this.gl.getUniformLocation(this.program, "viewport");
        this.gl.uniform2fv(u_viewport, new Float32Array([this.canvas.width, this.canvas.height]));

        // focal
        const u_focal = this.gl.getUniformLocation(this.program, "focal");
        this.gl.uniform2fv(u_focal, new Float32Array([this.activeCamera!.fx, this.activeCamera!.fy]));

        // view
        const u_view = this.gl.getUniformLocation(this.program, "view");
        this.gl.uniformMatrix4fv(u_view, false, viewMatrix.buffer);

        // positions
        const triangleVertices = new Float32Array([-2, -2, 2, -2, 2, 2, -2, 2]);
        this.vertexBuffer = this.gl.createBuffer();
        this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexBuffer);
        this.gl.bufferData(this.gl.ARRAY_BUFFER, triangleVertices, this.gl.STATIC_DRAW);

        this.a_position = this.gl.getAttribLocation(this.program, "position");
        this.gl.enableVertexAttribArray(this.a_position);
        this.gl.vertexAttribPointer(this.a_position, 2, this.gl.FLOAT, false, 0, 0);

        // center
        this.centerBuffer = this.gl.createBuffer();
        this.a_center = this.gl.getAttribLocation(this.program, "center");
        this.gl.enableVertexAttribArray(this.a_center);
        this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.centerBuffer);
        this.gl.vertexAttribPointer(this.a_center, 3, this.gl.FLOAT, false, 0, 0);
        this.ext.vertexAttribDivisorANGLE(this.a_center, 1); // Use the extension here

        // color
        this.colorBuffer = this.gl.createBuffer();
        this.a_color = this.gl.getAttribLocation(this.program, "color");
        this.gl.enableVertexAttribArray(this.a_color);
        this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.colorBuffer);
        this.gl.vertexAttribPointer(this.a_color, 4, this.gl.FLOAT, false, 0, 0);
        this.ext.vertexAttribDivisorANGLE(this.a_color, 1); // Use the extension here

        // cov
        this.covABuffer = this.gl.createBuffer();
        this.a_covA = this.gl.getAttribLocation(this.program, "covA");
        this.gl.enableVertexAttribArray(this.a_covA);
        this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.covABuffer);
        this.gl.vertexAttribPointer(this.a_covA, 3, this.gl.FLOAT, false, 0, 0);
        this.ext.vertexAttribDivisorANGLE(this.a_covA, 1); // Use the extension here

        this.covBBuffer = this.gl.createBuffer();
        this.a_covB = this.gl.getAttribLocation(this.program, "covB");
        this.gl.enableVertexAttribArray(this.a_covB);
        this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.covBBuffer);
        this.gl.vertexAttribPointer(this.a_covB, 3, this.gl.FLOAT, false, 0, 0);
        this.ext.vertexAttribDivisorANGLE(this.a_covB, 1); // Use the extension here

        this.worker.onmessage = (e) => {
            if (e.data.buffer) {
                this.activeScene!.setData(new Uint8Array(e.data.buffer));
                const blob = new Blob([this.activeScene!.data.buffer], {
                    type: "application/octet-stream",
                });
                const link = document.createElement("a");
                link.download = "model.splat";
                link.href = URL.createObjectURL(blob);
                document.body.appendChild(link);
                link.click();
            } else {
                let { covA, covB, center, color } = e.data;
                this.vertexCount = center.length / 3;

                const gl = this.gl!;

                gl.bindBuffer(gl.ARRAY_BUFFER, this.centerBuffer);
                gl.bufferData(gl.ARRAY_BUFFER, center, gl.DYNAMIC_DRAW);

                gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
                gl.bufferData(gl.ARRAY_BUFFER, color, gl.DYNAMIC_DRAW);

                gl.bindBuffer(gl.ARRAY_BUFFER, this.covABuffer);
                gl.bufferData(gl.ARRAY_BUFFER, covA, gl.DYNAMIC_DRAW);

                gl.bindBuffer(gl.ARRAY_BUFFER, this.covBBuffer);
                gl.bufferData(gl.ARRAY_BUFFER, covB, gl.DYNAMIC_DRAW);
            }
        };

        this.frame = () => {
            this.activeCamera!.updateProjectionMatrix(this.canvas.width, this.canvas.height);

            const viewProj = this.activeCamera!.projectionMatrix.multiply(viewMatrix);
            this.worker!.postMessage({ view: viewProj.buffer });

            if (this.vertexCount > 0) {
                this.gl!.uniformMatrix4fv(u_view, false, viewMatrix.buffer);
                this.ext!.drawArraysInstancedANGLE(this.gl!.TRIANGLE_FAN, 0, 4, this.vertexCount);
            } else {
                this.gl!.clear(this.gl!.COLOR_BUFFER_BIT);
            }
        };
    }

    frame: () => void = () => {};

    render(scene: Scene, camera: Camera) {
        if (this.activeScene !== scene || this.activeCamera !== camera) {
            if (this.activeScene !== null && this.activeCamera !== null) {
                this.dispose();
            }

            this.activeScene = scene;
            this.activeCamera = camera;
            this.initWebGL();
        }

        this.frame();
    }

    dispose() {}
}