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example-vr.js
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example-vr.js
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const assert = require("assert")
const { vec2, vec3, vec4, quat, mat2, mat2d, mat3, mat4} = require("gl-matrix")
const gl = require("./gles3.js"),
glfw = require("./glfw3.js"),
vr = require("./openvr.js");
const glutils = require('./glutils.js');
if (!glfw.init()) {
console.log("Failed to initialize GLFW");
process.exit(-1);
}
let version = glfw.getVersion();
console.log('glfw ' + version.major + '.' + version.minor + '.' + version.rev);
console.log('glfw version-string: ' + glfw.getVersionString());
// Open OpenGL window
glfw.defaultWindowHints();
glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3);
glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3);
glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1);
glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE);
let window = glfw.createWindow(720, 480, "Test");
if (!window) {
console.log("Failed to open GLFW window");
glfw.terminate();
process.exit(-1);
}
glfw.makeContextCurrent(window);
console.log(gl.glewInit());
//can only be called after window creation!
console.log('GL ' + glfw.getWindowAttrib(window, glfw.CONTEXT_VERSION_MAJOR) + '.' + glfw.getWindowAttrib(window, glfw.CONTEXT_VERSION_MINOR) + '.' + glfw.getWindowAttrib(window, glfw.CONTEXT_REVISION) + " Profile: " + glfw.getWindowAttrib(window, glfw.OPENGL_PROFILE));
// Enable vertical sync (on cards that support it)
glfw.swapInterval(0); // 0 for vsync off
let quadprogram = glutils.makeProgram(gl,
`#version 330
in vec4 a_position;
in vec2 a_texCoord;
uniform vec2 u_scale;
out vec2 v_texCoord;
void main() {
gl_Position = a_position;
vec2 adj = vec2(1, -1);
gl_Position.xy = (gl_Position.xy + adj)*u_scale.xy - adj;
v_texCoord = a_texCoord;
}`,
`#version 330
precision mediump float;
uniform sampler2D u_tex;
in vec2 v_texCoord;
out vec4 outColor;
void main() {
outColor = vec4(v_texCoord, 0., 1.);
outColor = texture(u_tex, v_texCoord);
}
`);
let quad = glutils.createVao(gl, glutils.makeQuad(), quadprogram.id);
let cubeprogram = glutils.makeProgram(gl,
`#version 330
uniform mat4 u_modelmatrix;
uniform mat4 u_viewmatrix;
uniform mat4 u_projmatrix;
uniform float u_scale;
in vec3 a_position;
in vec3 a_normal;
in vec2 a_texCoord;
out vec4 v_color;
void main() {
// Multiply the position by the matrix.
vec3 vertex = a_position.xyz * u_scale;
gl_Position = u_projmatrix * u_viewmatrix * u_modelmatrix * vec4(vertex, 1);
v_color = vec4(a_normal*0.25+0.25, 1.);
v_color += vec4(a_texCoord*0.5, 0., 1.);
}
`,
`#version 330
precision mediump float;
in vec4 v_color;
out vec4 outColor;
void main() {
outColor = v_color;
}
`);
let geomcube = glutils.makeCube();
// push down 1 meter:
for (i=1; i<geomcube.vertices.length; i+=3) {
geomcube.vertices[i] -= 1;
}
let cube = glutils.createVao(gl, geomcube, cubeprogram.id);
let cloudprogram = glutils.makeProgram(gl,
`#version 330
uniform mat4 u_modelmatrix;
uniform mat4 u_viewmatrix;
uniform mat4 u_projmatrix;
uniform float u_pixelSize;
in vec3 a_position;
out vec4 v_color;
void main() {
// Multiply the position by the matrix.
vec4 worldspace = u_modelmatrix * vec4(a_position.xyz, 1);
vec4 viewspace = u_viewmatrix * worldspace;
float viewdist = length(viewspace.xyz);
gl_Position = u_projmatrix * viewspace;
if (gl_Position.w > 0.0) {
gl_PointSize = u_pixelSize / gl_Position.w;
} else {
gl_PointSize = 0.0;
}
v_color = vec4(worldspace.xyz * 0.5 + 0.5, 0.5);
v_color = mix(v_color, vec4(1.), 0.95);
// fade for near clip:
float fade = min(max((viewdist-0.25)/0.25, 0.), 1.);
// for distance:
fade *= 1. - sqrt(viewdist) * 0.1 * 0.05;
v_color.a *= fade;
}
`,
`#version 330
precision mediump float;
in vec4 v_color;
out vec4 outColor;
void main() {
// get normalized -1..1 point coordinate
vec2 pc = (gl_PointCoord - 0.5) * 2.0;
// convert to distance:
float dist = max(0., min(1., 0.1 + 1.5*(1.0 - length(pc))));
// paint
outColor = vec4(dist) * v_color;
}
`);
const NUM_POINTS = 1e6;
const points = [];
for (let index = 0; index < NUM_POINTS; index++) {
points.push((Math.random() - 0.5) * 100);
points.push((Math.random() - 0.5) * 100);
points.push((Math.random() - 0.5) * 100);
}
let cloud = glutils.createVao(gl, { vertices: points }, cloudprogram.id);
// Create a buffer.
let vertices = new Float32Array(points);
let buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.DYNAMIC_DRAW);
// Create set of attributes
let vao = gl.createVertexArray();
gl.bindVertexArray(vao);
// tell the position attribute how to pull data out of the current ARRAY_BUFFER
let positionLocation = gl.getAttribLocation(cloudprogram.id, "a_position");
gl.enableVertexAttribArray(positionLocation);
let elementsPerVertex = 3; // for vec2
let normalize = false;
let stride = 0;
let offset = 0;
gl.vertexAttribPointer(positionLocation, elementsPerVertex, gl.FLOAT, normalize, stride, offset);
assert(vr.connect(true), "vr failed to connect");
vr.update()
let models = vr.getModelNames()
console.log(models)
let vrdim = [vr.getTextureWidth(), vr.getTextureHeight()]
let fbo = glutils.makeFboWithDepth(gl, vrdim[0], vrdim[1])
let t = glfw.getTime();
let fps = 60;
function animate() {
if(glfw.windowShouldClose(window) || glfw.getKey(window, glfw.KEY_ESCAPE)) {
shutdown();
} else {
setImmediate(animate)
}
let t1 = glfw.getTime();
let dt = t1-t;
fps += 0.1*((1/dt)-fps);
t = t1;
glfw.setWindowTitle(window, `fps ${fps}`);
// update scene:
for (let i=0; i<NUM_POINTS/10; i++) {
let idx = Math.floor(Math.random() * vertices.length);
vertices[idx] += (Math.random()-0.5) * 0.01;
}
// update GPU buffers:
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.DYNAMIC_DRAW);
//if(wsize) console.log("FB size: "+wsize.width+', '+wsize.height);
vr.update();
let inputs = vr.inputSources()
let hmd, left_hand, right_hand;
for (let input of inputs) {
if (input.targetRayMode == "gaze") {
hmd = input;
} else if (input.handedness == "left") {
left_hand = input;
} else if (input.handedness == "right") {
right_hand = input;
}
}
// render to our targetTexture by binding the framebuffer
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.id);
{
gl.viewport(0, 0, fbo.width, fbo.height);
gl.enable(gl.DEPTH_TEST)
gl.depthMask(true)
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
for (let i=0; i<2; i++) {
gl.viewport(i * fbo.width/2, 0, fbo.width/2, fbo.height);
// Compute the matrix
let viewmatrix = mat4.create();
//mat4.lookAt(viewmatrix, [0, 0, 3], [0, 0, 0], [0, 1, 0]);
vr.getView(i, viewmatrix);
let projmatrix = mat4.create();
//mat4.perspective(projmatrix, Math.PI/2, fbo.width/fbo.height, 0.01, 10);
vr.getProjection(i, projmatrix);
let modelmatrix = mat4.create();
let axis = vec3.fromValues(Math.sin(t), 1., 0.);
vec3.normalize(axis, axis);
//mat4.rotate(modelmatrix, modelmatrix, t, axis)
cubeprogram.begin();
cubeprogram.uniform("u_modelmatrix", modelmatrix);
cubeprogram.uniform("u_scale", 1);
cubeprogram.uniform("u_viewmatrix", viewmatrix);
cubeprogram.uniform("u_projmatrix", projmatrix);
cube.bind().draw().unbind();
cubeprogram.end();
if (left_hand && left_hand.targetRaySpace) {
let {buttons, axes} = left_hand.gamepad;
let trigger = buttons[0].value, pressed = buttons[0].pressed
let grip = buttons[1].pressed
let pad = buttons[2].pressed
let menu = buttons[3].pressed
let [x, y] = axes; // touchpad axes
cubeprogram.begin();
cubeprogram.uniform("u_modelmatrix", left_hand.targetRaySpace);
cubeprogram.uniform("u_scale", 0.1);
cubeprogram.uniform("u_viewmatrix", viewmatrix);
cubeprogram.uniform("u_projmatrix", projmatrix);
cube.bind().draw().unbind();
cubeprogram.end();
}
if (right_hand && right_hand.targetRaySpace) {
let {buttons, axes} = right_hand.gamepad;
let trigger = buttons[0].value, pressed = buttons[0].pressed
let grip = buttons[1].pressed
let pad = buttons[2].pressed
let menu = buttons[3].pressed
let [x, y] = axes; // touchpad axes
cubeprogram.begin();
cubeprogram.uniform("u_modelmatrix", right_hand.targetRaySpace);
cubeprogram.uniform("u_scale", 0.1);
cubeprogram.uniform("u_viewmatrix", viewmatrix);
cubeprogram.uniform("u_projmatrix", projmatrix);
cube.bind().draw().unbind();
cubeprogram.end();
}
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
gl.depthMask(false)
cloudprogram.begin();
cloudprogram.uniform("u_modelmatrix", modelmatrix);
cloudprogram.uniform("u_viewmatrix", viewmatrix);
cloudprogram.uniform("u_projmatrix", projmatrix);
cloudprogram.uniform("u_pixelSize", fbo.height/50);
//cloud.bind().drawPoints().unbind();
// Bind the attribute/buffer set we want.
gl.bindVertexArray(vao);
// Draw the geometry.
let count = NUM_POINTS;
gl.drawArrays(gl.POINTS, 0, count);
gl.bindVertexArray(null);
cloudprogram.end();
gl.disable(gl.BLEND);
gl.depthMask(true)
}
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
vr.submit(fbo.colorTexture)
// Get window size (may be different than the requested size)
let dim = glfw.getFramebufferSize(window);
gl.viewport(0, 0, dim[0], dim[1]);
gl.enable(gl.DEPTH_TEST)
gl.depthMask(true)
gl.clearColor(0.2, 0.2, 0.2, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// render the cube with the texture we just rendered to
gl.bindTexture(gl.TEXTURE_2D, fbo.colorTexture);
quadprogram.begin();
quadprogram.uniform("u_scale", 1, 1);
quad.bind().draw().unbind();
quadprogram.end();
// Swap buffers
glfw.swapBuffers(window);
glfw.pollEvents();
}
function shutdown() {
vr.connect(false);
// Close OpenGL window and terminate GLFW
glfw.destroyWindow(window);
glfw.terminate();
process.exit(0);
}
animate();