Add shape bin files, shape selection
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132
src/regl_index.js
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132
src/regl_index.js
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import hexsphere_0 from "./shapes/hexsphere_r1_d0.bin"
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import hexsphere_1 from "./shapes/hexsphere_r1_d1.bin"
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import hexsphere_2 from "./shapes/hexsphere_r1_d2.bin"
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import hexsphere_3 from "./shapes/hexsphere_r1_d3.bin"
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import hexsphere_4 from "./shapes/hexsphere_r1_d4.bin"
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import hexsphere_5 from "./shapes/hexsphere_r1_d5.bin"
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import hexsphere_6 from "./shapes/hexsphere_r1_d6.bin"
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import icosahedron_0 from "./shapes/icosahedron_r1_d0.bin"
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import icosahedron_1 from "./shapes/icosahedron_r1_d1.bin"
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import icosahedron_2 from "./shapes/icosahedron_r1_d2.bin"
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import icosahedron_3 from "./shapes/icosahedron_r1_d3.bin"
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import icosahedron_4 from "./shapes/icosahedron_r1_d4.bin"
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import icosahedron_5 from "./shapes/icosahedron_r1_d5.bin"
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import icosahedron_6 from "./shapes/icosahedron_r1_d6.bin"
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import icosahedron_7 from "./shapes/icosahedron_r1_d7.bin"
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const shapes = {
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"hexsphere_0": hexsphere_0,
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"hexsphere_1": hexsphere_1,
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"hexsphere_2": hexsphere_2,
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"hexsphere_3": hexsphere_3,
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"hexsphere_4": hexsphere_4,
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"hexsphere_5": hexsphere_5,
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"hexsphere_6": hexsphere_6,
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"icosahedron_0": icosahedron_0,
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"icosahedron_1": icosahedron_1,
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"icosahedron_2": icosahedron_2,
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"icosahedron_3": icosahedron_3,
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"icosahedron_4": icosahedron_4,
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"icosahedron_5": icosahedron_5,
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"icosahedron_6": icosahedron_6,
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"icosahedron_7": icosahedron_7,
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}
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const regl = require("regl")({
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extensions: ["OES_element_index_uint"],
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})
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const camera = require("regl-camera")(regl, {
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center: [0, 0, 0],
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distance: 3,
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})
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const drawShape = hexsphere => regl({
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vert: `
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precision mediump float;
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uniform mat4 projection, view;
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attribute vec3 position, normal, color;
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varying vec3 fragNormal, fragPosition, fragColor;
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void main() {
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fragNormal = normal;
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fragPosition = position;
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fragColor = color;
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gl_Position = projection * view * vec4(position, 1.0);
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}`,
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frag: `
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precision mediump float;
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struct Light {
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vec3 color;
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vec3 position;
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};
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uniform Light lights[1];
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varying vec3 fragNormal, fragPosition, fragColor;
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void main() {
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vec3 normal = normalize(fragNormal);
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vec3 light = vec3(0.1, 0.1, 0.1);
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for (int i = 0; i < 1; i++) {
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vec3 lightDir = normalize(lights[i].position - fragPosition);
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float diffuse = max(0.0, dot(lightDir, normal));
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light += diffuse * lights[i].color;
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}
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gl_FragColor = vec4(fragColor * light, 1.0);
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}`,
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attributes: {
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position: hexsphere.positions,
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normal: hexsphere.normals,
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color: hexsphere.colors,
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},
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elements: hexsphere.cells,
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uniforms: {
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"lights[0].color": [1, 1, 1],
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"lights[0].position": ({ tick }) => {
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const t = 0.008 * tick
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return [
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1000 * Math.cos(t),
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1000 * Math.sin(t),
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1000 * Math.sin(t)
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]
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},
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},
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})
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let draw = null
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const loadShape = shape => {
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fetch(shape)
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.then(response => response.arrayBuffer())
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.then(buffer => {
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let reader = new DataView(buffer);
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let numVertices = reader.getUint32(0, true);
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let numCells = reader.getUint32(4, true);
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const shapeData = {
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positions: new Float32Array(buffer, 8, numVertices * 3),
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normals: new Float32Array(buffer, numVertices * 12 + 8, numVertices * 3),
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colors: new Float32Array(buffer, numVertices * 24 + 8, numVertices * 3),
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cells: new Uint32Array(buffer, numVertices * 36 + 8, numCells * 3),
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}
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draw = drawShape(shapeData)
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regl.frame(() => {
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regl.clear({
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depth: 1,
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color: [0, 0, 0, 1]
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})
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camera(() => {
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draw()
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})
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})
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shapeSelectLoading.style.display = "none"
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})
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}
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const shapeSelect = document.querySelector("select#shape-select")
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const shapeSelectLoading = document.querySelector("#shape-loading")
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shapeSelect.value = "hexsphere_4"
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loadShape(hexsphere_4)
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shapeSelect.addEventListener("change", event => {
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shapeSelectLoading.style.display = "inline"
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loadShape(shapes[event.target.value])
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})
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