3d-spinner 0.9.4 → 0.9.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/animations/charged-orb.js +4 -2
- package/dist/animations/ghost-train.d.ts +1 -1
- package/dist/animations/ghost-train.js +3 -1
- package/dist/animations/grid-assembly.d.ts +1 -1
- package/dist/animations/spin.d.ts +3 -1
- package/dist/animations/spin.js +6 -1
- package/dist/cjs/animations/charged-orb.cjs +177 -30
- package/dist/cjs/animations/grid-assembly.cjs +171 -28
- package/dist/cjs/animations/object-motion.cjs +163 -26
- package/dist/cjs/animations/particles.cjs +181 -30
- package/dist/cjs/animations/spin.cjs +176 -29
- package/dist/cjs/engines/little-3d-engine/little-3d-engine.cjs +200 -47
- package/dist/cjs/engines/little-3d-engine/loaders/obj.cjs +51 -13
- package/dist/cjs/engines/little-3d-engine/renderers/canvas2d-textured.cjs +56 -6
- package/dist/cjs/engines/little-3d-engine/renderers/webgl-textured.cjs +69 -10
- package/dist/cjs/engines/little-3d-engine/renderers/webgpu-textured.cjs +64 -11
- package/dist/cjs/prefabs/prefabs.cjs +200 -44
- package/dist/engines/little-3d-engine/core/geometry.d.ts +15 -2
- package/dist/engines/little-3d-engine/core/geometry.js +25 -3
- package/dist/engines/little-3d-engine/core/light.d.ts +28 -4
- package/dist/engines/little-3d-engine/core/light.js +48 -7
- package/dist/engines/little-3d-engine/core/mesh.d.ts +33 -0
- package/dist/engines/little-3d-engine/core/mesh.js +12 -0
- package/dist/engines/little-3d-engine/little-3d-engine.d.ts +2 -2
- package/dist/engines/little-3d-engine/little-3d-engine.js +1 -1
- package/dist/engines/little-3d-engine/loaders/obj.d.ts +8 -7
- package/dist/engines/little-3d-engine/loaders/obj.js +74 -20
- package/dist/engines/little-3d-engine/renderers/canvas2d.js +23 -1
- package/dist/engines/little-3d-engine/renderers/webgl-textured.js +8 -3
- package/dist/engines/little-3d-engine/renderers/webgl.js +41 -7
- package/dist/engines/little-3d-engine/renderers/webgpu.js +43 -10
- package/dist/engines/little-3d-engine/shapes/complex/plane.d.ts +8 -3
- package/dist/engines/little-3d-engine/shapes/complex/plane.js +10 -4
- package/dist/engines/little-3d-engine/shapes/primitives/cube.d.ts +3 -2
- package/dist/engines/little-3d-engine/shapes/primitives/cube.js +4 -2
- package/dist/engines/little-3d-engine/shapes/primitives/octahedron.d.ts +3 -2
- package/dist/engines/little-3d-engine/shapes/primitives/octahedron.js +4 -2
- package/dist/engines/little-3d-engine/shapes/primitives/pyramid.d.ts +3 -2
- package/dist/engines/little-3d-engine/shapes/primitives/pyramid.js +4 -2
- package/dist/engines/little-3d-engine/shapes/primitives/quad.d.ts +3 -2
- package/dist/engines/little-3d-engine/shapes/primitives/quad.js +4 -2
- package/dist/engines/little-3d-engine/shapes/primitives/spheres/cube-sphere.d.ts +3 -2
- package/dist/engines/little-3d-engine/shapes/primitives/spheres/cube-sphere.js +4 -2
- package/dist/engines/little-3d-engine/shapes/primitives/spheres/icosphere.d.ts +3 -2
- package/dist/engines/little-3d-engine/shapes/primitives/spheres/icosphere.js +4 -2
- package/dist/engines/little-3d-engine/shapes/primitives/spheres/octa-sphere.d.ts +3 -2
- package/dist/engines/little-3d-engine/shapes/primitives/spheres/octa-sphere.js +4 -2
- package/dist/engines/little-3d-engine/shapes/primitives/spheres/uv-sphere.d.ts +3 -2
- package/dist/engines/little-3d-engine/shapes/primitives/spheres/uv-sphere.js +4 -2
- package/dist/engines/little-3d-engine/shapes/primitives/tetrahedron.d.ts +3 -2
- package/dist/engines/little-3d-engine/shapes/primitives/tetrahedron.js +4 -2
- package/dist/umd/spinner.global.js +271 -67
- package/dist/umd/spinner.global.min.js +58 -17
- package/package.json +1 -1
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@@ -1,4 +1,5 @@
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import { type Vec3 } from "./math.js";
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import type { Material } from "./mesh.js";
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/** Directional light configuration. */
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export interface LightOptions {
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/** Direction the light travels. Default points down-forward into the scene. */
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@@ -16,10 +17,33 @@ export interface LightParams {
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ambient: number;
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}
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/**
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*
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*
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* Per-face surface inputs for {@link shade}/{@link shadeColor} beyond the base
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* color: its MTL {@link Material} and the direction from the face toward the
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* camera. Both are needed for the specular highlight; without them shading
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* falls back to flat Lambert plus any emissive term.
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*/
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export
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export interface Surface {
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/** MTL-derived specular/shininess/emissive for this face. */
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material?: Material;
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/** Unit vector from the face toward the eye, for the specular highlight. */
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viewDir?: Vec3;
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}
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/**
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* Shade a face and return `0..255` RGB channels.
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*
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* The diffuse term is flat Lambert: the base `color` brightened by how directly
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* `normal` faces the light, floored at the ambient level. When a {@link Surface}
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* supplies a specular material and a `viewDir`, a Blinn-Phong highlight (`Ks`
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* tinted, tightened by `Ns`) is added; an emissive material (`Ke`) is always
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* added on top. With no material this reduces exactly to the previous flat
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* shading.
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*/
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export declare function shade(normal: Vec3, color: string, light: LightParams, surface?: Surface): [number, number, number];
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/**
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* Shade a face and return an `rgb(...)` string. Thin wrapper over {@link shade};
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* see it for the shading model. Passing no `surface` gives flat Lambert shading.
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*/
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export declare function shadeColor(normal: Vec3, color: string, light: LightParams, surface?: Surface): string;
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/** A single directional light with an ambient term, used for flat shading. */
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export declare class Light {
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readonly options: LightOptions;
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readonly params: LightParams;
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constructor(options?: Partial<LightOptions>);
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/** Convenience wrapper around {@link shadeColor} using this light. */
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shade(normal: Vec3, color: string): string;
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shade(normal: Vec3, color: string, surface?: Surface): string;
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}
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function clamp01(value) {
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return Math.min(1, Math.max(0, value));
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}
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function clamp255(value) {
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return Math.round(Math.min(255, Math.max(0, value)));
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}
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/**
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*
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*
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* Shade a face and return `0..255` RGB channels.
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*
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* The diffuse term is flat Lambert: the base `color` brightened by how directly
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* `normal` faces the light, floored at the ambient level. When a {@link Surface}
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* supplies a specular material and a `viewDir`, a Blinn-Phong highlight (`Ks`
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* tinted, tightened by `Ns`) is added; an emissive material (`Ke`) is always
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* added on top. With no material this reduces exactly to the previous flat
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* shading.
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*/
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export function
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export function shade(normal, color, light, surface) {
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const lambert = Math.max(0, dot(normal, light.toLight));
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const brightness = clamp01(light.ambient + light.intensity * lambert);
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const [
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const [baseR, baseG, baseB] = parseColor(color);
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let r = baseR * brightness;
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let g = baseG * brightness;
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let b = baseB * brightness;
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const material = surface?.material;
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const specular = material?.specular;
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const viewDir = surface?.viewDir;
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if (specular && viewDir && lambert > 0) {
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const half = normalize({
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x: light.toLight.x + viewDir.x,
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y: light.toLight.y + viewDir.y,
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z: light.toLight.z + viewDir.z,
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});
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const shininess = material?.shininess ?? 32;
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const highlight = Math.pow(Math.max(0, dot(normal, half)), shininess) * light.intensity * 255;
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r += highlight * specular[0];
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g += highlight * specular[1];
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b += highlight * specular[2];
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}
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const emissive = material?.emissive;
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if (emissive) {
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r += emissive[0] * 255;
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g += emissive[1] * 255;
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b += emissive[2] * 255;
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}
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return [clamp255(r), clamp255(g), clamp255(b)];
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}
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/**
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* Shade a face and return an `rgb(...)` string. Thin wrapper over {@link shade};
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* see it for the shading model. Passing no `surface` gives flat Lambert shading.
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*/
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export function shadeColor(normal, color, light, surface) {
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const [r, g, b] = shade(normal, color, light, surface);
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return `rgb(${r}, ${g}, ${b})`;
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}
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/** A single directional light with an ambient term, used for flat shading. */
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export class Light {
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};
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}
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/** Convenience wrapper around {@link shadeColor} using this light. */
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return shadeColor(normal, color, this.params);
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shade(normal, color, surface) {
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return shadeColor(normal, color, this.params, surface);
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}
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}
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import type { Vec3 } from "./math.js";
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/**
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* Surface response of a face, derived from Wavefront MTL properties. All fields
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* are optional; a face with no material is flat-shaded from its `color` alone,
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* exactly as before materials existed.
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*/
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export interface Material {
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/**
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* Specular reflectivity (`Ks`) as linear `0..1` RGB. Drives the color and
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* strength of the highlight. Omit or `[0,0,0]` for a matte surface.
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*/
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specular?: [number, number, number];
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/**
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* Specular exponent (`Ns`, Wavefront range `0..1000`). Higher is a tighter,
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* glossier highlight; lower is broad and soft. Ignored without `specular`.
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*/
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shininess?: number;
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/**
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* Emissive color (`Ke`) as linear `0..1` RGB, added on top of shading so the
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* face appears self-lit. Omit or `[0,0,0]` for no self-illumination.
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*/
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emissive?: [number, number, number];
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}
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/** A single flat polygon: indices into the mesh `vertices` plus a base color. */
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export interface Face {
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/** Vertex indices, wound counter-clockwise when viewed from outside. */
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indices: number[];
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/** Base CSS color, for example `"#3b82f6"`. Shading is applied on top of it. */
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/**
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* Optional surface material (specular, shininess, emissive) from an MTL
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* file. When absent the face is flat Lambert-shaded from `color`.
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*/
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}
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/** Geometry: a list of vertices and the colored faces that connect them. */
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export interface Mesh {
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vertices: Vec3[];
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}
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/**
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* Assign one {@link Material} to every face of a mesh, in place, and return it.
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* A no-op when `material` is omitted. Shape builders use this to apply a uniform
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* surface material (specular, shininess, emissive) across all their faces.
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*/
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export declare function attachMaterial(mesh: Mesh, material?: Material): Mesh;
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/** Draw only outward-facing transparent surfaces. */
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export interface OneSidedTransparency {
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* Assign one {@link Material} to every face of a mesh, in place, and return it.
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*/
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export function attachMaterial(mesh, material) {
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for (const face of mesh.faces)
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/** Create a {@link Transform} with sensible defaults (origin, no rotation). */
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export { expandToTriangles } from "./core/geometry.js";
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export type { Mesh, Face, Transform, Transparency, OneSidedTransparency, TwoSidedTransparency, } from "./core/mesh.js";
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export type { Mesh, Face, Material, Transform, Transparency, OneSidedTransparency, TwoSidedTransparency, } from "./core/mesh.js";
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export { transform, attachMaterial } from "./core/mesh.js";
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export type { Backend, Renderer, RendererFactory, RenderFrame, RenderItem, RendererOptions, } from "./renderer.js";
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export { type Vec3, vec3, subtract, cross, dot, scale, normalize, } from "./core/math.js";
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export { streakTexture } from "./textures/dynamic/streak.js";
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export { transform, attachMaterial } from "./core/mesh.js";
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export { vec3, subtract, cross, dot, scale, normalize, } from "./core/math.js";
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* diffuse color (`Kd`) becomes the face color, and specular (`Ks`/`Ns`) and
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* emissive (`Ke`) become the face {@link Material}. Default `false`.
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* Reads `v` vertex positions and `f` faces (triangles, quads, or n-gons, in
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* `v`, `v/vt`, `v/vt/vn`, or `v//vn` form, with 1-based or negative indices).
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* Normals (`vn`) and texture coordinates (`vt`) are ignored - the engine
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* (`Kd`) and surface material (specular `Ks`/`Ns`, emissive `Ke`) from supplied
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* MTL text; groups and other statements are ignored. Face winding is preserved
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* as-is; the engine expects CCW winding as seen from outside.
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* @param text Contents of an `.obj` file.
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* @param options Face palette and optional MTL materials.
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export declare function parseObj(text: string, options?: ObjOptions): Mesh;
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@@ -1,31 +1,82 @@
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1
1
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const DEFAULT_COLORS = ["#3b82f6", "#8b5cf6", "#ec4899", "#f59e0b", "#10b981", "#ef4444"];
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2
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+
function clamp01(value) {
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3
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+
return Math.min(1, Math.max(0, value));
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4
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}
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2
5
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function channelToHex(value) {
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3
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const channel = Number.parseFloat(value);
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4
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if (!Number.isFinite(channel))
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return undefined;
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6
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-
return Math.round(
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9
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+
return Math.round(clamp01(channel) * 255)
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7
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.toString(16)
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8
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.padStart(2, "0");
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}
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10
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-
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11
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-
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12
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-
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/** Parse an `Ks`/`Ke`-style RGB triple into clamped `0..1` channels. */
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14
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function parseRgb(parts) {
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15
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const channels = parts.slice(1, 4).map(Number.parseFloat);
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if (channels.length !== 3 || !channels.every(Number.isFinite))
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return undefined;
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return [clamp01(channels[0]), clamp01(channels[1]), clamp01(channels[2])];
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}
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/** Fold specular/shininess/emissive into a {@link Material}, or `undefined`. */
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21
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function toMaterial(surface) {
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22
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const material = {};
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23
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if (surface.specular)
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24
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material.specular = surface.specular;
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25
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if (surface.shininess !== undefined)
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material.shininess = surface.shininess;
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27
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if (surface.emissive)
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material.emissive = surface.emissive;
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return Object.keys(material).length > 0 ? material : undefined;
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30
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}
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31
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/**
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32
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* Parse MTL text into a map of material name to its color and surface material.
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33
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* Reads `Kd` (diffuse color), `Ks` (specular), `Ns` (shininess), and `Ke`
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34
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* (emissive); other statements are ignored.
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35
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*/
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36
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function parseMtl(text) {
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37
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const materials = new Map();
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38
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const surfaces = new Map();
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39
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let name;
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13
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for (const line of text.split("\n")) {
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const trimmed = line.trim();
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if (trimmed === "" || trimmed.startsWith("#"))
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continue;
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const parts = trimmed.split(/\s+/);
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18
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-
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19
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-
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45
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const keyword = parts[0];
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if (keyword === "newmtl") {
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name = parts.slice(1).join(" ");
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if (name && !materials.has(name)) {
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materials.set(name, {});
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surfaces.set(name, {});
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}
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continue;
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}
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21
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-
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54
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if (!name)
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55
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continue;
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const entry = materials.get(name);
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57
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const surface = surfaces.get(name);
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58
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if (keyword === "Kd") {
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22
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const channels = parts.slice(1, 4).map(channelToHex);
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23
60
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if (channels.length === 3 && channels.every((channel) => channel !== undefined)) {
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24
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-
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entry.color = `#${channels.join("")}`;
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25
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}
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26
63
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}
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64
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+
else if (keyword === "Ks") {
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65
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surface.specular = parseRgb(parts);
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66
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+
}
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67
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else if (keyword === "Ns") {
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68
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const ns = Number.parseFloat(parts[1]);
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69
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if (Number.isFinite(ns))
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70
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surface.shininess = Math.max(0, ns);
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71
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}
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72
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+
else if (keyword === "Ke") {
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73
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surface.emissive = parseRgb(parts);
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74
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+
}
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75
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+
}
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76
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+
for (const [key, surface] of surfaces) {
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materials.get(key).material = toMaterial(surface);
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27
78
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}
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28
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-
return
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79
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+
return materials;
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29
80
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}
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30
81
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function resolveIndex(token, vertexCount) {
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31
82
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const n = parseInt(token, 10);
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@@ -37,18 +88,18 @@ function resolveIndex(token, vertexCount) {
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37
88
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* Reads `v` vertex positions and `f` faces (triangles, quads, or n-gons, in
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38
89
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* `v`, `v/vt`, `v/vt/vn`, or `v//vn` form, with 1-based or negative indices).
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39
90
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* Normals (`vn`) and texture coordinates (`vt`) are ignored - the engine
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40
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-
* computes a flat normal per face. Material names can select diffuse
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41
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-
*
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42
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-
*
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43
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-
* outside.
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91
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+
* computes a flat normal per face. Material names can select the diffuse color
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92
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+
* (`Kd`) and surface material (specular `Ks`/`Ns`, emissive `Ke`) from supplied
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93
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* MTL text; groups and other statements are ignored. Face winding is preserved
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94
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* as-is; the engine expects CCW winding as seen from outside.
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44
95
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*
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45
96
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* @param text Contents of an `.obj` file.
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46
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-
* @param options Face palette and optional MTL
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97
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* @param options Face palette and optional MTL materials.
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47
98
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*/
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48
99
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export function parseObj(text, options = {}) {
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49
100
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const colors = options.colors ?? DEFAULT_COLORS;
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50
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-
const
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51
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-
?
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101
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+
const materials = options.useMtlColors && options.mtl
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102
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? parseMtl(options.mtl)
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103
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: undefined;
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53
104
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const vertices = [];
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54
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const faces = [];
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@@ -76,10 +127,13 @@ export function parseObj(text, options = {}) {
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76
127
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indices.push(resolveIndex(vertexToken, vertices.length));
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77
128
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}
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78
129
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if (indices.length >= 3) {
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79
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-
const
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80
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-
const color =
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81
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-
?? (
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82
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-
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130
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+
const entry = material ? materials?.get(material) : undefined;
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131
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+
const color = entry?.color
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132
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+
?? (materials ? (colors[0] ?? "#888888") : colors[faces.length % colors.length]);
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133
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+
const face = { indices, color };
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134
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+
if (entry?.material)
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135
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+
face.material = entry.material;
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136
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+
faces.push(face);
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83
137
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}
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84
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}
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85
139
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}
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@@ -60,9 +60,31 @@ export class Canvas2DRenderer {
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60
60
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depth += dot(d, d);
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61
61
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}
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62
62
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depth /= face.indices.length;
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63
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+
// Specular needs the view direction from the face toward the eye; use
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64
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+
// the face centroid. Emissive-only or plain faces skip that work.
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65
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+
let surface;
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66
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+
const material = face.material;
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67
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+
if (material) {
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68
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+
if (material.specular) {
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69
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+
let cx = 0;
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70
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+
let cy = 0;
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71
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+
let cz = 0;
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72
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+
for (const i of face.indices) {
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73
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+
cx += world[i].x;
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74
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+
cy += world[i].y;
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75
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+
cz += world[i].z;
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76
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+
}
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77
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+
const inv = 1 / face.indices.length;
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78
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+
const viewDir = normalize(subtract(frame.eye, { x: cx * inv, y: cy * inv, z: cz * inv }));
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79
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+
surface = { material, viewDir };
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80
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+
}
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81
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+
else {
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82
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+
surface = { material };
|
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83
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+
}
|
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84
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+
}
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63
85
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polygons.push({
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64
86
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points,
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65
|
-
color: shadeColor(normal, face.color, frame.light),
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87
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+
color: shadeColor(normal, face.color, frame.light, surface),
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66
88
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depth,
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67
89
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opacity: faceOpacity,
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68
90
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});
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@@ -141,10 +141,12 @@ export class WebGLTexturedRenderer {
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141
141
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const data = expandToTriangles(mesh);
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142
142
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const vao = gl.createVertexArray();
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143
143
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gl.bindVertexArray(vao);
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144
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+
const buffers = [];
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144
145
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const attribute = (location, array, size) => {
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145
146
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if (location < 0)
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146
147
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return;
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147
148
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const buffer = gl.createBuffer();
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|
149
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+
buffers.push(buffer);
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148
150
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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149
151
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gl.bufferData(gl.ARRAY_BUFFER, array, gl.STATIC_DRAW);
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150
152
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gl.enableVertexAttribArray(location);
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@@ -154,7 +156,7 @@ export class WebGLTexturedRenderer {
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154
156
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attribute(loc.aColor, data.colors, 3);
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155
157
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attribute(loc.aUV, planarUVs(mesh), 2);
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156
158
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gl.bindVertexArray(null);
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157
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-
const result = { vao, count: data.count };
|
|
159
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+
const result = { vao, buffers, count: data.count };
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|
158
160
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this.buffers.set(mesh, result);
|
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159
161
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return result;
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160
162
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}
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@@ -195,8 +197,11 @@ export class WebGLTexturedRenderer {
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195
197
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if (gl) {
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196
198
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for (const texture of this.textures.values())
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197
199
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gl.deleteTexture(texture);
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|
198
|
-
for (const
|
|
199
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-
gl.deleteVertexArray(
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|
200
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+
for (const cached of this.buffers.values()) {
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|
201
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+
gl.deleteVertexArray(cached.vao);
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|
202
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+
for (const buffer of cached.buffers)
|
|
203
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+
gl.deleteBuffer(buffer);
|
|
204
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+
}
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200
205
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if (this.program)
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201
206
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gl.deleteProgram(this.program);
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202
207
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}
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@@ -4,28 +4,51 @@ const VERTEX_SHADER = `#version 300 es
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4
4
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in vec3 aPos;
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5
5
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in vec3 aNormal;
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6
6
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in vec3 aColor;
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7
|
+
in vec3 aEmissive;
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8
|
+
in vec4 aSpecular;
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7
9
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uniform mat4 uViewProj;
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8
10
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uniform mat4 uModel;
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9
11
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out vec3 vNormal;
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10
12
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out vec3 vColor;
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13
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+
out vec3 vEmissive;
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14
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+
out vec4 vSpecular;
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15
|
+
out vec3 vWorldPos;
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11
16
|
void main() {
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12
17
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vNormal = mat3(uModel) * aNormal;
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13
18
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vColor = aColor;
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14
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-
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19
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+
vEmissive = aEmissive;
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20
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+
vSpecular = aSpecular;
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21
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+
vec4 world = uModel * vec4(aPos, 1.0);
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22
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+
vWorldPos = world.xyz;
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23
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+
gl_Position = uViewProj * world;
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15
24
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}`;
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16
25
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const FRAGMENT_SHADER = `#version 300 es
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17
26
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precision mediump float;
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18
27
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in vec3 vNormal;
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19
28
|
in vec3 vColor;
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29
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+
in vec3 vEmissive;
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|
30
|
+
in vec4 vSpecular;
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31
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+
in vec3 vWorldPos;
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20
32
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uniform vec3 uToLight;
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33
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+
uniform vec3 uEye;
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21
34
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uniform float uIntensity;
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22
35
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uniform float uAmbient;
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23
36
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uniform float uOpacity;
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24
37
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out vec4 fragColor;
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25
38
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void main() {
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26
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-
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39
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+
vec3 normal = normalize(vNormal);
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40
|
+
vec3 toLight = normalize(uToLight);
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41
|
+
float lambert = max(dot(normal, toLight), 0.0);
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27
42
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float brightness = clamp(uAmbient + uIntensity * lambert, 0.0, 1.0);
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|
28
|
-
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|
43
|
+
vec3 lit = vColor * brightness;
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|
44
|
+
if (lambert > 0.0) {
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45
|
+
vec3 viewDir = normalize(uEye - vWorldPos);
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|
46
|
+
vec3 halfVec = normalize(toLight + viewDir);
|
|
47
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+
float highlight = pow(max(dot(normal, halfVec), 0.0), vSpecular.w) * uIntensity;
|
|
48
|
+
lit += highlight * vSpecular.xyz;
|
|
49
|
+
}
|
|
50
|
+
lit += vEmissive;
|
|
51
|
+
fragColor = vec4(lit, uOpacity);
|
|
29
52
|
}`;
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|
30
53
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function compile(gl, type, source) {
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|
31
54
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const shader = gl.createShader(type);
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|
@@ -68,9 +91,12 @@ export class WebGLRenderer {
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|
|
68
91
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aPos: gl.getAttribLocation(this.program, "aPos"),
|
|
69
92
|
aNormal: gl.getAttribLocation(this.program, "aNormal"),
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|
70
93
|
aColor: gl.getAttribLocation(this.program, "aColor"),
|
|
94
|
+
aEmissive: gl.getAttribLocation(this.program, "aEmissive"),
|
|
95
|
+
aSpecular: gl.getAttribLocation(this.program, "aSpecular"),
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|
71
96
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uViewProj: gl.getUniformLocation(this.program, "uViewProj"),
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72
97
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uModel: gl.getUniformLocation(this.program, "uModel"),
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73
98
|
uToLight: gl.getUniformLocation(this.program, "uToLight"),
|
|
99
|
+
uEye: gl.getUniformLocation(this.program, "uEye"),
|
|
74
100
|
uIntensity: gl.getUniformLocation(this.program, "uIntensity"),
|
|
75
101
|
uAmbient: gl.getUniformLocation(this.program, "uAmbient"),
|
|
76
102
|
uOpacity: gl.getUniformLocation(this.program, "uOpacity"),
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|
@@ -96,20 +122,24 @@ export class WebGLRenderer {
|
|
|
96
122
|
const data = expandToTriangles(mesh);
|
|
97
123
|
const vao = gl.createVertexArray();
|
|
98
124
|
gl.bindVertexArray(vao);
|
|
99
|
-
const
|
|
125
|
+
const buffers = [];
|
|
126
|
+
const attribute = (location, array, size = 3) => {
|
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100
127
|
if (location < 0)
|
|
101
128
|
return;
|
|
102
129
|
const buffer = gl.createBuffer();
|
|
130
|
+
buffers.push(buffer);
|
|
103
131
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
|
|
104
132
|
gl.bufferData(gl.ARRAY_BUFFER, array, gl.STATIC_DRAW);
|
|
105
133
|
gl.enableVertexAttribArray(location);
|
|
106
|
-
gl.vertexAttribPointer(location,
|
|
134
|
+
gl.vertexAttribPointer(location, size, gl.FLOAT, false, 0, 0);
|
|
107
135
|
};
|
|
108
136
|
attribute(loc.aPos, data.positions);
|
|
109
137
|
attribute(loc.aNormal, data.normals);
|
|
110
138
|
attribute(loc.aColor, data.colors);
|
|
139
|
+
attribute(loc.aEmissive, data.emissives);
|
|
140
|
+
attribute(loc.aSpecular, data.speculars, 4);
|
|
111
141
|
gl.bindVertexArray(null);
|
|
112
|
-
const result = { vao, count: data.count };
|
|
142
|
+
const result = { vao, buffers, count: data.count };
|
|
113
143
|
this.cache.set(mesh, result);
|
|
114
144
|
return result;
|
|
115
145
|
}
|
|
@@ -123,6 +153,7 @@ export class WebGLRenderer {
|
|
|
123
153
|
gl.useProgram(this.program);
|
|
124
154
|
gl.uniformMatrix4fv(loc.uViewProj, false, new Float32Array(frame.viewProjection));
|
|
125
155
|
gl.uniform3f(loc.uToLight, frame.light.toLight.x, frame.light.toLight.y, frame.light.toLight.z);
|
|
156
|
+
gl.uniform3f(loc.uEye, frame.eye.x, frame.eye.y, frame.eye.z);
|
|
126
157
|
gl.uniform1f(loc.uIntensity, frame.light.intensity);
|
|
127
158
|
gl.uniform1f(loc.uAmbient, frame.light.ambient);
|
|
128
159
|
gl.disable(gl.BLEND);
|
|
@@ -170,8 +201,11 @@ export class WebGLRenderer {
|
|
|
170
201
|
destroy() {
|
|
171
202
|
const gl = this.gl;
|
|
172
203
|
if (gl) {
|
|
173
|
-
for (const mesh of this.cache.values())
|
|
204
|
+
for (const mesh of this.cache.values()) {
|
|
174
205
|
gl.deleteVertexArray(mesh.vao);
|
|
206
|
+
for (const buffer of mesh.buffers)
|
|
207
|
+
gl.deleteBuffer(buffer);
|
|
208
|
+
}
|
|
175
209
|
if (this.program)
|
|
176
210
|
gl.deleteProgram(this.program);
|
|
177
211
|
}
|