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(* Js_of_ocaml example
* http://www.ocsigen.org/js_of_ocaml/
* Copyright (C) 2010 Jérôme Vouillon
* Laboratoire PPS - CNRS Université Paris Diderot
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*)
(*
- stop animation when not needed
==> not visible
==> no change (paused, follow rotation and no lighting)
- Options:
==> larger/smaller
- adaptative size
==> time 3 frames and take min
==> if fast, try larger image
IDEAS
=====
- saisons
- satellites: geostationnaires, différentes altitudes
==> trajectoire + mouvement du satellite
- affiche l'axe de rotation de la terre, la direction du soleil
- autres planètes
Sphere tessellation...
http://sol.gfxile.net/sphere/index.html
http://www.nihilogic.dk/labs/canvas3dtexture_0.2/
Stop animation when not visible!
===> use window.onfocus/onblur
http://visibleearth.nasa.gov/view_rec.php?id=2431
http://maps.jpl.nasa.gov/
*)
open Js_of_ocaml
open Js_of_ocaml_lwt
let width = 600
let height = width
let pi = 4. *. atan 1.
let obliquity = 23.5 *. pi /. 180.
let gamma = 2.
let dark = 0.2 ** gamma
(****)
let doc = Dom_html.document
let button_type = Js.string "button"
let button txt action =
let b = Dom_html.createInput ~_type:button_type doc in
b##.value := Js.string txt;
b##.onclick :=
Dom_html.handler (fun _ ->
action ();
Js._true);
b
let toggle_button txt1 txt2 action =
let state = ref false in
let txt1 = Js.string txt1 in
let txt2 = Js.string txt2 in
let b = Dom_html.createInput ~_type:button_type doc in
b##.value := txt1;
b##.onclick :=
Dom_html.handler (fun _ ->
state := not !state;
b##.value := if !state then txt2 else txt1;
action !state;
Js._true);
b
let checkbox txt checked action =
let b = Dom_html.createInput ~_type:(Js.string "checkbox") doc in
b##.checked := Js.bool checked;
b##.onclick :=
Dom_html.handler (fun _ ->
action (Js.to_bool b##.checked);
Js._true);
let lab = Dom_html.createLabel doc in
Dom.appendChild lab b;
Dom.appendChild lab (doc##createTextNode (Js.string txt));
lab
(****)
type vertex =
{ x : float
; y : float
; z : float
}
let vertex x y z = { x; y; z }
type matrix =
{ r1 : vertex
; r2 : vertex
; r3 : vertex
}
let vect { x = x1; y = y1; z = z1 } { x = x2; y = y2; z = z2 } =
{ x = x2 -. x1; y = y2 -. y1; z = z2 -. z1 }
let cross_product { x = x1; y = y1; z = z1 } { x = x2; y = y2; z = z2 } =
{ x = (y1 *. z2) -. (y2 *. z1)
; y = (z1 *. x2) -. (z2 *. x1)
; z = (x1 *. y2) -. (x2 *. y1)
}
let dot_product { x = x1; y = y1; z = z1 } { x = x2; y = y2; z = z2 } =
(x1 *. x2) +. (y1 *. y2) +. (z1 *. z2)
let matrix_vect_mul m { x; y; z } =
let { r1; r2; r3 } = m in
let x' = (x *. r1.x) +. (y *. r1.y) +. (z *. r1.z) in
let y' = (x *. r2.x) +. (y *. r2.y) +. (z *. r2.z) in
let z' = (x *. r3.x) +. (y *. r3.y) +. (z *. r3.z) in
{ x = x'; y = y'; z = z' }
let matrix_transp m =
let { r1; r2; r3 } = m in
{ r1 = { x = r1.x; y = r2.x; z = r3.x }
; r2 = { x = r1.y; y = r2.y; z = r3.y }
; r3 = { x = r1.z; y = r2.z; z = r3.z }
}
let matrix_mul m m' =
let m' = matrix_transp m' in
{ r1 = matrix_vect_mul m' m.r1
; r2 = matrix_vect_mul m' m.r2
; r3 = matrix_vect_mul m' m.r3
}
let normalize v =
let { x; y; z } = v in
let r = sqrt ((x *. x) +. (y *. y) +. (z *. z)) in
{ x = x /. r; y = y /. r; z = z /. r }
let xz_rotation phi =
let cos_phi = cos phi in
let sin_phi = sin phi in
{ r1 = vertex cos_phi 0. sin_phi
; r2 = vertex 0. 1. 0.
; r3 = vertex (-.sin_phi) 0. cos_phi
}
let xy_rotation phi =
let cos_phi = cos phi in
let sin_phi = sin phi in
{ r1 = vertex cos_phi sin_phi 0.
; r2 = vertex (-.sin_phi) cos_phi 0.
; r3 = vertex 0. 0. 1.
}
let yz_rotation phi =
let cos_phi = cos phi in
let sin_phi = sin phi in
{ r1 = vertex 1. 0. 0.
; r2 = vertex 0. cos_phi sin_phi
; r3 = vertex 0. (-.sin_phi) cos_phi
}
let matrix_identity = xz_rotation 0.
(* Assumes that m is orthogonal *)
let rotate_normal m v = matrix_vect_mul (matrix_transp m) v
(****)
type face =
{ v1 : int
; v2 : int
; v3 : int
}
let face v1 v2 v3 = { v1; v2; v3 }
type t =
{ vertices : vertex array
; faces : face array
}
let rotate_object m o =
{ o with vertices = Array.map (fun v -> matrix_vect_mul m v) o.vertices }
let _octahedron =
{ vertices =
[| vertex 0. 0. 1.
; vertex 1. 0. 0.
; vertex 0. 1. 0.
; vertex (-1.) 0. 0.
; vertex 0. (-1.) 0.
; vertex 0. 0. (-1.)
|]
; faces =
[| face 0 1 2
; face 0 2 3
; face 0 3 4
; face 0 4 1
; face 1 5 2
; face 1 4 5
; face 3 5 4
; face 3 2 5
|]
}
(****)
(* 0 <= phi < 2pi *)
(* -pi/2 <= theta <= pi/2 *)
let tesselate_sphere p_div t_div =
let p_delta = 2. *. pi /. float p_div in
let t_delta = pi /. float t_div in
let t_offset = (pi -. t_delta) /. 2. in
let n = t_div * p_div in
let vertices = Array.make (n + 2) (vertex 0. 0. 0.) in
let faces = Array.make (n * 2) (face 0 0 0) in
let north = n and south = n + 1 in
vertices.(north) <- vertex 0. (-1.) 0.;
vertices.(south) <- vertex 0. 1. 0.;
for i = 0 to p_div - 1 do
for j = 0 to t_div - 1 do
let phi = float i *. p_delta in
let theta = (float j *. t_delta) -. t_offset in
let x = cos phi *. cos theta in
let y = sin theta in
let z = sin phi *. cos theta in
let k = (i * t_div) + j in
vertices.(k) <- vertex x y z;
if j = 0
then (
faces.(2 * k) <- face north k ((k + t_div) mod n);
faces.((2 * k) + 1) <- face south ((k + (2 * t_div) - 1) mod n) (k + t_div - 1))
else (
faces.(2 * k) <- face k ((k + t_div) mod n) (k - 1);
faces.((2 * k) + 1) <- face (k - 1) ((k + t_div) mod n) ((k + t_div - 1) mod n))
done
done;
{ vertices; faces }
(****)
let _divide all o =
let vn =
if all
then Array.length o.vertices + (Array.length o.faces * 3 / 2)
else Array.length o.vertices + 16
in
let vertices = Array.make vn (vertex 0. 0. 0.) in
let j = ref (Array.length o.vertices) in
Array.blit o.vertices 0 vertices 0 !j;
let fn = if all then 4 * Array.length o.faces else Array.length o.faces + 24 in
let faces = Array.make fn (face 0 0 0) in
let midpoints = Hashtbl.create 17 in
let midpoint v1 v2 =
let p = if v1 < v2 then v1, v2 else v2, v1 in
try Hashtbl.find midpoints p
with Not_found ->
let v1 = o.vertices.(v1) in
let v2 = o.vertices.(v2) in
let v =
{ x = (v1.x +. v2.x) /. 2.; y = (v1.y +. v2.y) /. 2.; z = (v1.z +. v2.z) /. 2. }
in
let v =
if all || abs_float v1.y = 1. || abs_float v2.y = 1. then normalize v else v
in
let res = !j in
assert (res < Array.length vertices);
vertices.(res) <- v;
Hashtbl.add midpoints p res;
incr j;
res
in
let k = ref 0 in
for i = 0 to Array.length o.faces - 1 do
let { v1; v2; v3 } = o.faces.(i) in
if all
|| abs_float o.vertices.(v1).y = 1.
|| abs_float o.vertices.(v2).y = 1.
|| abs_float o.vertices.(v3).y = 1.
then (
let w1 = midpoint v1 v2 in
let w2 = midpoint v2 v3 in
let w3 = midpoint v3 v1 in
faces.(!k) <- { v1; v2 = w1; v3 = w3 };
faces.(!k + 1) <- { v1 = w1; v2; v3 = w2 };
faces.(!k + 2) <- { v1 = w3; v2 = w2; v3 };
faces.(!k + 3) <- { v1 = w1; v2 = w2; v3 = w3 };
k := !k + 4)
else (
faces.(!k) <- o.faces.(i);
incr k)
done;
assert (!j = Array.length vertices);
assert (!k = Array.length faces);
{ vertices; faces }
(****)
module Html = Dom_html
let create_canvas w h =
let c = Html.createCanvas Html.document in
c##.width := w;
c##.height := h;
c
(****)
let ( >>= ) = Lwt.bind
let lwt_wrap f =
let t, w = Lwt.task () in
let cont x = Lwt.wakeup w x in
f cont;
t
(****)
let load_image src =
let img = Html.createImg Html.document in
lwt_wrap (fun c ->
img##.onload :=
Html.handler (fun _ ->
c ();
Js._false);
img##.src := src)
>>= fun () -> Lwt.return img
(****)
let shadow texture =
let w = texture##.width in
let h = texture##.height in
let canvas = create_canvas w h in
let ctx = canvas##getContext Html._2d_ in
let w, h = w / 8, h / 8 in
let img =
ctx##getImageData
(Js.float 0.)
(Js.float 0.)
(Js.float (float w))
(Js.float (float h))
in
let data = img##.data in
let inv_gamma = 1. /. gamma in
let update_shadow obliquity =
let cos_obl = cos obliquity in
let sin_obl = -.sin obliquity in
for j = 0 to h - 1 do
for i = 0 to (w / 2) - 1 do
let k = truncate (4. *. (float i +. (float j *. float w))) in
let k' = truncate (4. *. (float w -. float i +. (float j *. float w) -. 1.)) in
let theta = ((float j /. float h) -. 0.5) *. pi in
let phi = float i /. float w *. 2. *. pi in
let x = cos phi *. cos theta in
let y = sin theta in
(*
let z = sin phi *. cos theta in
*)
let x, _y =
(x *. cos_obl) +. (y *. sin_obl), (-.x *. sin_obl) +. (y *. cos_obl)
in
let c = if x > 0. then dark else dark -. (x *. (1. -. dark) *. 1.2) in
let c = if c <= 1. then c else 1. in
let c = 255 - truncate (255.99 *. (c ** inv_gamma)) in
Html.pixel_set data (k + 3) c;
Html.pixel_set data (k' + 3) c
done
done;
ctx##putImageData img (Js.float 0.) (Js.float 0.);
ctx##.globalCompositeOperation := Js.string "copy";
ctx##save;
ctx##scale
(Js.float (8. *. float (w + 2) /. float w))
(Js.float (8. *. float (h + 2) /. float h));
ctx##translate (Js.float (-1.)) (Js.float (-1.));
ctx##drawImage_fromCanvas canvas (Js.float 0.) (Js.float 0.);
ctx##restore
in
update_shadow obliquity;
let w = texture##.width in
let h = texture##.height in
let canvas' = create_canvas w h in
let ctx' = canvas'##getContext Html._2d_ in
let no_lighting = ref false in
let update_texture lighting phi =
if lighting
then (
no_lighting := false;
let phi = mod_float phi (2. *. pi) in
ctx'##drawImage texture (Js.float 0.) (Js.float 0.);
let i =
truncate (mod_float (((2. *. pi) -. phi) *. float w /. 2. /. pi) (float w))
in
ctx'##drawImage_fromCanvas canvas (Js.float (float i)) (Js.float 0.);
ctx'##drawImage_fromCanvas canvas (Js.float (float i -. float w)) (Js.float 0.))
else if not !no_lighting
then (
ctx'##drawImage texture (Js.float 0.) (Js.float 0.);
no_lighting := true)
in
(*
Dom.appendChild Html.document##body canvas';
*)
canvas', update_shadow, update_texture
(****)
let to_uv tw th { x; y; z } =
let cst1 = ((tw /. 2.) -. 0.99) /. pi in
let cst2 = th /. 2. in
let cst3 = (th -. 0.99) /. pi in
let u = mod_float (float (truncate (tw -. (atan2 z x *. cst1)))) tw in
let v = float (truncate (cst2 +. (asin y *. cst3))) in
assert (0. <= u);
assert (u < tw);
assert (0. <= v);
assert (v < th);
u, v
let min (u : float) v = if u < v then u else v
let max (u : float) v = if u < v then v else u
let precompute_mapping_info tw th uv f =
let { v1; v2; v3 } = f in
let u1, v1 = uv.(v1) in
let u2, v2 = uv.(v2) in
let u3, v3 = uv.(v3) in
let mid = tw /. 2. in
let u1 = if u1 = 0. && (u2 > mid || u3 > mid) then tw -. 2. else u1 in
let u2 = if u2 = 0. && (u1 > mid || u3 > mid) then tw -. 2. else u2 in
let u3 = if u3 = 0. && (u2 > mid || u1 > mid) then tw -. 2. else u3 in
let mth = th -. 2. in
let u1 = if v1 = 0. || v1 >= mth then (u2 +. u3) /. 2. else u1 in
let u2 = if v2 = 0. || v2 >= mth then (u1 +. u3) /. 2. else u2 in
let u3 = if v3 = 0. || v3 >= mth then (u2 +. u1) /. 2. else u3 in
let u1 = max 1. u1 in
let u2 = max 1. u2 in
let u3 = max 1. u3 in
let v1 = max 1. v1 in
let v2 = max 1. v2 in
let v3 = max 1. v3 in
let du2 = u2 -. u1 in
let du3 = u3 -. u1 in
let dv2 = v2 -. v1 in
let dv3 = v3 -. v1 in
let su = (dv2 *. du3) -. (dv3 *. du2) in
let sv = (du2 *. dv3) -. (du3 *. dv2) in
let dv3 = dv3 /. sv in
let dv2 = dv2 /. sv in
let du3 = du3 /. su in
let du2 = du2 /. su in
let u = max 0. (min u1 (min u2 u3) -. 4.) in
let v = max 0. (min v1 (min v2 v3) -. 4.) in
let u' = min tw (max u1 (max u2 u3) +. 4.) in
let v' = min th (max v1 (max v2 v3) +. 4.) in
let du = u' -. u in
let dv = v' -. v in
u1, v1, du2, dv2, du3, dv3, u, v, du, dv
let draw ctx _img shd o _uv normals face_info dir =
Array.iteri
(fun i { v1; v2; v3 } ->
let { x = x1; y = y1; z = _z1 } = o.vertices.(v1) in
let { x = x2; y = y2; z = _z2 } = o.vertices.(v2) in
let { x = x3; y = y3; z = _z3 } = o.vertices.(v3) in
if dot_product normals.(i) dir >= 0.
then (
ctx##beginPath;
ctx##moveTo (Js.float x1) (Js.float y1);
ctx##lineTo (Js.float x2) (Js.float y2);
ctx##lineTo (Js.float x3) (Js.float y3);
ctx##closePath;
ctx##save;
ctx##clip;
let u1, v1, du2, dv2, du3, dv3, u, v, du, dv = face_info.(i) in
let dx2 = x2 -. x1 in
let dx3 = x3 -. x1 in
let dy2 = y2 -. y1 in
let dy3 = y3 -. y1 in
let a = (dx2 *. dv3) -. (dx3 *. dv2) in
let b = (dx2 *. du3) -. (dx3 *. du2) in
let c = x1 -. (a *. u1) -. (b *. v1) in
let d = (dy2 *. dv3) -. (dy3 *. dv2) in
let e = (dy2 *. du3) -. (dy3 *. du2) in
let f = y1 -. (d *. u1) -. (e *. v1) in
ctx##transform
(Js.float a)
(Js.float d)
(Js.float b)
(Js.float e)
(Js.float c)
(Js.float f);
(*
let (u1, v1) = uv.(v1) in
let (u2, v2) = uv.(v2) in
let (u3, v3) = uv.(v3) in
let mid = tw /. 2. in
let u1 = if u1 = 0. && (u2 > mid || u3 > mid) then tw -. 2. else u1 in
let u2 = if u2 = 0. && (u1 > mid || u3 > mid) then tw -. 2. else u2 in
let u3 = if u3 = 0. && (u2 > mid || u1 > mid) then tw -. 2. else u3 in
let mth = th -. 2. in
let u1 = if v1 = 0. || v1 >= mth then (u2 +. u3) /. 2. else u1 in
let u2 = if v2 = 0. || v2 >= mth then (u1 +. u3) /. 2. else u2 in
let u3 = if v3 = 0. || v3 >= mth then (u2 +. u1) /. 2. else u3 in
let u1 = max 1. u1 in
let u2 = max 1. u2 in
let u3 = max 1. u3 in
let v1 = max 1. v1 in
let v2 = max 1. v2 in
let v3 = max 1. v3 in
let du2 = u2 -. u1 in
let du3 = u3 -. u1 in
let dv2 = v2 -. v1 in
let dv3 = v3 -. v1 in
let dx2 = x2 -. x1 in
let dx3 = x3 -. x1 in
let dy2 = y2 -. y1 in
let dy3 = y3 -. y1 in
let a = (dx2*.dv3-.dx3*.dv2) /. (du2*.dv3-.du3*.dv2) in
let b = (dx2*.du3-.dx3*.du2) /. (dv2*.du3-.dv3*.du2) in
let c = x1 -. a *. u1 -. b *. v1 in
let d = (dy2*.dv3-.dy3*.dv2) /. (du2*.dv3-.du3*.dv2) in
let e = (dy2*.du3-.dy3*.du2) /. (dv2*.du3-.dv3*.du2) in
let f = y1 -. d *. u1 -. e *. v1 in
ctx##transform (a, d, b, e, c, f);
let u = max 0. (min u1 (min u2 u3) -. 4.) in
let v = max 0. (min v1 (min v2 v3) -. 4.) in
let u' = min tw (max u1 (max u2 u3) +. 4.) in
let v' = min th (max v1 (max v2 v3) +. 4.) in
let du = u' -. u in
let dv = v' -. v in
*)
ctx##drawImage_fullFromCanvas
shd
(Js.float u)
(Js.float v)
(Js.float du)
(Js.float dv)
(Js.float u)
(Js.float v)
(Js.float du)
(Js.float dv);
ctx##restore))
o.faces
let ( >> ) x f = f x
let _ = ( >> )
(*
let o = tesselate_sphere 8 6
let o = octahedron >> divide true >> divide true >> divide false
*)
let o = tesselate_sphere 12 8
(*
let o = octahedron >> divide true >> divide true >> divide true
*)
let v = { x = 0.; y = 0.; z = 1. }
let _texture = Js.string "black.jpg"
let _texture = Js.string "../planet/land_ocean_ice_cloud_2048.jpg"
let texture = Js.string "../planet/texture.jpg"
let start _ =
Lwt.ignore_result
(load_image texture
>>= fun texture ->
let shd, update_shadow, update_texture = shadow texture in
let canvas = create_canvas width height in
let canvas' = create_canvas width height in
Dom.appendChild Html.document##.body canvas;
let ctx = canvas##getContext Html._2d_ in
let ctx' = canvas'##getContext Html._2d_ in
let r = float width /. 2. in
let tw = float texture##.width in
let th = float texture##.height in
let uv = Array.map (fun v -> to_uv tw th v) o.vertices in
let normals =
Array.map
(fun { v1; v2; v3 } ->
let v1 = o.vertices.(v1) in
let v2 = o.vertices.(v2) in
let v3 = o.vertices.(v3) in
cross_product (vect v1 v2) (vect v1 v3))
o.faces
in
let face_info = Array.map (fun f -> precompute_mapping_info tw th uv f) o.faces in
let paused = ref false in
let follow = ref false in
let lighting = ref true in
let clipped = ref true in
let obl = ref obliquity in
let m_obliq = ref (xy_rotation (-.obliquity)) in
let m = ref matrix_identity in
let phi_rot = ref 0. in
let rateText = doc##createTextNode (Js.string "") in
let add = Dom.appendChild in
let ctrl = Html.createDiv doc in
ctrl##.className := Js.string "controls";
let d = Html.createDiv doc in
add d (doc##createTextNode (Js.string "Click and drag mouse to rotate."));
add ctrl d;
let form = Html.createDiv doc in
let br () = Html.createBr doc in
(add form (toggle_button "Pause" "Resume" (fun p -> paused := p));
add form (br ());
add form (toggle_button "Follow rotation" "Fixed position" (fun f -> follow := f));
add form (br ());
add
form
(button "Reset orientation" (fun () ->
m := matrix_identity;
phi_rot := 0.;
m_obliq := xy_rotation (-. !obl)));
add form (br ());
let lab = Html.createLabel doc in
add lab (doc##createTextNode (Js.string "Date:"));
let s = Html.createSelect doc in
List.iter
(fun txt ->
let o = Html.createOption doc in
add o (doc##createTextNode (Js.string txt));
s##add o Js.null)
[ "December solstice"; "Equinox"; "June solstice" ];
s##.onchange :=
Html.handler (fun _ ->
let o =
match s##.selectedIndex with
| 0 -> obliquity
| 1 -> 0.
| _ -> -.obliquity
in
update_shadow o;
obl := o;
(*m_obliq := xy_rotation (-. o);*)
Js._true);
add lab s;
add form lab);
Dom.appendChild ctrl form;
let form = Html.createDiv doc in
add form (checkbox "Lighting" true (fun l -> lighting := l));
add form (br ());
add form (checkbox "Clip" true (fun l -> clipped := l));
add form (br ());
add form (doc##createTextNode (Js.string "Frames per second: "));
add form rateText;
add ctrl form;
add doc##.body ctrl;
let p = Html.createP doc in
p##.innerHTML :=
Js.string "Credit: <a href='http://visibleearth.nasa.gov/'>Visual Earth</a>, Nasa";
add doc##.body p;
let mx = ref 0 in
let my = ref 0 in
canvas##.onmousedown :=
Dom_html.handler (fun ev ->
mx := ev##.clientX;
my := ev##.clientY;
let c1 =
Html.addEventListener
Html.document
Html.Event.mousemove
(Dom_html.handler (fun ev ->
let x = ev##.clientX and y = ev##.clientY in
let dx = x - !mx and dy = y - !my in
if dy != 0
then m := matrix_mul (yz_rotation (2. *. float dy /. float width)) !m;
if dx != 0
then m := matrix_mul (xz_rotation (2. *. float dx /. float width)) !m;
mx := x;
my := y;
Js._true))
Js._true
in
let c2 = ref Js.null in
c2 :=
Js.some
(Html.addEventListener
Html.document
Html.Event.mouseup
(Dom_html.handler (fun _ ->
Html.removeEventListener c1;
Js.Opt.iter !c2 Html.removeEventListener;
Js._true))
Js._true);
Js._false);
let ti = ref (Js.to_float (new%js Js.date_now)##getTime) in
let fps = ref 0. in
let rec loop t phi =
let rotation = xz_rotation (phi -. !phi_rot) in
update_texture !lighting phi;
let m = matrix_mul !m (matrix_mul !m_obliq rotation) in
let o' = rotate_object m o in
let v' = rotate_normal m v in
ctx'##clearRect
(Js.float 0.)
(Js.float 0.)
(Js.float (float width))
(Js.float (float height));
ctx'##save;
if !clipped
then (
ctx'##beginPath;
ctx'##arc
(Js.float r)
(Js.float r)
(Js.float (r *. 0.95))
(Js.float 0.)
(Js.float (-2. *. pi))
Js._true;
ctx'##clip);
ctx'##setTransform
(Js.float (r -. 2.))
(Js.float 0.)
(Js.float 0.)
(Js.float (r -. 2.))
(Js.float r)
(Js.float r);
ctx'##.globalCompositeOperation := Js.string "lighter";
draw ctx' texture shd o' uv normals face_info v';
ctx'##restore;
ctx##.globalCompositeOperation := Js.string "copy";
ctx##drawImage_fromCanvas canvas' (Js.float 0.) (Js.float 0.);
(try
ignore
(ctx##getImageData (Js.float 0.) (Js.float 0.) (Js.float 1.) (Js.float 1.))
with _ -> ());
let t' = Js.to_float (new%js Js.date_now)##getTime in
(fps :=
let hz = 1000. /. (t' -. !ti) in
if !fps = 0. then hz else (0.9 *. !fps) +. (0.1 *. hz));
rateText##.data := Js.string (Printf.sprintf "%.2f" !fps);
ti := t';
Lwt_js.sleep 0.01
>>= fun () ->
let t' = Js.to_float (new%js Js.date_now)##getTime in
let dt = t' -. t in
let dt = if dt < 0. then 0. else if dt > 1000. then 0. else dt in
let angle = 2. *. pi *. dt /. 1000. /. 10. in
(*
if true then Lwt.return () else
*)
if (not !paused) && !follow then phi_rot := !phi_rot +. angle;
loop t' (if !paused then phi else phi +. angle)
in
loop (Js.to_float (new%js Js.date_now)##getTime) 0.);
Js._false
let _ = Html.window##.onload := Html.handler start
|