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(* Js_of_ocaml example
* http://www.ocsigen.org/js_of_ocaml/
* Copyright (C) 2012 Pierre Chambart
*
* 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.
*)
open Js_of_ocaml
open Js_of_ocaml_lwt
open Lwt
open Js
let error f =
Printf.ksprintf
(fun s ->
Firebug.console##error (Js.string s);
failwith s)
f
let debug f = Printf.ksprintf (fun s -> Firebug.console##log (Js.string s)) f
let alert f =
Printf.ksprintf
(fun s ->
Dom_html.window##alert (Js.string s);
failwith s)
f
let check_error gl = if gl##getError <> gl##._NO_ERROR_ then error "WebGL error"
let init_canvas canvas_id =
let canvas =
Opt.get
(Opt.bind
(Dom_html.document##getElementById (string canvas_id))
Dom_html.CoerceTo.canvas)
(fun () -> error "can't find canvas element %s" canvas_id)
in
let gl =
Opt.get
(try WebGL.getContext canvas with _ -> null)
(fun () -> alert "can't initialise webgl context")
in
canvas, gl
let load_shader (gl : WebGL.renderingContext t) shader text =
gl##shaderSource shader text;
gl##compileShader shader;
if not (to_bool (gl##getShaderParameter shader gl##._COMPILE_STATUS_))
then
error
"An error occurred compiling the shaders: \n%s\n%s"
(to_string text)
(to_string (gl##getShaderInfoLog shader))
let create_program (gl : WebGL.renderingContext t) vert_src frag_src =
let vertexShader = gl##createShader gl##._VERTEX_SHADER_ in
let fragmentShader = gl##createShader gl##._FRAGMENT_SHADER_ in
load_shader gl vertexShader vert_src;
load_shader gl fragmentShader frag_src;
let prog = gl##createProgram in
gl##attachShader prog vertexShader;
gl##attachShader prog fragmentShader;
gl##linkProgram prog;
if not (to_bool (gl##getProgramParameter prog gl##._LINK_STATUS_))
then error "Unable to link the shader program.";
prog
let get_source src_id =
let script =
Opt.get
(Opt.bind
(Dom_html.document##getElementById (string src_id))
Dom_html.CoerceTo.script)
(fun () -> error "can't find script element %s" src_id)
in
script##.text
let float32array a =
let array = new%js Typed_array.float32Array (Array.length a) in
Array.iteri (fun i v -> Typed_array.set array i (Js.float v)) a;
array
module Proj3D = struct
type t = float array
let scale x y z : t = [| x; 0.; 0.; 0.; 0.; y; 0.; 0.; 0.; 0.; z; 0.; 0.; 0.; 0.; 1. |]
let translate x y z : t =
[| 1.; 0.; 0.; 0.; 0.; 1.; 0.; 0.; 0.; 0.; 1.; 0.; x; y; z; 1. |]
let rotate_x t : t =
[| 1.; 0.; 0.; 0.; 0.; cos t; sin t; 0.; 0.; -.sin t; cos t; 0.; 0.; 0.; 0.; 1. |]
let rotate_y t : t =
[| cos t; 0.; -.sin t; 0.; 0.; 1.; 0.; 0.; sin t; 0.; cos t; 0.; 0.; 0.; 0.; 1. |]
let c i j = (i * 4) + j
let o i = i / 4, i mod 4
let mult m1 m2 =
let v p =
let i, j = o p in
(m1.(c i 0) *. m2.(c 0 j))
+. (m1.(c i 1) *. m2.(c 1 j))
+. (m1.(c i 2) *. m2.(c 2 j))
+. (m1.(c i 3) *. m2.(c 3 j))
in
Array.init 16 v
let array m = float32array m
end
type line =
| V of (float * float * float)
| VN of (float * float * float)
| F of ((int * int) * (int * int) * (int * int))
let line_regexp = Regexp.regexp "(v|vn|f)\\ ([^\\ ]+)\\ ([^\\ ]+)\\ ([^\\ ]+)"
let couple_regexp = Regexp.regexp "([0-9]+)//([0-9]+)"
let read_coord_couple c =
match Regexp.string_match couple_regexp c 0 with
| None -> None
| Some res -> (
match List.map (Regexp.matched_group res) [ 1; 2 ] with
| [ Some v; Some vn ] -> Some (int_of_string v, int_of_string vn)
| _ -> None)
let read_line l =
match Regexp.string_match line_regexp l 0 with
| None -> None
| Some res -> (
match List.map (Regexp.matched_group res) [ 1; 2; 3; 4 ] with
| [ Some "v"; Some x; Some y; Some z ] ->
Some (V (float_of_string x, float_of_string y, float_of_string z))
| [ Some "vn"; Some x; Some y; Some z ] ->
Some (VN (float_of_string x, float_of_string y, float_of_string z))
| [ Some "f"; Some x; Some y; Some z ] -> (
match List.map read_coord_couple [ x; y; z ] with
| [ Some x; Some y; Some z ] -> Some (F (x, y, z))
| _ -> None)
| _ -> None)
let concat a =
let length = Array.fold_left (fun len l -> len + List.length l) 0 a in
let next =
let pos = ref (-1) in
let l = ref [] in
let rec aux _ =
match !l with
| t :: q ->
l := q;
t
| [] ->
incr pos;
l := a.(!pos);
aux 0
in
aux
in
Array.init length next
let make_model vertex norm face =
let vertex' =
Array.init (Array.length face) (fun i ->
let (av, _an), (bv, _bn), (cv, _cn) = face.(i) in
let a1, a2, a3 = vertex.(av - 1) in
let b1, b2, b3 = vertex.(bv - 1) in
let c1, c2, c3 = vertex.(cv - 1) in
[ a1; a2; a3; b1; b2; b3; c1; c2; c3 ])
in
let norm' =
Array.init (Array.length face) (fun i ->
let (_av, an), (_bv, bn), (_cv, cn) = face.(i) in
let a1, a2, a3 = norm.(an - 1) in
let b1, b2, b3 = norm.(bn - 1) in
let c1, c2, c3 = norm.(cn - 1) in
[ a1; a2; a3; b1; b2; b3; c1; c2; c3 ])
in
let vertex = float32array (concat vertex') in
let norm = float32array (concat norm') in
vertex, norm
let read_model a =
let vertex = ref [] in
let norm = ref [] in
let face = ref [] in
Array.iter
(fun s ->
match read_line s with
| None -> ()
| Some (F (a, b, c)) -> face := (a, b, c) :: !face
| Some (V (a, b, c)) -> vertex := (a, b, c) :: !vertex
| Some (VN (a, b, c)) -> norm := (a, b, c) :: !norm)
a;
make_model
(Array.of_list (List.rev !vertex))
(Array.of_list (List.rev !norm))
(Array.of_list (List.rev !face))
let http_get url =
XmlHttpRequest.get url
>>= fun r ->
let cod = r.XmlHttpRequest.code in
let msg = r.XmlHttpRequest.content in
if cod = 0 || cod = 200 then Lwt.return msg else fst (Lwt.wait ())
let getfile f =
try Lwt.return (Sys_js.read_file ~name:f) with Not_found -> http_get f >|= fun s -> s
let fetch_model s =
getfile s
>|= fun s ->
let a = Regexp.split (Regexp.regexp "\n") s in
read_model (Array.of_list a)
let pi = 4. *. atan 1.
let start (pos, norm) =
let fps_text = Dom_html.document##createTextNode (Js.string "loading") in
Opt.iter
(Opt.bind
(Dom_html.document##getElementById (string "fps"))
Dom_html.CoerceTo.element)
(fun span -> Dom.appendChild span fps_text);
debug "init canvas";
let _canvas, gl = init_canvas "canvas" in
debug "create program";
let prog =
create_program gl (get_source "vertex-shader") (get_source "fragment-shader")
in
debug "use program";
gl##useProgram prog;
check_error gl;
debug "program loaded";
gl##enable gl##._DEPTH_TEST_;
gl##depthFunc gl##._LESS;
let proj_loc = gl##getUniformLocation prog (string "u_proj") in
let lightPos_loc = gl##getUniformLocation prog (string "u_lightPos") in
let ambientLight_loc = gl##getUniformLocation prog (string "u_ambientLight") in
let lightPos = float32array [| 3.; 0.; -1. |] in
let ambientLight = float32array [| 0.1; 0.1; 0.1 |] in
gl##uniform3fv_typed lightPos_loc lightPos;
gl##uniform3fv_typed ambientLight_loc ambientLight;
let pos_attr = gl##getAttribLocation prog (string "a_position") in
gl##enableVertexAttribArray pos_attr;
let array_buffer = gl##createBuffer in
gl##bindBuffer gl##._ARRAY_BUFFER_ array_buffer;
gl##bufferData gl##._ARRAY_BUFFER_ pos gl##._STATIC_DRAW_;
gl##vertexAttribPointer pos_attr 3 gl##._FLOAT _false 0 0;
let norm_attr = gl##getAttribLocation prog (string "a_normal") in
gl##enableVertexAttribArray norm_attr;
let norm_buffer = gl##createBuffer in
gl##bindBuffer gl##._ARRAY_BUFFER_ norm_buffer;
gl##bufferData gl##._ARRAY_BUFFER_ norm gl##._STATIC_DRAW_;
gl##vertexAttribPointer norm_attr 3 gl##._FLOAT _false 0 0;
let mat =
Proj3D.(mult (rotate_x (pi /. 2.)) (mult (scale 0.5 0.5 0.5) (translate 0. 0. 0.)))
in
check_error gl;
debug "ready";
let get_time () = Js.to_float (new%js date_now)##getTime in
let last_draw = ref (get_time ()) in
let draw_times = Queue.create () in
let rec f () =
let t = Js.to_float (new%js date_now)##getTime /. 1000. in
let mat' = Proj3D.mult mat (Proj3D.rotate_y (1. *. t)) in
gl##uniformMatrix4fv_typed proj_loc _false (Proj3D.array mat');
gl##clear (gl##._DEPTH_BUFFER_BIT_ lor gl##._COLOR_BUFFER_BIT_);
gl##drawArrays gl##._TRIANGLES 0 (pos##.length / 3);
check_error gl;
let now = get_time () in
Queue.push (now -. !last_draw) draw_times;
last_draw := now;
if Queue.length draw_times > 50 then ignore (Queue.pop draw_times);
let fps =
1.
/. Queue.fold ( +. ) 0. draw_times
*. float_of_int (Queue.length draw_times)
*. 1000.
in
fps_text##.data := string (Printf.sprintf "%.1f" fps);
Lwt_js.sleep 0.02 >>= f
in
f ()
let go _ =
ignore
(debug "fetching model";
catch
(fun () -> fetch_model "monkey.model" >>= start)
(fun exn -> error "uncaught exception: %s" (Printexc.to_string exn)));
_true
let _ = Dom_html.window##.onload := Dom_html.handler go
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