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/*
* libpannellum - A WebGL and CSS 3D transform based Panorama Renderer
* Copyright (c) 2012-2016 Matthew Petroff
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
window.libpannellum = (function(window, document, undefined) {
'use strict';
/**
* Creates a new panorama renderer.
* @constructor
* @param {HTMLElement} container - The container element for the renderer.
* @param {Image|Array|Object} image - Input image; format varies based on
* `imageType`. For `equirectangular`, this is an image; for `cubemap`,
* this is an array of images for the cube faces in the order [+z, +x, -z,
* -x, +y, -y]; for `multires`, this is a configuration object.
* @param {string} imageType - The type of the image: `equirectangular`,
* `cubemap`, or `multires`.
* @param {boolean} dynamic - Whether or not the image is dynamic (e.g. video).
*/
function Renderer(container, image, imageType, dynamic) {
var canvas = document.createElement('canvas');
canvas.style.width = canvas.style.height = '100%';
container.appendChild(canvas);
// Default argument for image type
if (typeof imageType === undefined){
imageType = 'equirectangular';
}
var program, gl;
var fallbackImgSize;
var world;
var vtmps;
var pose;
/**
* Initialize renderer.
* @memberof Renderer
* @instance
* @param {number} haov - Initial horizontal angle of view.
* @param {number} vaov - Initial vertical angle of view.
* @param {number} voffset - Initial vertical offset angle.
* @param {function} callback - Load callback function.
*/
this.init = function(haov, vaov, voffset, callback) {
var s;
// This awful browser specific test exists because iOS 8/9 and IE 11
// don't display non-power-of-two cubemap textures but also don't
// throw an error (tested on an iPhone 5c / iOS 8.1.3 / iOS 9.2).
// Therefore, the WebGL context is never created for these browsers for
// NPOT cubemaps, and the CSS 3D transform fallback renderer is used
// instead.
if (!(imageType == 'cubemap' &&
(image[0].width & (image[0].width - 1)) !== 0 &&
(navigator.userAgent.toLowerCase().match(/(iphone|ipod|ipad).* os 8_/) ||
navigator.userAgent.toLowerCase().match(/(iphone|ipod|ipad).* os 9_/) ||
navigator.userAgent.match(/Trident.*rv[ :]*11\./)))) {
// Enable WebGL on canvas
gl = canvas.getContext('experimental-webgl', {alpha: false, depth: false});
}
// If there is no WebGL, fall back to CSS 3D transform renderer.
// While browser specific tests are usually frowned upon, the
// fallback viewer only really works with WebKit/Blink and IE 10/11
// (it doesn't work properly in Firefox).
if (!gl && ((imageType == 'multires' && image.hasOwnProperty('fallbackPath')) ||
imageType == 'cubemap') &&
('WebkitAppearance' in document.documentElement.style ||
navigator.userAgent.match(/Trident.*rv[ :]*11\./) ||
navigator.appVersion.indexOf('MSIE 10') !== -1)) {
// Remove old world if it exists
if (world) {
container.removeChild(world);
}
// Initialize renderer
world = document.createElement('div');
world.className = 'pnlm-world';
// Add images
var path;
if (image.basePath) {
path = image.basePath + image.fallbackPath;
} else {
path = image.fallbackPath;
}
var sides = ['f', 'r', 'b', 'l', 'u', 'd'];
var loaded = 0;
var onLoad = function() {
// Draw image on canvas
var faceCanvas = document.createElement('canvas');
faceCanvas.className = 'pnlm-face pnlm-' + sides[this.side] + 'face';
world.appendChild(faceCanvas);
var faceContext = faceCanvas.getContext('2d');
faceCanvas.style.width = this.width + 4 + 'px';
faceCanvas.style.height = this.height + 4 + 'px';
faceCanvas.width = this.width + 4;
faceCanvas.height = this.height + 4;
faceContext.drawImage(this, 2, 2);
var imgData = faceContext.getImageData(0, 0, faceCanvas.width, faceCanvas.height);
var data = imgData.data;
// Duplicate edge pixels
var i;
var j;
for (i = 2; i < faceCanvas.width - 2; i++) {
for (j = 0; j < 4; j++) {
data[(i + faceCanvas.width) * 4 + j] = data[(i + faceCanvas.width * 2) * 4 + j];
data[(i + faceCanvas.width * (faceCanvas.height - 2)) * 4 + j] = data[(i + faceCanvas.width * (faceCanvas.height - 3)) * 4 + j];
}
}
for (i = 2; i < faceCanvas.height - 2; i++) {
for (j = 0; j < 4; j++) {
data[(i * faceCanvas.width + 1) * 4 + j] = data[(i * faceCanvas.width + 2) * 4 + j];
data[((i + 1) * faceCanvas.width - 2) * 4 + j] = data[((i + 1) * faceCanvas.width - 3) * 4 + j];
}
}
for (j = 0; j < 4; j++) {
data[(faceCanvas.width + 1) * 4 + j] = data[(faceCanvas.width * 2 + 2) * 4 + j];
data[(faceCanvas.width * 2 - 2) * 4 + j] = data[(faceCanvas.width * 3 - 3) * 4 + j];
data[(faceCanvas.width * (faceCanvas.height - 2) + 1) * 4 + j] = data[(faceCanvas.width * (faceCanvas.height - 3) + 2) * 4 + j];
data[(faceCanvas.width * (faceCanvas.height - 1) - 2) * 4 + j] = data[(faceCanvas.width * (faceCanvas.height - 2) - 3) * 4 + j];
}
for (i = 1; i < faceCanvas.width - 1; i++) {
for (j = 0; j < 4; j++) {
data[i * 4 + j] = data[(i + faceCanvas.width) * 4 + j];
data[(i + faceCanvas.width * (faceCanvas.height - 1)) * 4 + j] = data[(i + faceCanvas.width * (faceCanvas.height - 2)) * 4 + j];
}
}
for (i = 1; i < faceCanvas.height - 1; i++) {
for (j = 0; j < 4; j++) {
data[(i * faceCanvas.width) * 4 + j] = data[(i * faceCanvas.width + 1) * 4 + j];
data[((i + 1) * faceCanvas.width - 1) * 4 + j] = data[((i + 1) * faceCanvas.width - 2) * 4 + j];
}
}
for (j = 0; j < 4; j++) {
data[j] = data[(faceCanvas.width + 1) * 4 + j];
data[(faceCanvas.width - 1) * 4 + j] = data[(faceCanvas.width * 2 - 2) * 4 + j];
data[(faceCanvas.width * (faceCanvas.height - 1)) * 4 + j] = data[(faceCanvas.width * (faceCanvas.height - 2) + 1) * 4 + j];
data[(faceCanvas.width * faceCanvas.height - 1) * 4 + j] = data[(faceCanvas.width * (faceCanvas.height - 1) - 2) * 4 + j];
}
// Draw image width duplicated edge pixels on canvas
faceContext.putImageData(imgData, 0, 0);
loaded++;
if (loaded == 6) {
fallbackImgSize = this.width;
container.appendChild(world);
callback();
}
};
for (s = 0; s < 6; s++) {
var faceImg = new Image();
faceImg.crossOrigin = 'anonymous';
faceImg.side = s;
faceImg.onload = onLoad;
if (imageType == 'multires') {
faceImg.src = encodeURI(path.replace('%s', sides[s]) + '.' + image.extension);
} else {
faceImg.src = encodeURI(image[s].src);
}
}
return;
} else if (!gl) {
console.log('Error: no WebGL support detected!');
throw {type: 'no webgl'};
}
if (image.basePath) {
image.fullpath = image.basePath + image.path;
} else {
image.fullpath = image.path;
}
image.invTileResolution = 1 / image.tileResolution;
var vertices = createCube();
vtmps = [];
for (s = 0; s < 6; s++) {
vtmps[s] = vertices.slice(s * 12, s * 12 + 12);
vertices = createCube();
}
// Make sure image isn't too big
var width, maxWidth;
if (imageType == 'equirectangular') {
width = Math.max(image.width, image.height);
maxWidth = gl.getParameter(gl.MAX_TEXTURE_SIZE);
if (width > maxWidth) {
console.log('Error: The image is too big; it\'s ' + width + 'px wide, but this device\'s maximum supported width is ' + maxWidth + 'px.');
throw {type: 'webgl size error', width: width, maxWidth: maxWidth};
}
} else if (imageType == 'cubemap') {
width = image[0].width;
maxWidth = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);
if (width > maxWidth) {
console.log('Error: The cube face image is too big; it\'s ' + width + 'px wide, but this device\'s maximum supported width is ' + maxWidth + 'px.');
throw {type: 'webgl size error', width: width, maxWidth: maxWidth};
}
}
// Store horizon pitch and roll if applicable
if (image.horizonPitch !== undefined && image.horizonRoll !== undefined) {
pose = [image.horizonPitch, image.horizonRoll];
}
// Set 2d texture binding
var glBindType = gl.TEXTURE_2D;
// Create viewport for entire canvas
gl.viewport(0, 0, canvas.width, canvas.height);
// Create vertex shader
var vs = gl.createShader(gl.VERTEX_SHADER);
var vertexSrc = v;
if (imageType == 'multires') {
vertexSrc = vMulti;
}
gl.shaderSource(vs, vertexSrc);
gl.compileShader(vs);
// Create fragment shader
var fs = gl.createShader(gl.FRAGMENT_SHADER);
var fragmentSrc = fragEquirectangular;
if (imageType == 'cubemap') {
glBindType = gl.TEXTURE_CUBE_MAP;
fragmentSrc = fragCube;
} else if (imageType == 'multires') {
fragmentSrc = fragMulti;
}
gl.shaderSource(fs, fragmentSrc);
gl.compileShader(fs);
// Link WebGL program
program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
// Log errors
if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS))
console.log(gl.getShaderInfoLog(vs));
if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS))
console.log(gl.getShaderInfoLog(fs));
if (!gl.getProgramParameter(program, gl.LINK_STATUS))
console.log(gl.getProgramInfoLog(program));
// Use WebGL program
gl.useProgram(program);
program.drawInProgress = false;
// Look up texture coordinates location
program.texCoordLocation = gl.getAttribLocation(program, 'a_texCoord');
gl.enableVertexAttribArray(program.texCoordLocation);
if (imageType != 'multires') {
// Provide texture coordinates for rectangle
program.texCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, program.texCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1,1,1,1,1,-1,-1,1,1,-1,-1,-1]), gl.STATIC_DRAW);
gl.vertexAttribPointer(program.texCoordLocation, 2, gl.FLOAT, false, 0, 0);
// Pass aspect ratio
program.aspectRatio = gl.getUniformLocation(program, 'u_aspectRatio');
gl.uniform1f(program.aspectRatio, canvas.width / canvas.height);
// Locate psi, theta, focal length, horizontal extent, vertical extent, and vertical offset
program.psi = gl.getUniformLocation(program, 'u_psi');
program.theta = gl.getUniformLocation(program, 'u_theta');
program.f = gl.getUniformLocation(program, 'u_f');
program.h = gl.getUniformLocation(program, 'u_h');
program.v = gl.getUniformLocation(program, 'u_v');
program.vo = gl.getUniformLocation(program, 'u_vo');
program.rot = gl.getUniformLocation(program, 'u_rot');
// Pass horizontal extent, vertical extent, and vertical offset
gl.uniform1f(program.h, haov / (Math.PI * 2.0));
gl.uniform1f(program.v, vaov / Math.PI);
gl.uniform1f(program.vo, voffset / Math.PI * 2);
// Create texture
program.texture = gl.createTexture();
gl.bindTexture(glBindType, program.texture);
// Upload images to texture depending on type
if (imageType == 'cubemap') {
// Load all six sides of the cube map
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image[1]);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image[3]);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image[4]);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image[5]);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image[0]);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image[2]);
} else {
// Upload image to the texture
gl.texImage2D(glBindType, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
}
// Set parameters for rendering any size
gl.texParameteri(glBindType, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(glBindType, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(glBindType, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(glBindType, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
} else {
// Look up vertex coordinates location
program.vertPosLocation = gl.getAttribLocation(program, 'a_vertCoord');
gl.enableVertexAttribArray(program.vertPosLocation);
// Create buffers
program.cubeVertBuf = gl.createBuffer();
program.cubeVertTexCoordBuf = gl.createBuffer();
program.cubeVertIndBuf = gl.createBuffer();
// Bind texture coordinate buffer and pass coordinates to WebGL
gl.bindBuffer(gl.ARRAY_BUFFER, program.cubeVertTexCoordBuf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0,0,1,0,1,1,0,1]), gl.STATIC_DRAW);
// Bind square index buffer and pass indicies to WebGL
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, program.cubeVertIndBuf);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0,1,2,0,2,3]), gl.STATIC_DRAW);
// Find uniforms
program.perspUniform = gl.getUniformLocation(program, 'u_perspMatrix');
program.cubeUniform = gl.getUniformLocation(program, 'u_cubeMatrix');
//program.colorUniform = gl.getUniformLocation(program, 'u_color');
program.level = -1;
program.currentNodes = [];
program.nodeCache = [];
program.nodeCacheTimestamp = 0;
}
// Check if there was an error
if (gl.getError() !== 0) {
console.log('Error: Something went wrong with WebGL!');
throw {type: 'webgl error'};
}
callback();
};
/**
* Destroy renderer.
* @memberof Renderer
* @instance
*/
this.destroy = function() {
if (container !== undefined) {
if (canvas !== undefined) {
container.removeChild(canvas);
}
if (world !== undefined) {
container.removeChild(world);
}
}
};
/**
* Resize renderer (call after resizing container).
* @memberof Renderer
* @instance
*/
this.resize = function() {
var pixelRatio = window.devicePixelRatio || 1;
canvas.width = canvas.clientWidth * pixelRatio;
canvas.height = canvas.clientHeight * pixelRatio;
if (gl) {
gl.viewport(0, 0, canvas.width, canvas.height);
if (imageType != 'multires') {
gl.uniform1f(program.aspectRatio, canvas.width / canvas.height);
}
}
};
// Initialize canvas size
this.resize();
/**
* Render new view of panorama.
* @memberof Renderer
* @instance
* @param {number} pitch - Pitch to render at.
* @param {number} yaw - Yaw to render at.
* @param {number} hfov - Horizontal field of view to render with.
* @param {boolean} returnImage - Return rendered image?
*/
this.render = function(pitch, yaw, hfov, returnImage) {
var focal, i, s;
// If no WebGL
if (!gl && (imageType == 'multires' || imageType == 'cubemap')) {
// Determine face transforms
s = fallbackImgSize / 2;
var transforms = {
f: 'translate3d(-' + (s + 2) + 'px, -' + (s + 2) + 'px, -' + s + 'px)',
b: 'translate3d(' + (s + 2) + 'px, -' + (s + 2) + 'px, ' + s + 'px) rotateX(180deg) rotateZ(180deg)',
u: 'translate3d(-' + (s + 2) + 'px, -' + s + 'px, ' + (s + 2) + 'px) rotateX(270deg)',
d: 'translate3d(-' + (s + 2) + 'px, ' + s + 'px, -' + (s + 2) + 'px) rotateX(90deg)',
l: 'translate3d(-' + s + 'px, -' + (s + 2) + 'px, ' + (s + 2) + 'px) rotateX(180deg) rotateY(90deg) rotateZ(180deg)',
r: 'translate3d(' + s + 'px, -' + (s + 2) + 'px, -' + (s + 2) + 'px) rotateY(270deg)'
};
focal = 1 / Math.tan(hfov / 2);
var zoom = focal * canvas.width / (window.devicePixelRatio || 1) / 2 + 'px';
var transform = 'perspective(' + zoom + ') translateZ(' + zoom + ') rotateX(' + pitch + 'rad) rotateY(' + yaw + 'rad) ';
// Apply face transforms
var faces = Object.keys(transforms);
for (i = 0; i < 6; i++) {
var face = world.querySelector('.pnlm-' + faces[i] + 'face').style;
face.webkitTransform = transform + transforms[faces[i]];
face.transform = transform + transforms[faces[i]];
}
return;
}
if (imageType != 'multires') {
// Calculate focal length from vertical field of view
var vfov = 2 * Math.atan(Math.tan(hfov * 0.5) / (canvas.width / canvas.height));
focal = 1 / Math.tan(vfov * 0.5);
// Apply pitch and roll transformation if applicable
if (imageType == 'equirectangular' && pose !== undefined) {
var horizonPitch = pose[0],
horizonRoll = pose[1];
// Calculate new pitch and yaw
var orig_pitch = pitch,
orig_yaw = yaw,
x = Math.cos(horizonRoll) * Math.sin(pitch) * Math.sin(horizonPitch) +
Math.cos(pitch) * (Math.cos(horizonPitch) * Math.cos(yaw) +
Math.sin(horizonRoll) * Math.sin(horizonPitch) * Math.sin(yaw)),
y = -Math.sin(pitch) * Math.sin(horizonRoll) +
Math.cos(pitch) * Math.cos(horizonRoll) * Math.sin(yaw),
z = Math.cos(horizonRoll) * Math.cos(horizonPitch) * Math.sin(pitch) +
Math.cos(pitch) * (-Math.cos(yaw) * Math.sin(horizonPitch) +
Math.cos(horizonPitch) * Math.sin(horizonRoll) * Math.sin(yaw));
pitch = Math.asin(z);
yaw = Math.atan2(y, x);
// Calculate roll
var v = [Math.cos(orig_pitch) * (Math.sin(horizonRoll) * Math.sin(horizonPitch) * Math.cos(orig_yaw) -
Math.cos(horizonPitch) * Math.sin(orig_yaw)),
Math.cos(orig_pitch) * Math.cos(horizonRoll) * Math.cos(orig_yaw),
Math.cos(orig_pitch) * (Math.cos(horizonPitch) * Math.sin(horizonRoll) * Math.cos(orig_yaw) +
Math.sin(orig_yaw) * Math.sin(horizonPitch))],
w = [-Math.cos(pitch) * Math.sin(yaw), Math.cos(pitch) * Math.cos(yaw)];
var roll = Math.acos((v[0]*w[0] + v[1]*w[1]) /
(Math.sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2]) *
Math.sqrt(w[0]*w[0]+w[1]*w[1])));
if (v[2] < 0)
roll = 2 * Math.PI - roll;
gl.uniform1f(program.rot, roll);
}
// Pass psi, theta, and focal length
gl.uniform1f(program.psi, yaw);
gl.uniform1f(program.theta, pitch);
gl.uniform1f(program.f, focal);
if (dynamic === true) {
// Update texture if dynamic
if (imageType == 'equirectangular') {
gl.bindTexture(gl.TEXTURE_2D, program.texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
}
}
// Draw using current buffer
gl.drawArrays(gl.TRIANGLES, 0, 6);
} else {
// Create perspective matrix
var perspMatrix = makePersp(hfov, canvas.width / canvas.height, 0.1, 100.0);
// Find correct zoom level
checkZoom(hfov);
// Create rotation matrix
var matrix = identityMatrix3();
matrix = rotateMatrix(matrix, -pitch, 'x');
matrix = rotateMatrix(matrix, yaw, 'y');
matrix = makeMatrix4(matrix);
// Set matrix uniforms
gl.uniformMatrix4fv(program.perspUniform, false, new Float32Array(transposeMatrix4(perspMatrix)));
gl.uniformMatrix4fv(program.cubeUniform, false, new Float32Array(transposeMatrix4(matrix)));
// Find current nodes
var rotPersp = rotatePersp(perspMatrix, matrix);
program.nodeCache.sort(multiresNodeSort);
if (program.nodeCache.length > 200 &&
program.nodeCache.length > program.currentNodes.length + 50) {
// Remove older nodes from cache
program.nodeCache.splice(200, program.nodeCache.length - 200);
}
program.currentNodes = [];
var sides = ['f', 'b', 'u', 'd', 'l', 'r'];
for (s = 0; s < 6; s++) {
var ntmp = new MultiresNode(vtmps[s], sides[s], 1, 0, 0, image.fullpath);
testMultiresNode(rotPersp, ntmp, pitch, yaw, hfov);
}
program.currentNodes.sort(multiresNodeRenderSort);
// Only process one tile per frame to improve responsiveness
for (i = 0; i < program.currentNodes.length; i++) {
if (!program.currentNodes[i].texture) {
setTimeout(processNextTile(program.currentNodes[i]), 0);
break;
}
}
// Draw tiles
multiresDraw();
}
if (returnImage !== undefined) {
return canvas.toDataURL('image/png');
}
};
/**
* Check if images are loading.
* @memberof Renderer
* @instance
* @returns {boolean} Whether or not images are loading.
*/
this.isLoading = function() {
if (gl && imageType == 'multires') {
for ( var i = 0; i < program.currentNodes.length; i++ ) {
if (!program.currentNodes[i].textureLoaded) {
return true;
}
}
}
return false;
};
/**
* Retrieve renderer's canvas.
* @memberof Renderer
* @instance
* @returns {HTMLElement} Renderer's canvas.
*/
this.getCanvas = function() {
return canvas;
};
/**
* Sorting method for multires nodes.
* @private
* @param {MultiresNode} a - First node.
* @param {MultiresNode} b - Second node.
* @returns {number} Base tiles first, then higher timestamp first.
*/
function multiresNodeSort(a, b) {
// Base tiles are always first
if (a.level == 1 && b.level != 1) {
return -1;
}
if (b. level == 1 && a.level != 1) {
return 1;
}
// Higher timestamp first
return b.timestamp - a.timestamp;
}
/**
* Sorting method for multires node rendering.
* @private
* @param {MultiresNode} a - First node.
* @param {MultiresNode} b - Second node.
* @returns {number} Lower zoom levels first, then closest to center first.
*/
function multiresNodeRenderSort(a, b) {
// Lower zoom levels first
if (a.level != b.level) {
return a.level - b.level;
}
// Lower distance from center first
return a.diff - b.diff;
}
/**
* Draws multires nodes.
* @private
*/
function multiresDraw() {
if (!program.drawInProgress) {
program.drawInProgress = true;
for ( var i = 0; i < program.currentNodes.length; i++ ) {
if (program.currentNodes[i].textureLoaded) {
//var color = program.currentNodes[i].color;
//gl.uniform4f(program.colorUniform, color[0], color[1], color[2], 1.0);
// Bind vertex buffer and pass vertices to WebGL
gl.bindBuffer(gl.ARRAY_BUFFER, program.cubeVertBuf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(program.currentNodes[i].vertices), gl.STATIC_DRAW);
gl.vertexAttribPointer(program.vertPosLocation, 3, gl.FLOAT, false, 0, 0);
// Prep for texture
gl.bindBuffer(gl.ARRAY_BUFFER, program.cubeVertTexCoordBuf);
gl.vertexAttribPointer(program.texCoordLocation, 2, gl.FLOAT, false, 0, 0);
// Bind texture and draw tile
gl.bindTexture(gl.TEXTURE_2D, program.currentNodes[i].texture); // Bind program.currentNodes[i].texture to TEXTURE0
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
}
}
program.drawInProgress = false;
}
}
/**
* Creates new multires node.
* @constructor
* @private
* @param {number[]} vertices - Node's verticies.
* @param {string} side - Node's cube face.
* @param {number} level - Node's zoom level.
* @param {number} x - Node's x position.
* @param {number} y - Node's y position.
* @param {string} path - Node's path.
*/
function MultiresNode(vertices, side, level, x, y, path) {
this.vertices = vertices;
this.side = side;
this.level = level;
this.x = x;
this.y = y;
this.path = path.replace('%s',side).replace('%l',level).replace('%x',x).replace('%y',y);
}
/**
* Test if multires node is visible. If it is, add it to current nodes,
* load its texture, and load appropriate child nodes.
* @private
* @param {number[]} rotPersp - Rotated perspective matrix.
* @param {MultiresNode} node - Multires node to check.
* @param {number} pitch - Pitch to check at.
* @param {number} yaw - Yaw to check at.
* @param {number} hfov - Horizontal field of view to check at.
*/
function testMultiresNode(rotPersp, node, pitch, yaw, hfov) {
if (checkSquareInView(rotPersp, node.vertices)) {
// Calculate central angle between center of view and center of tile
var v = node.vertices;
var x = v[0] + v[3] + v[6] + v[ 9];
var y = v[1] + v[4] + v[7] + v[10];
var z = v[2] + v[5] + v[8] + v[11];
var r = Math.sqrt(x*x + y*y + z*z);
var theta = Math.asin(z / r);
var phi = Math.atan2(y, x);
var ydiff = phi - yaw;
ydiff += (ydiff > Math.PI) ? -2 * Math.PI : (ydiff < -Math.PI) ? 2 * Math.PI : 0;
ydiff = Math.abs(ydiff);
node.diff = Math.acos(Math.sin(pitch) * Math.sin(theta) + Math.cos(pitch) * Math.cos(theta) * Math.cos(ydiff));
// Add node to current nodes and load texture if needed
var inCurrent = false;
for (var k = 0; k < program.nodeCache.length; k++) {
if (program.nodeCache[k].path == node.path) {
inCurrent = true;
program.nodeCache[k].timestamp = program.nodeCacheTimestamp++;
program.nodeCache[k].diff = node.diff;
program.currentNodes.push(program.nodeCache[k]);
break;
}
}
if (!inCurrent) {
//node.color = [Math.random(), Math.random(), Math.random()];
node.timestamp = program.nodeCacheTimestamp++;
program.currentNodes.push(node);
program.nodeCache.push(node);
}
// TODO: Test error
// Create child nodes
if (node.level < program.level) {
var cubeSize = image.cubeResolution * Math.pow(2, node.level - image.maxLevel);
var numTiles = Math.ceil(cubeSize * image.invTileResolution) - 1;
var doubleTileSize = cubeSize % image.tileResolution * 2;
var lastTileSize = (cubeSize * 2) % image.tileResolution;
if (lastTileSize === 0) {
lastTileSize = image.tileResolution;
}
if (doubleTileSize === 0) {
doubleTileSize = image.tileResolution * 2;
}
var f = 0.5;
if (node.x == numTiles || node.y == numTiles) {
f = 1.0 - image.tileResolution / (image.tileResolution + lastTileSize);
}
var i = 1.0 - f;
var children = [];
var vtmp, ntmp;
var f1 = f, f2 = f, f3 = f, i1 = i, i2 = i, i3 = i;
// Handle non-symmetric tiles
if (lastTileSize < image.tileResolution) {
if (node.x == numTiles && node.y != numTiles) {
f2 = 0.5;
i2 = 0.5;
if (node.side == 'd' || node.side == 'u') {
f3 = 0.5;
i3 = 0.5;
}
} else if (node.x != numTiles && node.y == numTiles) {
f1 = 0.5;
i1 = 0.5;
if (node.side == 'l' || node.side == 'r') {
f3 = 0.5;
i3 = 0.5;
}
}
}
// Handle small tiles that have fewer than four children
if (doubleTileSize < image.tileResolution) {
if (node.x == numTiles) {
f1 = 0;
i1 = 1;
if (node.side == 'l' || node.side == 'r') {
f3 = 0;
i3 = 1;
}
}
if (node.y == numTiles) {
f2 = 0;
i2 = 1;
if (node.side == 'd' || node.side == 'u') {
f3 = 0;
i3 = 1;
}
}
}
vtmp = [ v[0], v[1], v[2],
v[0]*f1+v[3]*i1, v[1]*f+v[4]*i, v[2]*f3+v[5]*i3,
v[0]*f1+v[6]*i1, v[1]*f2+v[7]*i2, v[2]*f3+v[8]*i3,
v[0]*f+v[9]*i, v[1]*f2+v[10]*i2, v[2]*f3+v[11]*i3
];
ntmp = new MultiresNode(vtmp, node.side, node.level + 1, node.x*2, node.y*2, image.fullpath);
children.push(ntmp);
if (!(node.x == numTiles && doubleTileSize < image.tileResolution)) {
vtmp = [v[0]*f1+v[3]*i1, v[1]*f+v[4]*i, v[2]*f3+v[5]*i3,
v[3], v[4], v[5],
v[3]*f+v[6]*i, v[4]*f2+v[7]*i2, v[5]*f3+v[8]*i3,
v[0]*f1+v[6]*i1, v[1]*f2+v[7]*i2, v[2]*f3+v[8]*i3
];
ntmp = new MultiresNode(vtmp, node.side, node.level + 1, node.x*2+1, node.y*2, image.fullpath);
children.push(ntmp);
}
if (!(node.x == numTiles && doubleTileSize < image.tileResolution) &&
!(node.y == numTiles && doubleTileSize < image.tileResolution)) {
vtmp = [v[0]*f1+v[6]*i1, v[1]*f2+v[7]*i2, v[2]*f3+v[8]*i3,
v[3]*f+v[6]*i, v[4]*f2+v[7]*i2, v[5]*f3+v[8]*i3,
v[6], v[7], v[8],
v[9]*f1+v[6]*i1, v[10]*f+v[7]*i, v[11]*f3+v[8]*i3
];
ntmp = new MultiresNode(vtmp, node.side, node.level + 1, node.x*2+1, node.y*2+1, image.fullpath);
children.push(ntmp);
}
if (!(node.y == numTiles && doubleTileSize < image.tileResolution)) {
vtmp = [ v[0]*f+v[9]*i, v[1]*f2+v[10]*i2, v[2]*f3+v[11]*i3,
v[0]*f1+v[6]*i1, v[1]*f2+v[7]*i2, v[2]*f3+v[8]*i3,
v[9]*f1+v[6]*i1, v[10]*f+v[7]*i, v[11]*f3+v[8]*i3,
v[9], v[10], v[11]
];
ntmp = new MultiresNode(vtmp, node.side, node.level + 1, node.x*2, node.y*2+1, image.fullpath);
children.push(ntmp);
}
for (var j = 0; j < children.length; j++) {
testMultiresNode(rotPersp, children[j], pitch, yaw, hfov);
}
}
}
}
/**
* Creates cube vertex array.
* @private
* @returns {number[]} Cube vertex array.
*/
function createCube() {
return [-1, 1, -1, 1, 1, -1, 1, -1, -1, -1, -1, -1, // Front face
1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, // Back face
1, -1, -1, 1, 1, -1, 1, 1, 1, -1, 1, -1, // Up face
-1, -1, -1, 1, -1, -1, 1, -1, 1, -1, -1, 1, // Down face
-1, 1, 1, -1, 1, -1, -1, -1, -1, -1, -1, 1, // Left face
1, 1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1 // Right face
];
}
/**
* Creates 3x3 identity matrix.
* @private
* @returns {number[]} Identity matrix.
*/
function identityMatrix3() {
return [
1, 0, 0,
0, 1, 0,
0, 0, 1
];
}
/**
* Rotates a 3x3 matrix.
* @private
* @param {number[]} m - Matrix to rotate.
* @param {number[]} angle - Angle to rotate by in radians.
* @param {string} axis - Axis to rotate about (`x` or `y`).
* @returns {number[]} Rotated matrix.
*/
function rotateMatrix(m, angle, axis) {
var s = Math.sin(angle);
var c = Math.cos(angle);
if ( axis == 'x' ) {
return [
m[0], c*m[1] + s*m[2], c*m[2] - s*m[1],
m[3], c*m[4] + s*m[5], c*m[5] - s*m[4],
m[6], c*m[7] + s*m[8], c*m[8] - s*m[7]
];
}
if ( axis == 'y' ) {
return [
c*m[0] - s*m[2], m[1], c*m[2] + s*m[0],
c*m[3] - s*m[5], m[4], c*m[5] + s*m[3],
c*m[6] - s*m[8], m[7], c*m[8] + s*m[6]
];
}
}
/**
* Turns a 3x3 matrix into a 4x4 matrix.
* @private
* @param {number[]} m - Input matrix.
* @returns {number[]} Expanded matrix.
*/
function makeMatrix4(m) {
return [
m[0], m[1], m[2], 0,
m[3], m[4], m[5], 0,
m[6], m[7], m[8], 0,
0, 0, 0, 1
];
}
/**
* Transposes a 4x4 matrix.
* @private
* @param {number[]} m - Input matrix.
* @returns {number[]} Transposed matrix.
*/
function transposeMatrix4(m) {
return [
m[ 0], m[ 4], m[ 8], m[12],
m[ 1], m[ 5], m[ 9], m[13],
m[ 2], m[ 6], m[10], m[14],
m[ 3], m[ 7], m[11], m[15]
];
}
/**
* Creates a perspective matrix.
* @private
* @param {number} hfov - Desired horizontal field of view.
* @param {number} aspect - Desired aspect ratio.
* @param {number} znear - Near distance.
* @param {number} zfar - Far distance.
* @returns {number[]} Generated perspective matrix.
*/
function makePersp(hfov, aspect, znear, zfar) {
var fovy = 2 * Math.atan(Math.tan(hfov/2) * canvas.height / canvas.width);
var f = 1 / Math.tan(fovy/2);
return [
f/aspect, 0, 0, 0,
0, f, 0, 0,
0, 0, (zfar+znear)/(znear-zfar), (2*zfar*znear)/(znear-zfar),
0, 0, -1, 0
];
}
/**
* Processes a loaded texture image into a WebGL texture.
* @private
* @param {Image} img - Input image.
* @param {WebGLTexture} tex - Texture to bind image to.
*/
function processLoadedTexture(img, tex) {
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, img);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.bindTexture(gl.TEXTURE_2D, null);
}
/**
* Loads image and creates texture for a multires node / tile.
* @private
* @param {MultiresNode} node - Input node.
*/
function processNextTile(node) {
if (!node.texture) {
node.texture = gl.createTexture();
node.image = new Image();
node.image.crossOrigin = 'anonymous';
node.image.onload = function() {
processLoadedTexture(node.image, node.texture);
node.textureLoaded = true;
delete node.image;
};
node.image.src = encodeURI(node.path + '.' + image.extension);
}
}
/**
* Finds and applies optimal multires zoom level.
* @private
* @param {number} hfov - Horizontal field of view to check at.
*/
function checkZoom(hfov) {
// Find optimal level
var newLevel = 1;
while ( newLevel < image.maxLevel &&
canvas.width > image.tileResolution *
Math.pow(2, newLevel - 1) * Math.tan(hfov / 2) * 0.707 ) {
newLevel++;
}
// Apply change
program.level = newLevel;
}
/**
* Rotates perspective matrix.
* @private
* @param {number[]} p - Perspective matrix.
* @param {number[]} r - Rotation matrix.
* @returns {number[]} Rotated matrix.
*/
function rotatePersp(p, r) {
return [
p[ 0]*r[0], p[ 0]*r[1], p[ 0]*r[ 2], 0,
p[ 5]*r[4], p[ 5]*r[5], p[ 5]*r[ 6], 0,
p[10]*r[8], p[10]*r[9], p[10]*r[10], p[11],
-r[8], -r[9], -r[10], 0
];
}
/**
* Applies rotated perspective matrix to a 3-vector
* (last element is inverted).
* @private
* @param {number[]} m - Rotated perspective matrix.
* @param {number[]} v - Input 3-vector.
* @returns {number[]} Resulting 4-vector.
*/
function applyRotPerspToVec(m, v) {
return [
m[ 0]*v[0] + m[ 1]*v[1] + m[ 2]*v[2],
m[ 4]*v[0] + m[ 5]*v[1] + m[ 6]*v[2],
m[11] + m[ 8]*v[0] + m[ 9]*v[1] + m[10]*v[2],
1/(m[12]*v[0] + m[13]*v[1] + m[14]*v[2])
];
}
/**
* Checks if a vertex is visible.
* @private
* @param {number[]} m - Rotated perspective matrix.
* @param {number[]} v - Input vertex.
* @returns {number} 1 or -1 if the vertex is or is not visible,
* respectively.
*/
function checkInView(m, v) {
var vpp = applyRotPerspToVec(m, v);
var winX = vpp[0]*vpp[3];
var winY = vpp[1]*vpp[3];
var winZ = vpp[2]*vpp[3];
var ret = [0, 0, 0];
if ( winX < -1 )
ret[0] = -1;
if ( winX > 1 )
ret[0] = 1;
if ( winY < -1 )
ret[1] = -1;
if ( winY > 1 )
ret[1] = 1;
if ( winZ < -1 || winZ > 1 )
ret[2] = 1;
return ret;
}
/**
* Checks if a square (tile) is visible.
* @private
* @param {number[]} m - Rotated perspective matrix.
* @param {number[]} v - Square's vertex array.
* @returns {boolean} Whether or not the square is visible.
*/
function checkSquareInView(m, v) {
var check1 = checkInView(m, v.slice(0, 3));
var check2 = checkInView(m, v.slice(3, 6));
var check3 = checkInView(m, v.slice(6, 9));
var check4 = checkInView(m, v.slice(9, 12));
var testX = check1[0] + check2[0] + check3[0] + check4[0];
if ( testX == -4 || testX == 4 )
return false;
var testY = check1[1] + check2[1] + check3[1] + check4[1];
if ( testY == -4 || testY == 4 )
return false;
var testZ = check1[2] + check2[2] + check3[2] + check4[2];
return testZ != 4;
}
}
// Vertex shader for equirectangular and cube
var v = [
'attribute vec2 a_texCoord;',
'varying vec2 v_texCoord;',
'void main() {',
// Set position
'gl_Position = vec4(a_texCoord, 0.0, 1.0);',
// Pass the coordinates to the fragment shader
'v_texCoord = a_texCoord;',
'}'
].join('');
// Vertex shader for multires
var vMulti = [
'attribute vec3 a_vertCoord;',
'attribute vec2 a_texCoord;',
'uniform mat4 u_cubeMatrix;',
'uniform mat4 u_perspMatrix;',
'varying mediump vec2 v_texCoord;',
'void main(void) {',
// Set position
'gl_Position = u_perspMatrix * u_cubeMatrix * vec4(a_vertCoord, 1.0);',
// Pass the coordinates to the fragment shader
'v_texCoord = a_texCoord;',
'}'
].join('');
// Fragment shader
var fragCube = [
'precision mediump float;',
'uniform float u_aspectRatio;',
'uniform float u_psi;',
'uniform float u_theta;',
'uniform float u_f;',
'uniform float u_h;',
'uniform float u_v;',
'uniform float u_vo;',
'const float PI = 3.14159265358979323846264;',
// Texture
'uniform samplerCube u_image;',
// Coordinates passed in from vertex shader
'varying vec2 v_texCoord;',
'void main() {',
// Find the vector of focal point to view plane
'vec3 planePos = vec3(v_texCoord.xy, 0.0);',
'planePos.x *= u_aspectRatio;',
'vec3 viewVector = planePos - vec3(0.0,0.0,-u_f);',
// Rotate vector for psi (yaw) and theta (pitch)
'float sinpsi = sin(-u_psi);',
'float cospsi = cos(-u_psi);',
'float sintheta = sin(u_theta);',
'float costheta = cos(u_theta);',
// Now apply the rotations
'vec3 viewVectorTheta = viewVector;',
'viewVectorTheta.z = viewVector.z * costheta - viewVector.y * sintheta;',
'viewVectorTheta.y = viewVector.z * sintheta + viewVector.y * costheta;',
'vec3 viewVectorPsi = viewVectorTheta;',
'viewVectorPsi.x = viewVectorTheta.x * cospsi - viewVectorTheta.z * sinpsi;',
'viewVectorPsi.z = viewVectorTheta.x * sinpsi + viewVectorTheta.z * cospsi;',
// Look up color from texture
'gl_FragColor = textureCube(u_image, viewVectorPsi);',
'}'
].join('\n');
// Fragment shader
var fragEquirectangular = [
'precision mediump float;',
'uniform float u_aspectRatio;',
'uniform float u_psi;',
'uniform float u_theta;',
'uniform float u_f;',
'uniform float u_h;',
'uniform float u_v;',
'uniform float u_vo;',
'uniform float u_rot;',
'const float PI = 3.14159265358979323846264;',
// Texture
'uniform sampler2D u_image;',
// Coordinates passed in from vertex shader
'varying vec2 v_texCoord;',
'void main() {',
// Map canvas/camera to sphere
'float x = v_texCoord.x * u_aspectRatio;',
'float y = v_texCoord.y;',
'float sinrot = sin(u_rot);',
'float cosrot = cos(u_rot);',
'float rot_x = x * cosrot - y * sinrot;',
'float rot_y = x * sinrot + y * cosrot;',
'float sintheta = sin(u_theta);',
'float costheta = cos(u_theta);',
'float a = u_f * costheta - rot_y * sintheta;',
'float root = sqrt(rot_x * rot_x + a * a);',
'float lambda = atan(rot_x / root, a / root) + u_psi;',
'float phi = atan((rot_y * costheta + u_f * sintheta) / root);',
// Wrap image
'if(lambda > PI)',
'lambda = lambda - PI * 2.0;',
'if(lambda < -PI)',
'lambda = lambda + PI * 2.0;',
// Map texture to sphere
'vec2 coord = vec2(lambda / PI, phi / (PI / 2.0));',
// Look up color from texture
// Map from [-1,1] to [0,1] and flip y-axis
'if(coord.x < -u_h || coord.x > u_h || coord.y < -u_v + u_vo || coord.y > u_v + u_vo)',
'gl_FragColor = vec4(0, 0, 0, 1.0);',
'else',
'gl_FragColor = texture2D(u_image, vec2((coord.x + u_h) / (u_h * 2.0), (-coord.y + u_v + u_vo) / (u_v * 2.0)));',
'}'
].join('\n');
// Fragment shader
var fragMulti = [
'varying mediump vec2 v_texCoord;',
'uniform sampler2D u_sampler;',
//'uniform mediump vec4 u_color;',
'void main(void) {',
// Look up color from texture
'gl_FragColor = texture2D(u_sampler, v_texCoord);',
// 'gl_FragColor = u_color;',
'}'
].join('');
return {
renderer: function(container, image, imagetype, dynamic) {
return new Renderer(container, image, imagetype, dynamic);
}
};
})(window, document);