Kaynağa Gözat

Improve multires performance.

pull/8/head
Matthew Petroff 10 yıl önce
ebeveyn
işleme
3de1ca765d
1 değiştirilmiş dosya ile 39 ekleme ve 56 silme
  1. +39
    -56
      src/js/libpannellum.js

+ 39
- 56
src/js/libpannellum.js Dosyayı Görüntüle

@@ -41,7 +41,7 @@ function Renderer(canvas, image, imageType) {

this.init = function(haov, vaov, voffset) {
// Enable WebGL on canvas
gl = this.canvas.getContext('experimental-webgl');
gl = this.canvas.getContext('experimental-webgl', {alpha: false, depth: false});
var glBindType = gl.TEXTURE_2D;

// Create viewport for entire canvas and clear canvas
@@ -144,6 +144,24 @@ function Renderer(canvas, image, imageType) {
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 = [];
@@ -167,9 +185,6 @@ function Renderer(canvas, image, imageType) {
gl.drawArrays(gl.TRIANGLES, 0, 6);
} else {
// Clear canvas
//gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Create perspective matrix
var perspMatrix = this.makePersp(hfov, this.canvas.width / this.canvas.height, 0.1, 100.0);
@@ -183,10 +198,8 @@ function Renderer(canvas, image, imageType) {
matrix = this.makeMatrix4(matrix);
// Set matrix uniforms
var perspUniform = gl.getUniformLocation(program, "u_perspMatrix");
gl.uniformMatrix4fv(perspUniform, false, new Float32Array(this.transposeMatrix4(perspMatrix)));
var cubeUniform = gl.getUniformLocation(program, "u_cubeMatrix");
gl.uniformMatrix4fv(cubeUniform, false, new Float32Array(this.transposeMatrix4(matrix)));
gl.uniformMatrix4fv(program.perspUniform, false, new Float32Array(this.transposeMatrix4(perspMatrix)));
gl.uniformMatrix4fv(program.cubeUniform, false, new Float32Array(this.transposeMatrix4(matrix)));
// Find current nodes
var rotPersp = this.rotatePersp(perspMatrix, matrix);
@@ -220,52 +233,22 @@ function Renderer(canvas, image, imageType) {
program.drawInProgress = true;
//console.log(program.currentNodes.length);
for ( var i = 0; i < program.currentNodes.length; i++ ) {
//var color = program.currentNodes[i].color;
//gl.uniform4f(gl.getUniformLocation(program, "u_color"), color[0], color[1], color[2], 1.0);
// Create and bind vertex buffer
program.cubeVertBuf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, program.cubeVertBuf);
// Create cube vertices
program.vertices = program.currentNodes[i].vertices;
// Pass vertices to WebGL
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(program.vertices), gl.STATIC_DRAW);
// Create and bind texture buffer
program.cubeVertTexCoordBuf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, program.cubeVertTexCoordBuf);
// Generate texture coordinates and pass to WebGL
var texCoords = [0, 0, 1, 0, 1, 1, 0, 1];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texCoords), gl.STATIC_DRAW);
// Create and bind square index buffer
program.cubeVertIndBuf = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, program.cubeVertIndBuf);
// Generate indicies and pass to WebGL
var cubeVertInd = [0,1,2,0,2,3];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeVertInd), gl.STATIC_DRAW);
// Bind square vertices
gl.bindBuffer(gl.ARRAY_BUFFER, program.cubeVertBuf);
gl.vertexAttribPointer(program.vertPosLocation, 3, gl.FLOAT, false, 0, 0);
// Bind square indicies
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, program.cubeVertIndBuf);
// Prep for texture
gl.bindBuffer(gl.ARRAY_BUFFER, program.cubeVertTexCoordBuf);
gl.vertexAttribPointer(program.texCoordLocation, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0); // Make TEXTURE0 the active texture
gl.uniform1i(gl.getUniformLocation(program, "u_sampler"), 0); // Tell shader to use TEXTURE0
// Bind texture and draw tile
if (program.currentNodes[i].textureLoaded) {
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);
//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);
}
}
}
@@ -298,7 +281,7 @@ function Renderer(canvas, image, imageType) {
if (!inCurrent) {
//node.color = [Math.random(), Math.random(), Math.random()];
node.timestamp = program.nodeCacheTimestamp++;
this.processNextTile(node, pitch, yaw, hfov);
setTimeout(this.processNextTile(node, pitch, yaw, hfov), 0);
program.currentNodes.push(node);
program.nodeCache.push(node);
}
@@ -645,9 +628,9 @@ var fragEquirectangular = [

// Fragment shader
var fragMulti = [
'varying highp vec2 v_texCoord;',
'varying mediump vec2 v_texCoord;',
'uniform sampler2D u_sampler;',
//'uniform highp vec4 u_color;',
//'uniform mediump vec4 u_color;',

'void main(void) {',
// Look up color from texture


Yükleniyor…
İptal
Kaydet