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libwebzag.py
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346 lines (303 loc) · 8.27 KB
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JS_DECOMP = '''
var $d=async(u,t)=>{
var d=new DecompressionStream('gzip')
var r=await fetch('data:application/octet-stream;base64,'+u)
var b=await r.blob()
var s=b.stream().pipeThrough(d)
var o=await new Response(s).blob()
if(t) return await o.text()
else return await o.arrayBuffer()
}
$d($0,1).then((j)=>{
$=eval(j)
$d($1).then((r)=>{
WebAssembly.instantiate(r,{env:$.proxy()}).then((c)=>{$.reset(c,"$",r)});
});
});
'''
JS_API_HEADER = '''
function make_environment(e){
return new Proxy(e,{
get(t,p,r) {
if(e[p]!==undefined){return e[p].bind(e)}
return(...args)=>{throw p}
}
});
}
function cstrlen(m,p){
var l=0;
while(m[p]!=0){l++;p++}
return l;
}
function cstr_by_ptr(m,p){
const l=cstrlen(new Uint8Array(m),p);
const b=new Uint8Array(m,p,l);
return new TextDecoder().decode(b)
}
'''
JS_API_PROXY = '''
proxy(){
return make_environment(this)
}
'''
def gen_webgl_api(user):
o = [
'class api{',
JS_API_PROXY,
user,
DEFORM_ZAG,
GL_ZAG,
JS_ZAG,
]
o += [
'}',
'new api();' ## used by $=eval
]
return '\n'.join(o)
JS_ZAG = '''
js_sin(a){
return Math.sin(a)
}
js_cos(a){
return Math.cos(a)
}
js_rand(){
return Math.random()
}
js_eval(a){
return eval(cstr_by_ptr(this.wasm.instance.exports.memory.buffer,a))
}
'''
DEFORM_ZAG = '''
mesh_deform(ptr,sz){
var v=new Int8Array(this.wasm.instance.exports.memory.buffer,ptr,sz);
//var v=new Int16Array(this.wasm.instance.exports.memory.buffer,ptr,sz);
this.mods.push({op:'mod_deform',value:v})
}
mod_deform(a,m){
//Q=512
for(var j=0;j<a.length;j++){
a[j]+=m.value[j]/256
}
return a
}
'''
GL_ZAG = '''
gl_init(w,h) {
this.canvas.width=w;
this.canvas.height=h;
this.gl.viewport(0,0,w,h);
this.gl.enable(this.gl.DEPTH_TEST);
//this.gl.clearColor(1,0,0, 1);
//this.gl.clear(this.gl.COLOR_BUFFER_BIT)
}
//gl_enable(ptr){
// const key = cstr_by_ptr(this.wasm.instance.exports.memory.buffer,ptr);
// //console.log("gl enable:", key);
// this.gl.enable(this.gl[key])
//}
//gl_depth_func(ptr){
// const key = cstr_by_ptr(this.wasm.instance.exports.memory.buffer,ptr);
// //console.log("gl depthFunc:", key);
// this.gl.depthFunc(this.gl[key])
//}
gl_new_buffer(){
var a=this.gl.createBuffer();
a._={};
return this.bufs.push(a)-1
}
gl_bind_buffer(i){
this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.bufs[i]);
this.vbuf=this.bufs[i]
}
gl_bind_buffer_element(i){
this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER,this.bufs[i]);
this.ibuf=this.bufs[i]
}
//gl_buffer_data(i, sz, ptr){
// const b=this.bufs[i];
// console.log("buffer data:", b);
// const arr = new Float32Array(this.wasm.instance.exports.memory.buffer,ptr,sz);
// this.gl.bufferData(this.gl.ARRAY_BUFFER, arr, this.gl.STATIC_DRAW)
//}
gl_material_translate(mi,vi, x,y,z){
var v=this.bufs[mi]._arr_;
var a=new Float32Array(this.bufs[vi]._arr_);
for(var j=0;j<v.length;j++){
var k=v[j]*3;
//a[k]+=x;
//a[k+1]+=y;
//a[k+2]+=z;
a[k+1]+=0.06 * Math.random();
}
this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.bufs[vi]);
this.gl.bufferData(this.gl.ARRAY_BUFFER,a,this.gl.STATIC_DRAW)
}
gl_trans(i, x,y,z){
// this should be an index buffer
//console.log('trans:', i, x,y,z);
this.bufs[i]._pos=[x,y,z];
this.vbuf._[i]=this.bufs[i]
}
gl_trans_upload(i){
var a=new Float32Array(this.bufs[i]._arr_);
for (var k in this.bufs[i]._){
//console.log('upload:', k);
var [x,y,z]=this.bufs[i]._[k]._pos;
//console.log('offset:', x,y,z);
var v=this.bufs[i]._[k]._arr_;
//console.log('indices:', v);
for(var j=0;j<v.length;j++){
var d=v[j]*3;
a[d]+=x;
a[d+1]+=y;
a[d+2]+=z
}
}
//console.log('vertex upload:', a);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.bufs[i]);
this.gl.bufferData(this.gl.ARRAY_BUFFER,a,this.gl.STATIC_DRAW)
}
gl_buffer_f16(i, sz, ptr){
console.log('vertbuff flag:', i);
var v=new Float16Array(this.wasm.instance.exports.memory.buffer,ptr,sz);
console.log('vertex data:', v.length);
//this.nverts=v.length;
this.nverts=v.length/3;
if(i){
var a=new Array(...v);
for(var j=0;j<v.length;j+=3){
a.push(-v[j]);
a.push(v[j+1]);
a.push(v[j+2]);
}
console.log('vmirror:', a);
v=a;
}
for(var j=0;j<this.mods.length;j++){
var m=this.mods[j];
v=this[m.op](v,m)
}
this.vbuf._arr_=new Float32Array(v);
this.gl.bufferData(this.gl.ARRAY_BUFFER,this.vbuf._arr_,this.gl.STATIC_DRAW)
}
gl_buffer_f8(i,sz,ptr){
var v=new Uint8Array(this.wasm.instance.exports.memory.buffer,ptr,sz);
console.log('new vcolors');
console.log(v);
if(i){
v=new Array(...v).concat(new Array(...v));
console.log('mirror vcolor:', v);
}
this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(v), this.gl.STATIC_DRAW)
}
gl_buffer_element(i, sz, ptr){
const v = new Uint16Array(this.wasm.instance.exports.memory.buffer,ptr,sz);
console.log(v);
var a=[];
for(var j=0;j<v.length;j+=4){
//a.push(v[j],v[j+1],v[j+2]);
a.push(v[j]);
a.push(v[j+1]);
a.push(v[j+2]);
if(v[j+3]==65000)continue;
//if(!v[j+3])continue;
//a.push(v[j+2],v[j+3],v[j+0]);
a.push(v[j+2]);
a.push(v[j+3]);
a.push(v[j]);
}
if(i){
var b=[];
// mirror indices: copy and offset by length of input vector
//for(var j=0;j<a.length;j++)b.push(a[j]+a.length); //OOPS
for(var j=0;j<a.length;j++)b.push(a[j]+this.nverts);
console.log('mirror b:',b);
a=a.concat(b);
console.log('mirror a+b:', a);
}
this.ibuf._arr_=new Uint16Array(a);
this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER,this.ibuf._arr_,this.gl.STATIC_DRAW)
}
gl_new_vshader(ptr){
const c = cstr_by_ptr(this.wasm.instance.exports.memory.buffer,ptr);
console.log('new vertex shader', c);
const s = this.gl.createShader(this.gl.VERTEX_SHADER);
this.gl.shaderSource(s,c);
this.gl.compileShader(s);
return this.vs.push(s)-1
}
gl_new_fshader(ptr){
const c = cstr_by_ptr(this.wasm.instance.exports.memory.buffer,ptr);
console.log('new fragment shader', c);
const s = this.gl.createShader(this.gl.FRAGMENT_SHADER);
this.gl.shaderSource(s,c);
this.gl.compileShader(s);
return this.fs.push(s)-1
}
gl_new_program(){
return this.progs.push(this.gl.createProgram())-1
}
gl_attach_vshader(a,b){
const prog = this.progs[a];
this.gl.attachShader(prog, this.vs[b])
}
gl_attach_fshader(a,b){
const prog = this.progs[a];
this.gl.attachShader(prog, this.fs[b])
}
gl_link_program(a){
this.gl.linkProgram(this.progs[a])
}
gl_get_uniform_location(a,b){
const c = cstr_by_ptr(this.wasm.instance.exports.memory.buffer,b);
var loc = this.gl.getUniformLocation(this.progs[a], c);
console.log('get uniform:', loc);
return this.locs.push(loc)-1
}
gl_get_attr_location(a,b){
const c = cstr_by_ptr(this.wasm.instance.exports.memory.buffer,b);
var loc = this.gl.getAttribLocation(this.progs[a], c);
console.log('get attribute:', loc);
return loc
}
gl_enable_vertex_attr_array(a){
this.gl.enableVertexAttribArray(a)
}
gl_vertex_attr_pointer(a,n){
this.gl.vertexAttribPointer(a, n, this.gl.FLOAT, false,0,0)
}
gl_use_program(a){
this.loc_tint=this.gl.getUniformLocation(this.progs[a], 'T');
this.gl.useProgram(this.progs[a])
}
gl_clear(r,g,b,a,z){
this.gl.clearColor(r,g,b,a);
this.gl.clearDepth(z);
this.gl.clear(this.gl.COLOR_BUFFER_BIT|this.gl.DEPTH_BUFFER_BIT)
}
//gl_viewport(x,y,w,h){
// this.gl.viewport(x,y,w,h)
//}
gl_uniform_mat4fv(a,ptr){
const mat = new Float32Array(this.wasm.instance.exports.memory.buffer,ptr,16);
this.gl.uniformMatrix4fv(this.locs[a], false, mat)
}
gl_uniform_3fv(a,ptr){
const mat = new Float32Array(this.wasm.instance.exports.memory.buffer,ptr,3);
this.gl.uniform3fv(this.locs[a], new Float32Array(mat));
}
gl_draw_triangles(n){
//console.log('draw triangles:', n);
this.gl.drawElements(this.gl.TRIANGLES,n,this.gl.UNSIGNED_SHORT,0);
//this.gl.uniform3fv(this.loc_tint, new Float32Array([Math.random(),Math.random(),Math.random()]));
//this.gl.drawElements(this.gl.TRIANGLES,32,this.gl.UNSIGNED_SHORT,0);
//this.gl.uniform3fv(this.loc_tint, new Float32Array([0,0,0]));
//this.gl.drawElements(this.gl.TRIANGLES,n-64,this.gl.UNSIGNED_SHORT,6*16)
}
gl_draw_tris_tint(n, r,g,b){
//console.log('draw triangles:', n);
this.gl.uniform3fv(this.loc_tint, new Float32Array([r,g,b]));
this.gl.drawElements(this.gl.TRIANGLES,n,this.gl.UNSIGNED_SHORT,0)
}
'''