From e2e196ae8d6f1c513f362755be3bb5343e463dd0 Mon Sep 17 00:00:00 2001 From: lhark Date: Sun, 10 Dec 2017 22:15:47 -0500 Subject: [PATCH] Nettoyage du javascript --- index.html | 3 - js/J3DIMath.js | 1066 ---------------------------------------- js/bootstrap.min.js | 7 - js/fragment.js | 465 ------------------ js/jquery-2.2.4.min.js | 4 - 5 files changed, 1545 deletions(-) delete mode 100644 js/J3DIMath.js delete mode 100644 js/bootstrap.min.js delete mode 100644 js/fragment.js delete mode 100644 js/jquery-2.2.4.min.js diff --git a/index.html b/index.html index 7a78db4..a12759f 100644 --- a/index.html +++ b/index.html @@ -96,9 +96,6 @@ - - - diff --git a/js/J3DIMath.js b/js/J3DIMath.js deleted file mode 100644 index 2dae97e..0000000 --- a/js/J3DIMath.js +++ /dev/null @@ -1,1066 +0,0 @@ -/* - * Copyright (C) 2009 Apple Inc. All Rights Reserved. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions - * are met: - * 1. Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * 2. Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * - * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE - * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, - * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR - * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY - * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE - * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - - // J3DI (Jedi) - A support library for WebGL. - -/* - J3DI Math Classes. Currently includes: - - J3DIMatrix4 - A 4x4 Matrix -*/ - -/* - J3DIMatrix4 class - - This class implements a 4x4 matrix. It has functions which duplicate the - functionality of the OpenGL matrix stack and glut functions. On browsers - that support it, CSSMatrix is used to accelerate operations. - - IDL: - - [ - Constructor(in J3DIMatrix4 matrix), // copy passed matrix into new J3DIMatrix4 - Constructor(in sequence array) // create new J3DIMatrix4 with 16 floats (row major) - Constructor() // create new J3DIMatrix4 with identity matrix - ] - interface J3DIMatrix4 { - void load(in J3DIMatrix4 matrix); // copy the values from the passed matrix - void load(in sequence array); // copy 16 floats into the matrix - sequence getAsArray(); // return the matrix as an array of 16 floats - Float32Array getAsFloat32Array(); // return the matrix as a Float32Array with 16 values - void setUniform(in WebGLRenderingContext ctx, // Send the matrix to the passed uniform location in the passed context - in WebGLUniformLocation loc, - in boolean transpose); - void makeIdentity(); // replace the matrix with identity - void transpose(); // replace the matrix with its transpose - void invert(); // replace the matrix with its inverse - - void translate(in float x, in float y, in float z); // multiply the matrix by passed translation values on the right - void translate(in J3DVector3 v); // multiply the matrix by passed translation values on the right - void scale(in float x, in float y, in float z); // multiply the matrix by passed scale values on the right - void scale(in J3DVector3 v); // multiply the matrix by passed scale values on the right - void rotate(in float angle, // multiply the matrix by passed rotation values on the right - in float x, in float y, in float z); // (angle is in degrees) - void rotate(in float angle, in J3DVector3 v); // multiply the matrix by passed rotation values on the right - // (angle is in degrees) - void multiply(in CanvasMatrix matrix); // multiply the matrix by the passed matrix on the right - void divide(in float divisor); // divide the matrix by the passed divisor - void ortho(in float left, in float right, // multiply the matrix by the passed ortho values on the right - in float bottom, in float top, - in float near, in float far); - void frustum(in float left, in float right, // multiply the matrix by the passed frustum values on the right - in float bottom, in float top, - in float near, in float far); - void perspective(in float fovy, in float aspect, // multiply the matrix by the passed perspective values on the right - in float zNear, in float zFar); - void lookat(in J3DVector3 eye, // multiply the matrix by the passed lookat - in J3DVector3 center, in J3DVector3 up); // values on the right - bool decompose(in J3DVector3 translate, // decompose the matrix into the passed vector - in J3DVector3 rotate, - in J3DVector3 scale, - in J3DVector3 skew, - in sequence perspective); - } - - [ - Constructor(in J3DVector3 vector), // copy passed vector into new J3DVector3 - Constructor(in sequence array) // create new J3DVector3 with 3 floats from array - Constructor(in float x, in float y, in float z) // create new J3DVector3 with 3 floats - Constructor() // create new J3DVector3 with (0,0,0) - ] - interface J3DVector3 { - void load(in J3DVector3 vector); // copy the values from the passed vector - void load(in sequence array); // copy 3 floats into the vector from array - void load(in float x, in float y, in float z); // copy 3 floats into the vector - sequence getAsArray(); // return the vector as an array of 3 floats - Float32Array getAsFloat32Array(); // return the matrix as a Float32Array with 16 values - void multMatrix(in J3DIMatrix4 matrix); // multiply the vector by the passed matrix (on the right) - float vectorLength(); // return the length of the vector - float dot(); // return the dot product of the vector - void cross(in J3DVector3 v); // replace the vector with vector x v - void divide(in float divisor); // divide the vector by the passed divisor - } -*/ - -J3DIHasCSSMatrix = false; -J3DIHasCSSMatrixCopy = false; -/* -if ("WebKitCSSMatrix" in window && ("media" in window && window.media.matchMedium("(-webkit-transform-3d)")) || - ("styleMedia" in window && window.styleMedia.matchMedium("(-webkit-transform-3d)"))) { - J3DIHasCSSMatrix = true; - if ("copy" in WebKitCSSMatrix.prototype) - J3DIHasCSSMatrixCopy = true; -} -*/ - -// console.log("J3DIHasCSSMatrix="+J3DIHasCSSMatrix); -// console.log("J3DIHasCSSMatrixCopy="+J3DIHasCSSMatrixCopy); - -// -// J3DIMatrix4 -// -J3DIMatrix4 = function(m) -{ - if (J3DIHasCSSMatrix) - this.$matrix = new WebKitCSSMatrix; - else - this.$matrix = new Object; - - if (typeof m == 'object') { - if ("length" in m && m.length >= 16) { - this.load(m); - return; - } - else if (m instanceof J3DIMatrix4) { - this.load(m); - return; - } - } - this.makeIdentity(); -} - -J3DIMatrix4.prototype.load = function() -{ - if (arguments.length == 1 && typeof arguments[0] == 'object') { - var matrix; - - if (arguments[0] instanceof J3DIMatrix4) { - matrix = arguments[0].$matrix; - - this.$matrix.m11 = matrix.m11; - this.$matrix.m12 = matrix.m12; - this.$matrix.m13 = matrix.m13; - this.$matrix.m14 = matrix.m14; - - this.$matrix.m21 = matrix.m21; - this.$matrix.m22 = matrix.m22; - this.$matrix.m23 = matrix.m23; - this.$matrix.m24 = matrix.m24; - - this.$matrix.m31 = matrix.m31; - this.$matrix.m32 = matrix.m32; - this.$matrix.m33 = matrix.m33; - this.$matrix.m34 = matrix.m34; - - this.$matrix.m41 = matrix.m41; - this.$matrix.m42 = matrix.m42; - this.$matrix.m43 = matrix.m43; - this.$matrix.m44 = matrix.m44; - return; - } - else - matrix = arguments[0]; - - if ("length" in matrix && matrix.length >= 16) { - this.$matrix.m11 = matrix[0]; - this.$matrix.m12 = matrix[1]; - this.$matrix.m13 = matrix[2]; - this.$matrix.m14 = matrix[3]; - - this.$matrix.m21 = matrix[4]; - this.$matrix.m22 = matrix[5]; - this.$matrix.m23 = matrix[6]; - this.$matrix.m24 = matrix[7]; - - this.$matrix.m31 = matrix[8]; - this.$matrix.m32 = matrix[9]; - this.$matrix.m33 = matrix[10]; - this.$matrix.m34 = matrix[11]; - - this.$matrix.m41 = matrix[12]; - this.$matrix.m42 = matrix[13]; - this.$matrix.m43 = matrix[14]; - this.$matrix.m44 = matrix[15]; - return; - } - } - - this.makeIdentity(); -} - -J3DIMatrix4.prototype.getAsArray = function() -{ - return [ - this.$matrix.m11, this.$matrix.m12, this.$matrix.m13, this.$matrix.m14, - this.$matrix.m21, this.$matrix.m22, this.$matrix.m23, this.$matrix.m24, - this.$matrix.m31, this.$matrix.m32, this.$matrix.m33, this.$matrix.m34, - this.$matrix.m41, this.$matrix.m42, this.$matrix.m43, this.$matrix.m44 - ]; -} - -J3DIMatrix4.prototype.getAsFloat32Array = function() -{ - if (J3DIHasCSSMatrixCopy) { - var array = new Float32Array(16); - this.$matrix.copy(array); - return array; - } - return new Float32Array(this.getAsArray()); -} - -J3DIMatrix4.prototype.setUniform = function(ctx, loc, transpose) -{ - if (J3DIMatrix4.setUniformArray == undefined) { - J3DIMatrix4.setUniformWebGLArray = new Float32Array(16); - J3DIMatrix4.setUniformArray = new Array(16); - } - - if (J3DIHasCSSMatrixCopy) - this.$matrix.copy(J3DIMatrix4.setUniformWebGLArray); - else { - J3DIMatrix4.setUniformArray[0] = this.$matrix.m11; - J3DIMatrix4.setUniformArray[1] = this.$matrix.m12; - J3DIMatrix4.setUniformArray[2] = this.$matrix.m13; - J3DIMatrix4.setUniformArray[3] = this.$matrix.m14; - J3DIMatrix4.setUniformArray[4] = this.$matrix.m21; - J3DIMatrix4.setUniformArray[5] = this.$matrix.m22; - J3DIMatrix4.setUniformArray[6] = this.$matrix.m23; - J3DIMatrix4.setUniformArray[7] = this.$matrix.m24; - J3DIMatrix4.setUniformArray[8] = this.$matrix.m31; - J3DIMatrix4.setUniformArray[9] = this.$matrix.m32; - J3DIMatrix4.setUniformArray[10] = this.$matrix.m33; - J3DIMatrix4.setUniformArray[11] = this.$matrix.m34; - J3DIMatrix4.setUniformArray[12] = this.$matrix.m41; - J3DIMatrix4.setUniformArray[13] = this.$matrix.m42; - J3DIMatrix4.setUniformArray[14] = this.$matrix.m43; - J3DIMatrix4.setUniformArray[15] = this.$matrix.m44; - - J3DIMatrix4.setUniformWebGLArray.set(J3DIMatrix4.setUniformArray); - } - - ctx.uniformMatrix4fv(loc, transpose, J3DIMatrix4.setUniformWebGLArray); -} - -J3DIMatrix4.prototype.makeIdentity = function() -{ - this.$matrix.m11 = 1; - this.$matrix.m12 = 0; - this.$matrix.m13 = 0; - this.$matrix.m14 = 0; - - this.$matrix.m21 = 0; - this.$matrix.m22 = 1; - this.$matrix.m23 = 0; - this.$matrix.m24 = 0; - - this.$matrix.m31 = 0; - this.$matrix.m32 = 0; - this.$matrix.m33 = 1; - this.$matrix.m34 = 0; - - this.$matrix.m41 = 0; - this.$matrix.m42 = 0; - this.$matrix.m43 = 0; - this.$matrix.m44 = 1; -} - -J3DIMatrix4.prototype.transpose = function() -{ - var tmp = this.$matrix.m12; - this.$matrix.m12 = this.$matrix.m21; - this.$matrix.m21 = tmp; - - tmp = this.$matrix.m13; - this.$matrix.m13 = this.$matrix.m31; - this.$matrix.m31 = tmp; - - tmp = this.$matrix.m14; - this.$matrix.m14 = this.$matrix.m41; - this.$matrix.m41 = tmp; - - tmp = this.$matrix.m23; - this.$matrix.m23 = this.$matrix.m32; - this.$matrix.m32 = tmp; - - tmp = this.$matrix.m24; - this.$matrix.m24 = this.$matrix.m42; - this.$matrix.m42 = tmp; - - tmp = this.$matrix.m34; - this.$matrix.m34 = this.$matrix.m43; - this.$matrix.m43 = tmp; -} - -J3DIMatrix4.prototype.invert = function() -{ - if (J3DIHasCSSMatrix) { - this.$matrix = this.$matrix.inverse(); - return; - } - - // Calculate the 4x4 determinant - // If the determinant is zero, - // then the inverse matrix is not unique. - var det = this._determinant4x4(); - - if (Math.abs(det) < 1e-8) - return null; - - this._makeAdjoint(); - - // Scale the adjoint matrix to get the inverse - this.$matrix.m11 /= det; - this.$matrix.m12 /= det; - this.$matrix.m13 /= det; - this.$matrix.m14 /= det; - - this.$matrix.m21 /= det; - this.$matrix.m22 /= det; - this.$matrix.m23 /= det; - this.$matrix.m24 /= det; - - this.$matrix.m31 /= det; - this.$matrix.m32 /= det; - this.$matrix.m33 /= det; - this.$matrix.m34 /= det; - - this.$matrix.m41 /= det; - this.$matrix.m42 /= det; - this.$matrix.m43 /= det; - this.$matrix.m44 /= det; -} - -J3DIMatrix4.prototype.translate = function(x,y,z) -{ - if (typeof x == 'object' && "length" in x) { - var t = x; - x = t[0]; - y = t[1]; - z = t[2]; - } - else { - if (x == undefined) - x = 0; - if (y == undefined) - y = 0; - if (z == undefined) - z = 0; - } - - if (J3DIHasCSSMatrix) { - this.$matrix = this.$matrix.translate(x, y, z); - return; - } - - var matrix = new J3DIMatrix4(); - matrix.$matrix.m41 = x; - matrix.$matrix.m42 = y; - matrix.$matrix.m43 = z; - - this.multiply(matrix); -} - -J3DIMatrix4.prototype.scale = function(x,y,z) -{ - if (typeof x == 'object' && "length" in x) { - var t = x; - x = t[0]; - y = t[1]; - z = t[2]; - } - else { - if (x == undefined) - x = 1; - if (z == undefined) { - if (y == undefined) { - y = x; - z = x; - } - else - z = 1; - } - else if (y == undefined) - y = x; - } - - if (J3DIHasCSSMatrix) { - this.$matrix = this.$matrix.scale(x, y, z); - return; - } - - var matrix = new J3DIMatrix4(); - matrix.$matrix.m11 = x; - matrix.$matrix.m22 = y; - matrix.$matrix.m33 = z; - - this.multiply(matrix); -} - -J3DIMatrix4.prototype.rotate = function(angle,x,y,z) -{ - // Forms are (angle, x,y,z), (angle,vector), (angleX, angleY, angleZ), (angle) - if (typeof x == 'object' && "length" in x) { - var t = x; - x = t[0]; - y = t[1]; - z = t[2]; - } - else { - if (arguments.length == 1) { - x = 0; - y = 0; - z = 1; - } - else if (arguments.length == 3) { - this.rotate(angle, 1,0,0); // about X axis - this.rotate(x, 0,1,0); // about Y axis - this.rotate(y, 0,0,1); // about Z axis - return; - } - } - - if (J3DIHasCSSMatrix) { - this.$matrix = this.$matrix.rotateAxisAngle(x, y, z, angle); - return; - } - - // angles are in degrees. Switch to radians - angle = angle / 180 * Math.PI; - - angle /= 2; - var sinA = Math.sin(angle); - var cosA = Math.cos(angle); - var sinA2 = sinA * sinA; - - // normalize - var len = Math.sqrt(x * x + y * y + z * z); - if (len == 0) { - // bad vector, just use something reasonable - x = 0; - y = 0; - z = 1; - } else if (len != 1) { - x /= len; - y /= len; - z /= len; - } - - var mat = new J3DIMatrix4(); - - // optimize case where axis is along major axis - if (x == 1 && y == 0 && z == 0) { - mat.$matrix.m11 = 1; - mat.$matrix.m12 = 0; - mat.$matrix.m13 = 0; - mat.$matrix.m21 = 0; - mat.$matrix.m22 = 1 - 2 * sinA2; - mat.$matrix.m23 = 2 * sinA * cosA; - mat.$matrix.m31 = 0; - mat.$matrix.m32 = -2 * sinA * cosA; - mat.$matrix.m33 = 1 - 2 * sinA2; - mat.$matrix.m14 = mat.$matrix.m24 = mat.$matrix.m34 = 0; - mat.$matrix.m41 = mat.$matrix.m42 = mat.$matrix.m43 = 0; - mat.$matrix.m44 = 1; - } else if (x == 0 && y == 1 && z == 0) { - mat.$matrix.m11 = 1 - 2 * sinA2; - mat.$matrix.m12 = 0; - mat.$matrix.m13 = -2 * sinA * cosA; - mat.$matrix.m21 = 0; - mat.$matrix.m22 = 1; - mat.$matrix.m23 = 0; - mat.$matrix.m31 = 2 * sinA * cosA; - mat.$matrix.m32 = 0; - mat.$matrix.m33 = 1 - 2 * sinA2; - mat.$matrix.m14 = mat.$matrix.m24 = mat.$matrix.m34 = 0; - mat.$matrix.m41 = mat.$matrix.m42 = mat.$matrix.m43 = 0; - mat.$matrix.m44 = 1; - } else if (x == 0 && y == 0 && z == 1) { - mat.$matrix.m11 = 1 - 2 * sinA2; - mat.$matrix.m12 = 2 * sinA * cosA; - mat.$matrix.m13 = 0; - mat.$matrix.m21 = -2 * sinA * cosA; - mat.$matrix.m22 = 1 - 2 * sinA2; - mat.$matrix.m23 = 0; - mat.$matrix.m31 = 0; - mat.$matrix.m32 = 0; - mat.$matrix.m33 = 1; - mat.$matrix.m14 = mat.$matrix.m24 = mat.$matrix.m34 = 0; - mat.$matrix.m41 = mat.$matrix.m42 = mat.$matrix.m43 = 0; - mat.$matrix.m44 = 1; - } else { - var x2 = x*x; - var y2 = y*y; - var z2 = z*z; - - mat.$matrix.m11 = 1 - 2 * (y2 + z2) * sinA2; - mat.$matrix.m12 = 2 * (x * y * sinA2 + z * sinA * cosA); - mat.$matrix.m13 = 2 * (x * z * sinA2 - y * sinA * cosA); - mat.$matrix.m21 = 2 * (y * x * sinA2 - z * sinA * cosA); - mat.$matrix.m22 = 1 - 2 * (z2 + x2) * sinA2; - mat.$matrix.m23 = 2 * (y * z * sinA2 + x * sinA * cosA); - mat.$matrix.m31 = 2 * (z * x * sinA2 + y * sinA * cosA); - mat.$matrix.m32 = 2 * (z * y * sinA2 - x * sinA * cosA); - mat.$matrix.m33 = 1 - 2 * (x2 + y2) * sinA2; - mat.$matrix.m14 = mat.$matrix.m24 = mat.$matrix.m34 = 0; - mat.$matrix.m41 = mat.$matrix.m42 = mat.$matrix.m43 = 0; - mat.$matrix.m44 = 1; - } - this.multiply(mat); -} - -J3DIMatrix4.prototype.multiply = function(mat) -{ - if (J3DIHasCSSMatrix) { - this.$matrix = this.$matrix.multiply(mat.$matrix); - return; - } - - var m11 = (mat.$matrix.m11 * this.$matrix.m11 + mat.$matrix.m12 * this.$matrix.m21 - + mat.$matrix.m13 * this.$matrix.m31 + mat.$matrix.m14 * this.$matrix.m41); - var m12 = (mat.$matrix.m11 * this.$matrix.m12 + mat.$matrix.m12 * this.$matrix.m22 - + mat.$matrix.m13 * this.$matrix.m32 + mat.$matrix.m14 * this.$matrix.m42); - var m13 = (mat.$matrix.m11 * this.$matrix.m13 + mat.$matrix.m12 * this.$matrix.m23 - + mat.$matrix.m13 * this.$matrix.m33 + mat.$matrix.m14 * this.$matrix.m43); - var m14 = (mat.$matrix.m11 * this.$matrix.m14 + mat.$matrix.m12 * this.$matrix.m24 - + mat.$matrix.m13 * this.$matrix.m34 + mat.$matrix.m14 * this.$matrix.m44); - - var m21 = (mat.$matrix.m21 * this.$matrix.m11 + mat.$matrix.m22 * this.$matrix.m21 - + mat.$matrix.m23 * this.$matrix.m31 + mat.$matrix.m24 * this.$matrix.m41); - var m22 = (mat.$matrix.m21 * this.$matrix.m12 + mat.$matrix.m22 * this.$matrix.m22 - + mat.$matrix.m23 * this.$matrix.m32 + mat.$matrix.m24 * this.$matrix.m42); - var m23 = (mat.$matrix.m21 * this.$matrix.m13 + mat.$matrix.m22 * this.$matrix.m23 - + mat.$matrix.m23 * this.$matrix.m33 + mat.$matrix.m24 * this.$matrix.m43); - var m24 = (mat.$matrix.m21 * this.$matrix.m14 + mat.$matrix.m22 * this.$matrix.m24 - + mat.$matrix.m23 * this.$matrix.m34 + mat.$matrix.m24 * this.$matrix.m44); - - var m31 = (mat.$matrix.m31 * this.$matrix.m11 + mat.$matrix.m32 * this.$matrix.m21 - + mat.$matrix.m33 * this.$matrix.m31 + mat.$matrix.m34 * this.$matrix.m41); - var m32 = (mat.$matrix.m31 * this.$matrix.m12 + mat.$matrix.m32 * this.$matrix.m22 - + mat.$matrix.m33 * this.$matrix.m32 + mat.$matrix.m34 * this.$matrix.m42); - var m33 = (mat.$matrix.m31 * this.$matrix.m13 + mat.$matrix.m32 * this.$matrix.m23 - + mat.$matrix.m33 * this.$matrix.m33 + mat.$matrix.m34 * this.$matrix.m43); - var m34 = (mat.$matrix.m31 * this.$matrix.m14 + mat.$matrix.m32 * this.$matrix.m24 - + mat.$matrix.m33 * this.$matrix.m34 + mat.$matrix.m34 * this.$matrix.m44); - - var m41 = (mat.$matrix.m41 * this.$matrix.m11 + mat.$matrix.m42 * this.$matrix.m21 - + mat.$matrix.m43 * this.$matrix.m31 + mat.$matrix.m44 * this.$matrix.m41); - var m42 = (mat.$matrix.m41 * this.$matrix.m12 + mat.$matrix.m42 * this.$matrix.m22 - + mat.$matrix.m43 * this.$matrix.m32 + mat.$matrix.m44 * this.$matrix.m42); - var m43 = (mat.$matrix.m41 * this.$matrix.m13 + mat.$matrix.m42 * this.$matrix.m23 - + mat.$matrix.m43 * this.$matrix.m33 + mat.$matrix.m44 * this.$matrix.m43); - var m44 = (mat.$matrix.m41 * this.$matrix.m14 + mat.$matrix.m42 * this.$matrix.m24 - + mat.$matrix.m43 * this.$matrix.m34 + mat.$matrix.m44 * this.$matrix.m44); - - this.$matrix.m11 = m11; - this.$matrix.m12 = m12; - this.$matrix.m13 = m13; - this.$matrix.m14 = m14; - - this.$matrix.m21 = m21; - this.$matrix.m22 = m22; - this.$matrix.m23 = m23; - this.$matrix.m24 = m24; - - this.$matrix.m31 = m31; - this.$matrix.m32 = m32; - this.$matrix.m33 = m33; - this.$matrix.m34 = m34; - - this.$matrix.m41 = m41; - this.$matrix.m42 = m42; - this.$matrix.m43 = m43; - this.$matrix.m44 = m44; -} - -J3DIMatrix4.prototype.divide = function(divisor) -{ - this.$matrix.m11 /= divisor; - this.$matrix.m12 /= divisor; - this.$matrix.m13 /= divisor; - this.$matrix.m14 /= divisor; - - this.$matrix.m21 /= divisor; - this.$matrix.m22 /= divisor; - this.$matrix.m23 /= divisor; - this.$matrix.m24 /= divisor; - - this.$matrix.m31 /= divisor; - this.$matrix.m32 /= divisor; - this.$matrix.m33 /= divisor; - this.$matrix.m34 /= divisor; - - this.$matrix.m41 /= divisor; - this.$matrix.m42 /= divisor; - this.$matrix.m43 /= divisor; - this.$matrix.m44 /= divisor; - -} - -J3DIMatrix4.prototype.ortho = function(left, right, bottom, top, near, far) -{ - var tx = (left + right) / (left - right); - var ty = (top + bottom) / (top - bottom); - var tz = (far + near) / (far - near); - - var matrix = new J3DIMatrix4(); - matrix.$matrix.m11 = 2 / (left - right); - matrix.$matrix.m12 = 0; - matrix.$matrix.m13 = 0; - matrix.$matrix.m14 = 0; - matrix.$matrix.m21 = 0; - matrix.$matrix.m22 = 2 / (top - bottom); - matrix.$matrix.m23 = 0; - matrix.$matrix.m24 = 0; - matrix.$matrix.m31 = 0; - matrix.$matrix.m32 = 0; - matrix.$matrix.m33 = -2 / (far - near); - matrix.$matrix.m34 = 0; - matrix.$matrix.m41 = tx; - matrix.$matrix.m42 = ty; - matrix.$matrix.m43 = tz; - matrix.$matrix.m44 = 1; - - this.multiply(matrix); -} - -J3DIMatrix4.prototype.frustum = function(left, right, bottom, top, near, far) -{ - var matrix = new J3DIMatrix4(); - var A = (right + left) / (right - left); - var B = (top + bottom) / (top - bottom); - var C = -(far + near) / (far - near); - var D = -(2 * far * near) / (far - near); - - matrix.$matrix.m11 = (2 * near) / (right - left); - matrix.$matrix.m12 = 0; - matrix.$matrix.m13 = 0; - matrix.$matrix.m14 = 0; - - matrix.$matrix.m21 = 0; - matrix.$matrix.m22 = 2 * near / (top - bottom); - matrix.$matrix.m23 = 0; - matrix.$matrix.m24 = 0; - - matrix.$matrix.m31 = A; - matrix.$matrix.m32 = B; - matrix.$matrix.m33 = C; - matrix.$matrix.m34 = -1; - - matrix.$matrix.m41 = 0; - matrix.$matrix.m42 = 0; - matrix.$matrix.m43 = D; - matrix.$matrix.m44 = 0; - - this.multiply(matrix); -} - -J3DIMatrix4.prototype.perspective = function(fovy, aspect, zNear, zFar) -{ - var top = Math.tan(fovy * Math.PI / 360) * zNear; - var bottom = -top; - var left = aspect * bottom; - var right = aspect * top; - this.frustum(left, right, bottom, top, zNear, zFar); -} - -J3DIMatrix4.prototype.lookat = function(eyex, eyey, eyez, centerx, centery, centerz, upx, upy, upz) -{ - if (typeof eyez == 'object' && "length" in eyez) { - var t = eyez; - upx = t[0]; - upy = t[1]; - upz = t[2]; - - t = eyey; - centerx = t[0]; - centery = t[1]; - centerz = t[2]; - - t = eyex; - eyex = t[0]; - eyey = t[1]; - eyez = t[2]; - } - - var matrix = new J3DIMatrix4(); - - // Make rotation matrix - - // Z vector - var zx = eyex - centerx; - var zy = eyey - centery; - var zz = eyez - centerz; - var mag = Math.sqrt(zx * zx + zy * zy + zz * zz); - if (mag) { - zx /= mag; - zy /= mag; - zz /= mag; - } - - // Y vector - var yx = upx; - var yy = upy; - var yz = upz; - - // X vector = Y cross Z - xx = yy * zz - yz * zy; - xy = -yx * zz + yz * zx; - xz = yx * zy - yy * zx; - - // Recompute Y = Z cross X - yx = zy * xz - zz * xy; - yy = -zx * xz + zz * xx; - yx = zx * xy - zy * xx; - - // cross product gives area of parallelogram, which is < 1.0 for - // non-perpendicular unit-length vectors; so normalize x, y here - - mag = Math.sqrt(xx * xx + xy * xy + xz * xz); - if (mag) { - xx /= mag; - xy /= mag; - xz /= mag; - } - - mag = Math.sqrt(yx * yx + yy * yy + yz * yz); - if (mag) { - yx /= mag; - yy /= mag; - yz /= mag; - } - - matrix.$matrix.m11 = xx; - matrix.$matrix.m12 = xy; - matrix.$matrix.m13 = xz; - matrix.$matrix.m14 = 0; - - matrix.$matrix.m21 = yx; - matrix.$matrix.m22 = yy; - matrix.$matrix.m23 = yz; - matrix.$matrix.m24 = 0; - - matrix.$matrix.m31 = zx; - matrix.$matrix.m32 = zy; - matrix.$matrix.m33 = zz; - matrix.$matrix.m34 = 0; - - matrix.$matrix.m41 = 0; - matrix.$matrix.m42 = 0; - matrix.$matrix.m43 = 0; - matrix.$matrix.m44 = 1; - //matrix.transpose(); - matrix.translate(-eyex, -eyey, -eyez); - this.multiply(matrix); - -} - -// Returns true on success, false otherwise. All params are Array objects -J3DIMatrix4.prototype.decompose = function(_translate, _rotate, _scale, _skew, _perspective) -{ - // Normalize the matrix. - if (this.$matrix.m44 == 0) - return false; - - // Gather the params - var translate, rotate, scale, skew, perspective; - - var translate = (_translate == undefined || !("length" in _translate)) ? new J3DIVector3 : _translate; - var rotate = (_rotate == undefined || !("length" in _rotate)) ? new J3DIVector3 : _rotate; - var scale = (_scale == undefined || !("length" in _scale)) ? new J3DIVector3 : _scale; - var skew = (_skew == undefined || !("length" in _skew)) ? new J3DIVector3 : _skew; - var perspective = (_perspective == undefined || !("length" in _perspective)) ? new Array(4) : _perspective; - - var matrix = new J3DIMatrix4(this); - - matrix.divide(matrix.$matrix.m44); - - // perspectiveMatrix is used to solve for perspective, but it also provides - // an easy way to test for singularity of the upper 3x3 component. - var perspectiveMatrix = new J3DIMatrix4(matrix); - - perspectiveMatrix.$matrix.m14 = 0; - perspectiveMatrix.$matrix.m24 = 0; - perspectiveMatrix.$matrix.m34 = 0; - perspectiveMatrix.$matrix.m44 = 1; - - if (perspectiveMatrix._determinant4x4() == 0) - return false; - - // First, isolate perspective. - if (matrix.$matrix.m14 != 0 || matrix.$matrix.m24 != 0 || matrix.$matrix.m34 != 0) { - // rightHandSide is the right hand side of the equation. - var rightHandSide = [ matrix.$matrix.m14, matrix.$matrix.m24, matrix.$matrix.m34, matrix.$matrix.m44 ]; - - // Solve the equation by inverting perspectiveMatrix and multiplying - // rightHandSide by the inverse. - var inversePerspectiveMatrix = new J3DIMatrix4(perspectiveMatrix); - inversePerspectiveMatrix.invert(); - var transposedInversePerspectiveMatrix = new J3DIMatrix4(inversePerspectiveMatrix); - transposedInversePerspectiveMatrix.transpose(); - transposedInversePerspectiveMatrix.multVecMatrix(perspective, rightHandSide); - - // Clear the perspective partition - matrix.$matrix.m14 = matrix.$matrix.m24 = matrix.$matrix.m34 = 0 - matrix.$matrix.m44 = 1; - } - else { - // No perspective. - perspective[0] = perspective[1] = perspective[2] = 0; - perspective[3] = 1; - } - - // Next take care of translation - translate[0] = matrix.$matrix.m41 - matrix.$matrix.m41 = 0 - translate[1] = matrix.$matrix.m42 - matrix.$matrix.m42 = 0 - translate[2] = matrix.$matrix.m43 - matrix.$matrix.m43 = 0 - - // Now get scale and shear. 'row' is a 3 element array of 3 component vectors - var row0 = new J3DIVector3(matrix.$matrix.m11, matrix.$matrix.m12, matrix.$matrix.m13); - var row1 = new J3DIVector3(matrix.$matrix.m21, matrix.$matrix.m22, matrix.$matrix.m23); - var row2 = new J3DIVector3(matrix.$matrix.m31, matrix.$matrix.m32, matrix.$matrix.m33); - - // Compute X scale factor and normalize first row. - scale[0] = row0.vectorLength(); - row0.divide(scale[0]); - - // Compute XY shear factor and make 2nd row orthogonal to 1st. - skew[0] = row0.dot(row1); - row1.combine(row0, 1.0, -skew[0]); - - // Now, compute Y scale and normalize 2nd row. - scale[1] = row1.vectorLength(); - row1.divide(scale[1]); - skew[0] /= scale[1]; - - // Compute XZ and YZ shears, orthogonalize 3rd row - skew[1] = row1.dot(row2); - row2.combine(row0, 1.0, -skew[1]); - skew[2] = row1.dot(row2); - row2.combine(row1, 1.0, -skew[2]); - - // Next, get Z scale and normalize 3rd row. - scale[2] = row2.vectorLength(); - row2.divide(scale[2]); - skew[1] /= scale[2]; - skew[2] /= scale[2]; - - // At this point, the matrix (in rows) is orthonormal. - // Check for a coordinate system flip. If the determinant - // is -1, then negate the matrix and the scaling factors. - var pdum3 = new J3DIVector3(row1); - pdum3.cross(row2); - if (row0.dot(pdum3) < 0) { - for (i = 0; i < 3; i++) { - scale[i] *= -1; - row[0][i] *= -1; - row[1][i] *= -1; - row[2][i] *= -1; - } - } - - // Now, get the rotations out - rotate[1] = Math.asin(-row0[2]); - if (Math.cos(rotate[1]) != 0) { - rotate[0] = Math.atan2(row1[2], row2[2]); - rotate[2] = Math.atan2(row0[1], row0[0]); - } - else { - rotate[0] = Math.atan2(-row2[0], row1[1]); - rotate[2] = 0; - } - - // Convert rotations to degrees - var rad2deg = 180 / Math.PI; - rotate[0] *= rad2deg; - rotate[1] *= rad2deg; - rotate[2] *= rad2deg; - - return true; -} - -J3DIMatrix4.prototype._determinant2x2 = function(a, b, c, d) -{ - return a * d - b * c; -} - -J3DIMatrix4.prototype._determinant3x3 = function(a1, a2, a3, b1, b2, b3, c1, c2, c3) -{ - return a1 * this._determinant2x2(b2, b3, c2, c3) - - b1 * this._determinant2x2(a2, a3, c2, c3) - + c1 * this._determinant2x2(a2, a3, b2, b3); -} - -J3DIMatrix4.prototype._determinant4x4 = function() -{ - var a1 = this.$matrix.m11; - var b1 = this.$matrix.m12; - var c1 = this.$matrix.m13; - var d1 = this.$matrix.m14; - - var a2 = this.$matrix.m21; - var b2 = this.$matrix.m22; - var c2 = this.$matrix.m23; - var d2 = this.$matrix.m24; - - var a3 = this.$matrix.m31; - var b3 = this.$matrix.m32; - var c3 = this.$matrix.m33; - var d3 = this.$matrix.m34; - - var a4 = this.$matrix.m41; - var b4 = this.$matrix.m42; - var c4 = this.$matrix.m43; - var d4 = this.$matrix.m44; - - return a1 * this._determinant3x3(b2, b3, b4, c2, c3, c4, d2, d3, d4) - - b1 * this._determinant3x3(a2, a3, a4, c2, c3, c4, d2, d3, d4) - + c1 * this._determinant3x3(a2, a3, a4, b2, b3, b4, d2, d3, d4) - - d1 * this._determinant3x3(a2, a3, a4, b2, b3, b4, c2, c3, c4); -} - -J3DIMatrix4.prototype._makeAdjoint = function() -{ - var a1 = this.$matrix.m11; - var b1 = this.$matrix.m12; - var c1 = this.$matrix.m13; - var d1 = this.$matrix.m14; - - var a2 = this.$matrix.m21; - var b2 = this.$matrix.m22; - var c2 = this.$matrix.m23; - var d2 = this.$matrix.m24; - - var a3 = this.$matrix.m31; - var b3 = this.$matrix.m32; - var c3 = this.$matrix.m33; - var d3 = this.$matrix.m34; - - var a4 = this.$matrix.m41; - var b4 = this.$matrix.m42; - var c4 = this.$matrix.m43; - var d4 = this.$matrix.m44; - - // Row column labeling reversed since we transpose rows & columns - this.$matrix.m11 = this._determinant3x3(b2, b3, b4, c2, c3, c4, d2, d3, d4); - this.$matrix.m21 = - this._determinant3x3(a2, a3, a4, c2, c3, c4, d2, d3, d4); - this.$matrix.m31 = this._determinant3x3(a2, a3, a4, b2, b3, b4, d2, d3, d4); - this.$matrix.m41 = - this._determinant3x3(a2, a3, a4, b2, b3, b4, c2, c3, c4); - - this.$matrix.m12 = - this._determinant3x3(b1, b3, b4, c1, c3, c4, d1, d3, d4); - this.$matrix.m22 = this._determinant3x3(a1, a3, a4, c1, c3, c4, d1, d3, d4); - this.$matrix.m32 = - this._determinant3x3(a1, a3, a4, b1, b3, b4, d1, d3, d4); - this.$matrix.m42 = this._determinant3x3(a1, a3, a4, b1, b3, b4, c1, c3, c4); - - this.$matrix.m13 = this._determinant3x3(b1, b2, b4, c1, c2, c4, d1, d2, d4); - this.$matrix.m23 = - this._determinant3x3(a1, a2, a4, c1, c2, c4, d1, d2, d4); - this.$matrix.m33 = this._determinant3x3(a1, a2, a4, b1, b2, b4, d1, d2, d4); - this.$matrix.m43 = - this._determinant3x3(a1, a2, a4, b1, b2, b4, c1, c2, c4); - - this.$matrix.m14 = - this._determinant3x3(b1, b2, b3, c1, c2, c3, d1, d2, d3); - this.$matrix.m24 = this._determinant3x3(a1, a2, a3, c1, c2, c3, d1, d2, d3); - this.$matrix.m34 = - this._determinant3x3(a1, a2, a3, b1, b2, b3, d1, d2, d3); - this.$matrix.m44 = this._determinant3x3(a1, a2, a3, b1, b2, b3, c1, c2, c3); -} - -// -// J3DIVector3 -// -J3DIVector3 = function(x,y,z) -{ - this.load(x,y,z); -} - -J3DIVector3.prototype.load = function(x,y,z) -{ - if (typeof x == 'object' && "length" in x) { - this[0] = x[0]; - this[1] = x[1]; - this[2] = x[2]; - } - else if (typeof x == 'number') { - this[0] = x; - this[1] = y; - this[2] = z; - } - else { - this[0] = 0; - this[1] = 0; - this[2] = 0; - } -} - -J3DIVector3.prototype.getAsArray = function() -{ - return [ this[0], this[1], this[2] ]; -} - -J3DIVector3.prototype.getAsFloat32Array = function() -{ - return new Float32Array(this.getAsArray()); -} - -J3DIVector3.prototype.vectorLength = function() -{ - return Math.sqrt(this[0] * this[0] + this[1] * this[1] + this[2] * this[2]); -} - -J3DIVector3.prototype.divide = function(divisor) -{ - this[0] /= divisor; this[1] /= divisor; this[2] /= divisor; -} - -J3DIVector3.prototype.cross = function(v) -{ - this[0] = this[1] * v[2] - this[2] * v[1]; - this[1] = -this[0] * v[2] + this[2] * v[0]; - this[2] = this[0] * v[1] - this[1] * v[0]; -} - -J3DIVector3.prototype.dot = function(v) -{ - return this[0] * v[0] + this[1] * v[1] + this[2] * v[2]; -} - -J3DIVector3.prototype.combine = function(v, ascl, bscl) -{ - this[0] = (ascl * this[0]) + (bscl * v[0]); - this[1] = (ascl * this[1]) + (bscl * v[1]); - this[2] = (ascl * this[2]) + (bscl * v[2]); -} - -J3DIVector3.prototype.multVecMatrix = function(matrix) -{ - var x = this[0]; - var y = this[1]; - var z = this[2]; - - this[0] = matrix.$matrix.m41 + x * matrix.$matrix.m11 + y * matrix.$matrix.m21 + z * matrix.$matrix.m31; - this[1] = matrix.$matrix.m42 + x * matrix.$matrix.m12 + y * matrix.$matrix.m22 + z * matrix.$matrix.m32; - this[2] = matrix.$matrix.m43 + x * matrix.$matrix.m13 + y * matrix.$matrix.m23 + z * matrix.$matrix.m33; - var w = matrix.$matrix.m44 + x * matrix.$matrix.m14 + y * matrix.$matrix.m24 + z * matrix.$matrix.m34; - if (w != 1 && w != 0) { - this[0] /= w; - this[1] /= w; - this[2] /= w; - } -} - -J3DIVector3.prototype.toString = function() -{ - return "["+this[0]+","+this[1]+","+this[2]+"]"; -} diff --git a/js/bootstrap.min.js b/js/bootstrap.min.js deleted file mode 100644 index e79c065..0000000 --- a/js/bootstrap.min.js +++ /dev/null @@ -1,7 +0,0 @@ -/*! - * Bootstrap v3.3.6 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document.getElementById(span1).className = "green"; - document.getElementById(span2).innerHTML = msg; - document.getElementById(span2).className = "green"; -} -function resultatEchec(span1, span2, msg = "Le fragment ne passe pas ce test et il n'ira pas plus loin.") -{ - document.getElementById(span1).innerHTML = "Échec :"; - document.getElementById(span1).className = "red"; - document.getElementById(span2).innerHTML = msg; - document.getElementById(span2).className = "red"; -} -function resultatDesactive(span1, span2, msg = "") -{ - document.getElementById(span1).innerHTML = "(désactivé)"; - document.getElementById(span1).className = ""; - document.getElementById(span2).innerHTML = msg; - document.getElementById(span2).className = ""; -} -function resultatNonApplicable(span1, span2, msg = "") -{ - document.getElementById(span1).innerHTML = "(non appliqué)"; - document.getElementById(span1).className = ""; - document.getElementById(span2).innerHTML = msg; - document.getElementById(span2).className = ""; -} - -function clamp(v,vmin,vmax) -{ - return( v < vmin ? vmin : v > vmax ? vmax : v ); -} - -function calculerPixel() -{ - // les attributs du fragment courant - var zFrag = document.getElementById('zFrag').value; - var rFrag = document.getElementById('rFrag').value; - var gFrag = document.getElementById('gFrag').value; - var bFrag = document.getElementById('bFrag').value; - var aFrag = document.getElementById('aFrag').value; - // les valeurs dans le tampon - var zTamp = document.getElementById('zTamp').value; - var rTamp = document.getElementById('rTamp').value; - var gTamp = document.getElementById('gTamp').value; - var bTamp = document.getElementById('bTamp').value; - var aTamp = document.getElementById('aTamp').value; - var sTamp = document.getElementById('sTamp').value; - // les valeurs courantes - var zCour = zFrag; - var rCour = rFrag; - var gCour = gFrag; - var bCour = bFrag; - var aCour = aFrag; - var sCour = sTamp; - // tous les tests sont OK? - var testsOK = true; // si aucun test n'est actif, alors le fragment deviendra un pixel - - // - // test du stencil - // - var stencilSucces = true; // par défaut - var stencilEnabled = document.getElementById('stencilEnabled').value; - document.getElementById('stencilfunc').disabled = !( stencilEnabled === "Enable" ); - document.getElementById('ref').disabled = !( stencilEnabled === "Enable" ); - document.getElementById('mask').disabled = !( stencilEnabled === "Enable" ); - document.getElementById('sfail').disabled = !( stencilEnabled === "Enable" ); - document.getElementById('dpfail').disabled = !( stencilEnabled === "Enable" ); - document.getElementById('dppass').disabled = !( stencilEnabled === "Enable" ); - if ( stencilEnabled === "Enable" ) - { - if ( testsOK ) - { - var stencilfunc = document.getElementById('stencilfunc').value; - var ref = document.getElementById('ref').value; - var mask = document.getElementById('mask').value; - document.getElementById('ref').disabled = ( stencilfunc === "NEVER" || stencilfunc === "ALWAYS" ); - document.getElementById('mask').disabled = ( stencilfunc === "NEVER" || stencilfunc === "ALWAYS" ); - switch ( stencilfunc ) { - case "NEVER": stencilSucces = false; break; - case "LESS": stencilSucces = ( ref & mask ) < ( sTamp & mask ); break; - case "LEQUAL": stencilSucces = ( ref & mask ) <= ( sTamp & mask ); break; - case "GREATER": stencilSucces = ( ref & mask ) > ( sTamp & mask ); break; - case "GEQUAL": stencilSucces = ( ref & mask ) >= ( sTamp & mask ); break; - case "EQUAL": stencilSucces = ( ref & mask ) == ( sTamp & mask ); break; - case "NOTEQUAL": stencilSucces = ( ref & mask ) != ( sTamp & mask ); break; - case "ALWAYS": stencilSucces = true; break; - } - testsOK &= stencilSucces; - if ( stencilSucces ) - resultatSucces('stencilSucces','stencilMessage'); - else - resultatEchec('stencilSucces','stencilMessage'); - } - else - resultatNonApplicable('stencilSucces','stencilMessage'); // ne se produira pas dans cet exemple - } - else - resultatDesactive('stencilSucces','stencilMessage'); - - // - // test de profondeur - // - var depthSucces = true; // par défaut - var depthEnabled = document.getElementById('depthEnabled').value; - document.getElementById('depthfunc').disabled = !( depthEnabled === "Enable" ); - if ( depthEnabled === "Enable" ) - { - if ( testsOK ) - { - var depthfunc = document.getElementById('depthfunc').value; - switch ( depthfunc ) { - case "NEVER": depthSucces = false; break; - case "LESS": depthSucces = zFrag < zTamp; break; - case "LEQUAL": depthSucces = zFrag <= zTamp; break; - case "GREATER": depthSucces = zFrag > zTamp; break; - case "GEQUAL": depthSucces = zFrag >= zTamp; break; - case "EQUAL": depthSucces = zFrag == zTamp; break; - case "NOTEQUAL": depthSucces = zFrag != zTamp; break; - case "ALWAYS": depthSucces = true; break; - } - testsOK &= depthSucces; - if ( depthSucces ) - resultatSucces('depthSucces','depthMessage'); - else - resultatEchec('depthSucces','depthMessage'); - } - else - resultatNonApplicable('depthSucces','depthMessage'); - } - else - resultatDesactive('depthSucces','depthMessage',"(Le tampon de profondeur ne sera pas modifié.)"); - - // - // opération sur le stencil selon les résultats du test de stencil et du test de profondeur - // - if ( stencilEnabled === "Enable" ) - { - var sfail = document.getElementById('sfail').value; - var dpfail = document.getElementById('dpfail').value; - var dppass = document.getElementById('dppass').value; - if ( !stencilSucces ) - { - switch ( sfail ) { - case "KEEP": sCour = sTamp; break; - case "ZERO": sCour = 0; break; - case "REPLACE": sCour = ref & mask; break; - case "INCR": sCour = sTamp; sCour++; break; - case "DECR": sCour = sTamp; sCour--; break; - case "INVERT": sCour = -sTamp; break; - } - } - else if ( !depthSucces ) - { - switch ( dpfail ) { - case "KEEP": sCour = sTamp; break; - case "ZERO": sCour = 0; break; - case "REPLACE": sCour = ref & mask; break; - case "INCR": sCour = sTamp; sCour++; break; - case "DECR": sCour = sTamp; sCour--; break; - case "INVERT": sCour = -sTamp; break; - } - } - else - { - switch ( dppass ) { - case "KEEP": sCour = sTamp; break; - case "ZERO": sCour = 0; break; - case "REPLACE": sCour = ref & mask; break; - case "INCR": sCour = sTamp; sCour++; break; - case "DECR": sCour = sTamp; sCour--; break; - case "INVERT": sCour = -sTamp; break; - } - } - } - - // - // fusion de couleurs - // - var blendEnabled = document.getElementById('blendEnabled').value; - document.getElementById('sfactor').disabled = !( blendEnabled === "Enable" ); - document.getElementById('dfactor').disabled = !( blendEnabled === "Enable" ); - if ( blendEnabled === "Enable" ) - { - if ( testsOK ) - { - var sfactor = document.getElementById('sfactor').value; - var dfactor = document.getElementById('dfactor').value; - var sr = 0.0, sg = 0.0, sb = 0.0, sa = 0.0; - var dr = 0.0, dg = 0.0, db = 0.0, da = 0.0; - switch ( sfactor ) { - case "GL_ZERO": - sr = ( 0.0 ) * rFrag; - sg = ( 0.0 ) * gFrag; - sb = ( 0.0 ) * bFrag; - sa = ( 0.0 ) * aFrag; - break; - case "GL_ONE": - sr = ( 1.0 ) * rFrag; - sg = ( 1.0 ) * gFrag; - sb = ( 1.0 ) * bFrag; - sa = ( 1.0 ) * aFrag; - break; - case "GL_SRC_COLOR": - sr = ( rFrag ) * rFrag; - sg = ( gFrag ) * gFrag; - sb = ( bFrag ) * bFrag; - sa = ( aFrag ) * aFrag; - break; - case "GL_ONE_MINUS_SRC_COLOR": - sr = ( 1.0 - rFrag ) * rFrag; - sg = ( 1.0 - gFrag ) * gFrag; - sb = ( 1.0 - bFrag ) * bFrag; - sa = ( 1.0 - aFrag ) * aFrag; - break; - case "GL_DST_COLOR": - sr = ( rTamp ) * rFrag; - sg = ( gTamp ) * gFrag; - sb = ( bTamp ) * bFrag; - sa = ( aTamp ) * aFrag; - break; - case "GL_ONE_MINUS_DST_COLOR": - sr = ( 1.0 - rTamp ) * rFrag; - sg = ( 1.0 - gTamp ) * gFrag; - sb = ( 1.0 - bTamp ) * bFrag; - sa = ( 1.0 - aTamp ) * aFrag; - break; - case "GL_SRC_ALPHA": - sr = ( aFrag ) * rFrag; - sg = ( aFrag ) * gFrag; - sb = ( aFrag ) * bFrag; - sa = ( aFrag ) * aFrag; - break; - case "GL_ONE_MINUS_SRC_ALPHA": - sr = ( 1.0 - aFrag ) * rFrag; - sg = ( 1.0 - aFrag ) * gFrag; - sb = ( 1.0 - aFrag ) * bFrag; - sa = ( 1.0 - aFrag ) * aFrag; - break; - case "GL_DST_ALPHA": - sr = ( aTamp ) * rFrag; - sg = ( aTamp ) * gFrag; - sb = ( aTamp ) * bFrag; - sa = ( aTamp ) * aFrag; - break; - case "GL_ONE_MINUS_DST_ALPHA": - sr = ( 1.0 - aTamp ) * rFrag; - sg = ( 1.0 - aTamp ) * gFrag; - sb = ( 1.0 - aTamp ) * bFrag; - sa = ( 1.0 - aTamp ) * aFrag; - break; - } - switch ( dfactor ) { - case "GL_ZERO": - dr = ( 0.0 ) * rTamp; - dg = ( 0.0 ) * gTamp; - db = ( 0.0 ) * bTamp; - da = ( 0.0 ) * aTamp; - break; - case "GL_ONE": - dr = ( 1.0 ) * rTamp; - dg = ( 1.0 ) * gTamp; - db = ( 1.0 ) * bTamp; - da = ( 1.0 ) * aTamp; - break; - case "GL_SRC_COLOR": - dr = ( rFrag ) * rTamp; - dg = ( gFrag ) * gTamp; - db = ( bFrag ) * bTamp; - da = ( aFrag ) * aTamp; - break; - case "GL_ONE_MINUS_SRC_COLOR": - dr = ( 1.0 - rFrag ) * rTamp; - dg = ( 1.0 - gFrag ) * gTamp; - db = ( 1.0 - bFrag ) * bTamp; - da = ( 1.0 - aFrag ) * aTamp; - break; - case "GL_DST_COLOR": - dr = ( rTamp ) * rTamp; - dg = ( gTamp ) * gTamp; - db = ( bTamp ) * bTamp; - da = ( aTamp ) * aTamp; - break; - case "GL_ONE_MINUS_DST_COLOR": - dr = ( 1.0 - rTamp ) * rTamp; - dg = ( 1.0 - gTamp ) * gTamp; - db = ( 1.0 - bTamp ) * bTamp; - da = ( 1.0 - aTamp ) * aTamp; - break; - case "GL_SRC_ALPHA": - dr = ( aFrag ) * rTamp; - dg = ( aFrag ) * gTamp; - db = ( aFrag ) * bTamp; - da = ( aFrag ) * aTamp; - break; - case "GL_ONE_MINUS_SRC_ALPHA": - dr = ( 1.0 - aFrag ) * rTamp; - dg = ( 1.0 - aFrag ) * gTamp; - db = ( 1.0 - aFrag ) * bTamp; - da = ( 1.0 - aFrag ) * aTamp; - break; - case "GL_DST_ALPHA": - dr = ( aTamp ) * rTamp; - dg = ( aTamp ) * gTamp; - db = ( aTamp ) * bTamp; - da = ( aTamp ) * aTamp; - break; - case "GL_ONE_MINUS_DST_ALPHA": - dr = ( 1.0 - aTamp ) * rTamp; - dg = ( 1.0 - aTamp ) * gTamp; - db = ( 1.0 - aTamp ) * bTamp; - da = ( 1.0 - aTamp ) * aTamp; - break; - } - rCour = clamp( sr+dr, 0.0, 1.0 ); - gCour = clamp( sg+dg, 0.0, 1.0 ); - bCour = clamp( sb+db, 0.0, 1.0 ); - aCour = clamp( sa+da, 0.0, 1.0 ); - resultatSucces('blendSucces','blendMessage','Couleurs fusionnées.'); - } - else - resultatNonApplicable('blendSucces','blendMessage'); - } - else - resultatDesactive('blendSucces','blendMessage'); - - // - // opérations logiques - // - // var logicEnabled = document.getElementById('logicEnabled').value; - // document.getElementById('opcode').disabled = !( logicEnabled === "Enable" ); - // if ( logicEnabled === "Enable" ) - // { - // if ( testsOK ) - // { - // var opcode = document.getElementById('opcode').value; - // switch ( opcode ) { - // case "GL_CLEAR": - // rCour = 0.0; - // gCour = 0.0; - // bCour = 0.0; - // aCour = 0.0; - // break; - // case "GL_SET": - // rCour = 1.0; - // gCour = 1.0; - // bCour = 1.0; - // aCour = 1.0; - // break; - // case "GL_COPY": - // rCour = rCour; - // gCour = gCour; - // bCour = bCour; - // aCour = aCour; - // break; - // case "GL_COPY_INVERTED": - // rCour = 1-rCour; - // gCour = 1-gCour; - // bCour = 1-bCour; - // aCour = 1-aCour; - // break; - // case "GL_NOOP": - // rCour = rTamp; - // gCour = gTamp; - // bCour = bTamp; - // aCour = aTamp; - // break; - // case "GL_INVERT": - // rCour = 1-rTamp; - // gCour = 1-gTamp; - // bCour = 1-bTamp; - // aCour = 1-aTamp; - // break; - // case "GL_AND": - // rCour = rCour & rTamp; - // gCour = gCour & gTamp; - // bCour = bCour & bTamp; - // aCour = aCour & aTamp; - // break; - // case "GL_NAND": - // rCour = 1-( rCour & rTamp ); - // gCour = 1-( gCour & gTamp ); - // bCour = 1-( bCour & bTamp ); - // aCour = 1-( aCour & aTamp ); - // break; - // case "GL_OR": - // rCour = rCour | rTamp; - // gCour = gCour | gTamp; - // bCour = bCour | bTamp; - // aCour = aCour | aTamp; - // break; - // case "GL_NOR": - // rCour = 1-( rCour | rTamp ); - // gCour = 1-( gCour | gTamp ); - // bCour = 1-( bCour | bTamp ); - // aCour = 1-( aCour | aTamp ); - // break; - // case "GL_XOR": - // //rCour = (( (parseInt(rCour*256)%255) ^ (parseInt(rTamp*256)&255) ) & 255 )/256; - // rCour = rCour ^ rTamp; - // gCour = gCour ^ gTamp; - // bCour = bCour ^ bTamp; - // aCour = aCour ^ aTamp; - // break; - // case "GL_EQUIV": - // rCour = 1-( rCour ^ rTamp ); - // gCour = 1-( gCour ^ gTamp ); - // bCour = 1-( bCour ^ bTamp ); - // aCour = 1-( aCour ^ aTamp ); - // break; - // case "GL_AND_REVERSE": - // rCour = rCour & ~rTamp; - // gCour = gCour & ~gTamp; - // bCour = bCour & ~bTamp; - // aCour = aCour & ~aTamp; - // break; - // case "GL_AND_INVERTED": - // rCour = ~rCour & rTamp; - // gCour = ~gCour & gTamp; - // bCour = ~bCour & bTamp; - // aCour = ~aCour & aTamp; - // break; - // case "GL_OR_REVERSE": - // rCour = rCour | ~rTamp; - // gCour = gCour | ~gTamp; - // bCour = bCour | ~bTamp; - // aCour = aCour | ~aTamp; - // break; - // case "GL_OR_INVERTED": - // rCour = ~rCour | rTamp; - // gCour = ~gCour | gTamp; - // bCour = ~bCour | bTamp; - // aCour = ~aCour | aTamp; - // break; - // } - // resultatSucces('logicSucces','logicMessage','Opération appliuquée.'); - // } - // else - // resultatNonApplicable('logicSucces','logicMessage'); - // } - // else - // resultatDesactive('logicSucces','logicMessage'); - - // - // FIN: tous les tests sont passés; assigner les valeurs aux tampons - // - if ( testsOK ) - { - document.getElementById('zFin').value = ( depthEnabled === "Enable" ) ? zCour : zTamp; - document.getElementById('rFin').value = clamp( rCour, 0.0, 1.0 ); - document.getElementById('gFin').value = clamp( gCour, 0.0, 1.0 ); - document.getElementById('bFin').value = clamp( bCour, 0.0, 1.0 ); - document.getElementById('aFin').value = clamp( aCour, 0.0, 1.0 ); - } - else - { - document.getElementById('zFin').value = zTamp; - document.getElementById('rFin').value = clamp( rTamp, 0.0, 1.0 ); - document.getElementById('gFin').value = clamp( gTamp, 0.0, 1.0 ); - document.getElementById('bFin').value = clamp( bTamp, 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