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+/*
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+
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+This demo is rendered using WebGL code
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+
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+Check the MARTINS.js code below!
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+
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+*/
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+
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+
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+/*
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+
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+WebGL low-level code:
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+
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+*/
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+
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+class Entity
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+{
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+ constructor(gl)
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+ {
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+ this._gl = gl;
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+ this._program = this._compile(gl, this.vertexShader, this.fragmentShader);
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+ this._uniformLocation = {
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+ 'time': gl.getUniformLocation(this._program, 'time'),
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+ 'resolution': gl.getUniformLocation(this._program, 'resolution'),
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+ 'projectionMatrix': gl.getUniformLocation(this._program, 'projectionMatrix'),
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+ 'modelViewMatrix': gl.getUniformLocation(this._program, 'modelViewMatrix'),
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+ };
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+
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+ this.projectionMatrix = new Float32Array([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]);
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+ this.modelViewMatrix = new Float32Array([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]);
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+ }
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+
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+ render(time = 0)
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+ {
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+ const gl = this._gl, u = this._uniformLocation;
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+
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+ gl.useProgram(this._program);
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+
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+ gl.uniform1f(u.time, time);
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+ gl.uniform2f(u.resolution, gl.canvas.width, gl.canvas.height);
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+ gl.uniformMatrix4fv(u.projectionMatrix, false, this.projectionMatrix);
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+ gl.uniformMatrix4fv(u.modelViewMatrix, false, this.modelViewMatrix);
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+
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+ gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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+ this._render(time);
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+ }
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+
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+ _render(time)
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+ {
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+ const gl = this._gl;
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+
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+ gl.drawArrays(gl.TRIANGLES, 0, 3 * this.numberOfTriangles);
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+ }
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+
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+ get numberOfTriangles()
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+ {
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+ throw new Error();
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+ }
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+
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+ get vertexShader()
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+ {
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+ throw new Error();
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+ }
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+
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+ get fragmentShader()
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+ {
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+ throw new Error();
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+ }
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+
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+ get _includeShaderUtils()
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+ {
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+ return `
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+ mat4 translate(vec3 offset)
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+ {
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+ float x = offset.x, y = offset.y, z = offset.z;
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+
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+ return mat4(
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+ 1, 0, 0, 0,
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+ 0, 1, 0, 0,
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+ 0, 0, 1, 0,
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+ x, y, z, 1
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+ );
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+ }
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+
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+ mat4 scale(vec3 factor)
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+ {
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+ float x = factor.x, y = factor.y, z = factor.z;
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+
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+ return mat4(
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+ x, 0, 0, 0,
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+ 0, y, 0, 0,
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+ 0, 0, z, 0,
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+ 0, 0, 0, 1
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+ );
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+ }
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+
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+ mat4 rotateX(float rad)
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+ {
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+ float s = sin(rad), c = cos(rad);
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+
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+ return mat4(
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+ 1, 0, 0, 0,
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+ 0, c, s, 0,
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+ 0,-s, c, 0,
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+ 0, 0, 0, 1
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+ );
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+ }
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+
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+ mat4 rotateY(float rad)
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+ {
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+ float s = sin(rad), c = cos(rad);
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+
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+ return mat4(
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+ c, 0,-s, 0,
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+ 0, 1, 0, 0,
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+ s, 0, c, 0,
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+ 0, 0, 0, 1
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+ );
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+ }
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+
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+ mat4 rotateZ(float rad)
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+ {
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+ float s = sin(rad), c = cos(rad);
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+
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+ return mat4(
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+ c, s, 0, 0,
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+ -s, c, 0, 0,
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+ 0, 0, 1, 0,
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+ 0, 0, 0, 1
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+ );
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+ }
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+
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+ mat4 rotate(vec3 euler)
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+ {
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+ return rotateZ(euler.z) * rotateY(euler.y) * rotateX(euler.x);
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+ }
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+ `;
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+ }
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+
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+ get _includeVertexShaderUtils()
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+ {
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+ return this._includeShaderUtils + this._transform;
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+ }
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+
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+ get _includeFragmentShaderUtils()
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+ {
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+ return this._includeShaderUtils + this._colorize;
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+ }
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+
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+ get _transform()
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+ {
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+ return `
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+ vec4 transform(vec4 v)
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+ {
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+ return v;
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+ }
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+ `;
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+ }
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+
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+ get _colorize()
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+ {
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+ return `
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+ vec4 colorize(vec4 p)
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+ {
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+ return p;
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+ }
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+ `;
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+ }
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+
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+ _createShader(gl, shaderType, shaderSource)
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+ {
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+ const shader = gl.createShader(shaderType);
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+
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+ gl.shaderSource(shader, shaderSource);
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+ gl.compileShader(shader);
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+
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+ if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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+ const message = gl.getShaderInfoLog(shader);
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+ gl.deleteShader(shader);
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+ throw new Error(message);
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+ }
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+
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+ return shader;
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+ }
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+
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+ _createProgram(gl, vs, fs)
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+ {
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+ const program = gl.createProgram();
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+
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+ gl.attachShader(program, vs);
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+ gl.attachShader(program, fs);
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+ gl.linkProgram(program);
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+
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+ if(!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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+ const message = gl.getProgramInfoLog(program);
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+ gl.deleteProgram(program);
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+ throw new Error(message);
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+ }
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+
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+ return program;
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+ }
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+
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+ _compile(gl, vsSource, fsSource)
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+ {
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+ const vs = this._createShader(gl, gl.VERTEX_SHADER, vsSource);
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+ const fs = this._createShader(gl, gl.FRAGMENT_SHADER, fsSource);
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+ const program = this._createProgram(gl, vs, fs);
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+
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+ return program;
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+ }
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+}
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+
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+class Pyramid extends Entity
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+{
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+ get numberOfTriangles()
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+ {
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+ return 4;
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+ }
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+
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+ get vertexShader()
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+ {
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+ return `#version 300 es
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+
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+ uniform mat4 projectionMatrix;
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+ uniform mat4 modelViewMatrix;
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+ uniform float time;
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+ uniform vec2 resolution;
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+
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+ flat out int triangleID;
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+ out vec2 control;
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+
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+ const float VERTEX[] = float[](
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+ 0.5, -0.25, 0.25,
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+ 0.0, 0.25, 0.0,
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+ -0.5, -0.25, 0.25,
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+
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+ -0.5, -0.25, 0.25,
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+ 0.0, 0.25, 0.0,
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+ 0.0, -0.25, -0.5,
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+
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+ 0.0, -0.25, -0.5,
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+ 0.0, 0.25, 0.0,
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+ 0.5, -0.25, 0.25,
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+
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+ 0.0, -0.25, -0.5,
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+ 0.5, -0.25, 0.25,
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+ -0.5, -0.25, 0.25
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+ );
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+ const vec3 CENTROID = vec3(
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+ 0.0, -0.125, 0.0
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+ );
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+
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+ const vec2 UV_CONTROL_POINT[] = vec2[](
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+ vec2(0.0, 1.0),
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+ vec2(1.0, -1.0),
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+ vec2(-1.0, -1.0)
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+ );
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+
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+ ${this._includeVertexShaderUtils}
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+
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+ void main()
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+ {
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+ int base = gl_VertexID * 3;
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+ vec4 vertex = vec4(VERTEX[base], VERTEX[base+1], VERTEX[base+2], 1.0);
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+
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+ gl_Position = projectionMatrix * modelViewMatrix * transform(vertex);
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+ triangleID = gl_VertexID / 3;
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+ control = UV_CONTROL_POINT[gl_VertexID % 3];
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+ }
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+ `;
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+ }
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+
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+ get fragmentShader()
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+ {
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+ return `#version 300 es
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+ precision mediump float;
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+
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+ flat in int triangleID;
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+ out vec4 color;
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+
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+ const vec3 COLOR[] = vec3[](
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+ vec3(0,1,1),
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+ vec3(1,1,0),
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+ vec3(1,0,1),
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+ vec3(0,1,0)
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+ );
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+
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+ ${this._includeFragmentShaderUtils}
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+
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+ void main()
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+ {
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+ vec4 pixel = vec4(COLOR[triangleID], 1.0);
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+ color = colorize(pixel);
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+ }
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+ `;
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+ }
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+
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+ get _colorize()
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+ {
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+ // create black borders
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+ return `
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+ const float THICKNESS = 0.05;
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+ in vec2 control;
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+
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+ vec4 colorize(vec4 p)
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+ {
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+ const float SQRT5 = float(${Math.sqrt(5.0)});
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+ float x = control.x, y = control.y;
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+
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+ float d = abs(y + 1.0);
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+ d = min(d, abs(2.0 * x - y + 1.0) / SQRT5);
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+ d = min(d, abs(-2.0 * x - y + 1.0) / SQRT5);
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+
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+ p.rgb *= step(THICKNESS, d);
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+ return p;
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+ }
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+ `;
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+ }
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+}
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+
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+class AnimatedPyramid extends Pyramid
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+{
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+ get _transform()
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+ {
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+ // rotate around the centroid
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+ return `
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+ const float CYCLE_DURATION = 3.0;
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+ const vec3 POSITION = vec3(0.0, 0.0, 0.5);
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+ const vec3 SCALE = vec3(1.5);
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+
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+ vec4 transform(vec4 v)
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+ {
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+ const float PI = float(${Math.PI});
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+ float rad = -(2.0 * PI / CYCLE_DURATION) * time;
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+
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+ v = translate(-CENTROID) * v;
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+ v = rotate(vec3(rad, rad, 0.0)) * v;
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+ v = translate(CENTROID) * v;
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+
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+ v = scale(SCALE) * v;
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+ v = translate(POSITION) * v;
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+ return v;
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+ }
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+ `;
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+ }
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+}
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+
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+class Cube extends Entity
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+{
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+ get numberOfTriangles()
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+ {
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+ return 12; // 6 faces * 2 triangles per face
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+ }
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+
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+ get vertexShader()
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+ {
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+ return `#version 300 es
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+
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+ uniform mat4 projectionMatrix;
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+ uniform mat4 modelViewMatrix;
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+ uniform float time;
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+ uniform vec2 resolution;
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+
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+ flat out int faceID;
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+ out vec2 control;
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+
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+ const float VERTEX[] = float[](
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+ 1.0, 1.0, 1.0,
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+ -1.0, 1.0, 1.0,
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+ -1.0, -1.0, 1.0,
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+ -1.0, -1.0, 1.0,
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+ 1.0, -1.0, 1.0,
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+ 1.0, 1.0, 1.0,
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+
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+ 1.0, 1.0, -1.0,
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+ -1.0, 1.0, -1.0,
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+ -1.0, -1.0, -1.0,
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+ -1.0, -1.0, -1.0,
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+ 1.0, -1.0, -1.0,
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+ 1.0, 1.0, -1.0,
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+
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+ 1.0, 1.0, 1.0,
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+ -1.0, 1.0, 1.0,
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+ -1.0, 1.0, -1.0,
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+ -1.0, 1.0, -1.0,
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+ 1.0, 1.0, -1.0,
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+ 1.0, 1.0, 1.0,
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+
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+ 1.0, -1.0, 1.0,
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390
|
+ -1.0, -1.0, 1.0,
|
|
391
|
+ -1.0, -1.0, -1.0,
|
|
392
|
+ -1.0, -1.0, -1.0,
|
|
393
|
+ 1.0, -1.0, -1.0,
|
|
394
|
+ 1.0, -1.0, 1.0,
|
|
395
|
+
|
|
396
|
+ 1.0, 1.0, 1.0,
|
|
397
|
+ 1.0, -1.0, 1.0,
|
|
398
|
+ 1.0, -1.0, -1.0,
|
|
399
|
+ 1.0, -1.0, -1.0,
|
|
400
|
+ 1.0, 1.0, -1.0,
|
|
401
|
+ 1.0, 1.0, 1.0,
|
|
402
|
+
|
|
403
|
+ -1.0, 1.0, 1.0,
|
|
404
|
+ -1.0, -1.0, 1.0,
|
|
405
|
+ -1.0, -1.0, -1.0,
|
|
406
|
+ -1.0, -1.0, -1.0,
|
|
407
|
+ -1.0, 1.0, -1.0,
|
|
408
|
+ -1.0, 1.0, 1.0
|
|
409
|
+ );
|
|
410
|
+ const vec3 CENTROID = vec3(
|
|
411
|
+ 0.0, 0.0, 0.0
|
|
412
|
+ );
|
|
413
|
+
|
|
414
|
+ const vec2 UV_CONTROL_POINT[] = vec2[](
|
|
415
|
+ vec2(1.0, 1.0),
|
|
416
|
+ vec2(0.0, 1.0),
|
|
417
|
+ vec2(0.0, 0.0),
|
|
418
|
+ vec2(0.0, 0.0),
|
|
419
|
+ vec2(1.0, 0.0),
|
|
420
|
+ vec2(1.0, 1.0)
|
|
421
|
+ );
|
|
422
|
+
|
|
423
|
+ ${this._includeVertexShaderUtils}
|
|
424
|
+
|
|
425
|
+ void main()
|
|
426
|
+ {
|
|
427
|
+ int base = gl_VertexID * 3;
|
|
428
|
+ vec4 vertex = vec4(VERTEX[base], VERTEX[base+1], VERTEX[base+2], 1.0);
|
|
429
|
+
|
|
430
|
+ gl_Position = projectionMatrix * modelViewMatrix * transform(vertex);
|
|
431
|
+ faceID = gl_VertexID / 6;
|
|
432
|
+ control = UV_CONTROL_POINT[gl_VertexID % 6];
|
|
433
|
+ }
|
|
434
|
+ `;
|
|
435
|
+ }
|
|
436
|
+
|
|
437
|
+ get fragmentShader()
|
|
438
|
+ {
|
|
439
|
+ return `#version 300 es
|
|
440
|
+ precision mediump float;
|
|
441
|
+
|
|
442
|
+ flat in int faceID;
|
|
443
|
+ out vec4 color;
|
|
444
|
+
|
|
445
|
+ const vec3 COLOR[] = vec3[](
|
|
446
|
+ vec3(1,0,1),
|
|
447
|
+ vec3(1,1,0),
|
|
448
|
+ vec3(0,1,1),
|
|
449
|
+ vec3(1,0,0),
|
|
450
|
+ vec3(0,0,1),
|
|
451
|
+ vec3(0,1,0)
|
|
452
|
+ );
|
|
453
|
+
|
|
454
|
+ ${this._includeFragmentShaderUtils}
|
|
455
|
+
|
|
456
|
+ void main()
|
|
457
|
+ {
|
|
458
|
+ vec4 pixel = vec4(COLOR[faceID], 1.0);
|
|
459
|
+ color = colorize(pixel);
|
|
460
|
+ }
|
|
461
|
+ `;
|
|
462
|
+ }
|
|
463
|
+
|
|
464
|
+ get _colorize()
|
|
465
|
+ {
|
|
466
|
+ // create black borders
|
|
467
|
+ return `
|
|
468
|
+ const float THICKNESS = 0.03;
|
|
469
|
+ in vec2 control;
|
|
470
|
+
|
|
471
|
+ vec4 colorize(vec4 p)
|
|
472
|
+ {
|
|
473
|
+ float x = control.x, y = control.y;
|
|
474
|
+
|
|
475
|
+ vec4 d4 = abs(vec4(x, y, x - 1.0, y - 1.0));
|
|
476
|
+ vec2 d2 = min(d4.xy, d4.zw);
|
|
477
|
+ float d = min(d2.x, d2.y);
|
|
478
|
+
|
|
479
|
+ p.rgb *= step(THICKNESS, d);
|
|
480
|
+ return p;
|
|
481
|
+ }
|
|
482
|
+ `;
|
|
483
|
+ }
|
|
484
|
+}
|
|
485
|
+
|
|
486
|
+class AnimatedCube extends Cube
|
|
487
|
+{
|
|
488
|
+ get _transform()
|
|
489
|
+ {
|
|
490
|
+ // rotate around the centroid
|
|
491
|
+ return `
|
|
492
|
+ const float CYCLE_DURATION = 3.0;
|
|
493
|
+ const vec3 POSITION = vec3(-0.5, -1.5, 2.0);
|
|
494
|
+ const vec3 SCALE = vec3(0.5);
|
|
495
|
+
|
|
496
|
+ vec4 transform(vec4 v)
|
|
497
|
+ {
|
|
498
|
+ const float PI = float(${Math.PI});
|
|
499
|
+ float rad = -(2.0 * PI / CYCLE_DURATION) * time;
|
|
500
|
+
|
|
501
|
+ v = translate(-CENTROID) * v;
|
|
502
|
+ v = rotateY(rad) * v;
|
|
503
|
+ v = translate(CENTROID) * v;
|
|
504
|
+
|
|
505
|
+ v = scale(SCALE) * v;
|
|
506
|
+ v = translate(POSITION) * v;
|
|
507
|
+ return v;
|
|
508
|
+ }
|
|
509
|
+ `;
|
|
510
|
+ }
|
|
511
|
+}
|
|
512
|
+
|
|
513
|
+class Quad extends Entity
|
|
514
|
+{
|
|
515
|
+ get numberOfTriangles()
|
|
516
|
+ {
|
|
517
|
+ return 2;
|
|
518
|
+ }
|
|
519
|
+
|
|
520
|
+ get vertexShader()
|
|
521
|
+ {
|
|
522
|
+ return `#version 300 es
|
|
523
|
+
|
|
524
|
+ uniform mat4 projectionMatrix;
|
|
525
|
+ uniform mat4 modelViewMatrix;
|
|
526
|
+ uniform float time;
|
|
527
|
+ uniform vec2 resolution;
|
|
528
|
+
|
|
529
|
+ out vec2 texCoord;
|
|
530
|
+
|
|
531
|
+ const float UV[] = float[](
|
|
532
|
+ 0.0, 0.0,
|
|
533
|
+ 1.0, 0.0,
|
|
534
|
+ 0.0, 1.0,
|
|
535
|
+
|
|
536
|
+ 0.0, 1.0,
|
|
537
|
+ 1.0, 0.0,
|
|
538
|
+ 1.0, 1.0
|
|
539
|
+ );
|
|
540
|
+
|
|
541
|
+ const float QUAD[] = float[](
|
|
542
|
+ -1.0,-1.0,
|
|
543
|
+ 1.0,-1.0,
|
|
544
|
+ -1.0, 1.0,
|
|
545
|
+
|
|
546
|
+ -1.0, 1.0,
|
|
547
|
+ 1.0,-1.0,
|
|
548
|
+ 1.0, 1.0
|
|
549
|
+ );
|
|
550
|
+
|
|
551
|
+ ${this._includeVertexShaderUtils}
|
|
552
|
+ ${this._rectify}
|
|
553
|
+ ${this._rectifyUV}
|
|
554
|
+
|
|
555
|
+ void main()
|
|
556
|
+ {
|
|
557
|
+ int base = gl_VertexID * 2;
|
|
558
|
+ vec4 vertex = vec4(QUAD[base], QUAD[base+1], 0.0, 1.0);
|
|
559
|
+
|
|
560
|
+ vec4 v = rectify(vertex);
|
|
561
|
+ gl_Position = projectionMatrix * modelViewMatrix * transform(v);
|
|
562
|
+
|
|
563
|
+ vec2 uv = vec2(UV[base], UV[base+1]) * vec2(1,-1);
|
|
564
|
+ texCoord = rectifyUV(uv);
|
|
565
|
+ }
|
|
566
|
+ `;
|
|
567
|
+ }
|
|
568
|
+
|
|
569
|
+ get _rectify()
|
|
570
|
+ {
|
|
571
|
+ return `
|
|
572
|
+ vec4 rectify(vec4 v)
|
|
573
|
+ {
|
|
574
|
+ return v;
|
|
575
|
+ }
|
|
576
|
+ `;
|
|
577
|
+ }
|
|
578
|
+
|
|
579
|
+ get _rectifyUV()
|
|
580
|
+ {
|
|
581
|
+ return `
|
|
582
|
+ vec2 rectifyUV(vec2 v)
|
|
583
|
+ {
|
|
584
|
+ return v;
|
|
585
|
+ }
|
|
586
|
+ `;
|
|
587
|
+ }
|
|
588
|
+}
|
|
589
|
+
|
|
590
|
+class ImageQuad extends Quad
|
|
591
|
+{
|
|
592
|
+ constructor(gl)
|
|
593
|
+ {
|
|
594
|
+ super(gl);
|
|
595
|
+
|
|
596
|
+ this._uniformLocation['image'] = gl.getUniformLocation(this._program, 'image');
|
|
597
|
+ this._texture = gl.createTexture();
|
|
598
|
+ this._uploaded = false;
|
|
599
|
+ this._image = null;
|
|
600
|
+
|
|
601
|
+ if(this._imageURL != '') {
|
|
602
|
+ this._image = new Image();
|
|
603
|
+ this._image.onload = () => this.upload(this._image);
|
|
604
|
+ this._image.src = this._imageURL;
|
|
605
|
+ }
|
|
606
|
+ }
|
|
607
|
+
|
|
608
|
+ upload(data)
|
|
609
|
+ {
|
|
610
|
+ const gl = this._gl;
|
|
611
|
+
|
|
612
|
+ gl.bindTexture(gl.TEXTURE_2D, this._texture);
|
|
613
|
+ gl.texImage2D(gl.TEXTURE_2D,
|
|
614
|
+ 0, // mipmap level
|
|
615
|
+ gl.RGBA, // internal format
|
|
616
|
+ gl.RGBA, // data format
|
|
617
|
+ gl.UNSIGNED_BYTE, // data type
|
|
618
|
+ data // data
|
|
619
|
+ );
|
|
620
|
+ gl.generateMipmap(gl.TEXTURE_2D);
|
|
621
|
+ gl.bindTexture(gl.TEXTURE_2D, null);
|
|
622
|
+
|
|
623
|
+ this._uploaded = true;
|
|
624
|
+ }
|
|
625
|
+
|
|
626
|
+ _render(time)
|
|
627
|
+ {
|
|
628
|
+ const gl = this._gl;
|
|
629
|
+
|
|
630
|
+ if(!this._uploaded)
|
|
631
|
+ return;
|
|
632
|
+
|
|
633
|
+ gl.bindTexture(gl.TEXTURE_2D, this._texture);
|
|
634
|
+ gl.activeTexture(gl.TEXTURE0 + 0);
|
|
635
|
+ gl.uniform1i(this._uniformLocation['image'], 0);
|
|
636
|
+
|
|
637
|
+ super._render(time);
|
|
638
|
+
|
|
639
|
+ gl.bindTexture(gl.TEXTURE_2D, null);
|
|
640
|
+ }
|
|
641
|
+
|
|
642
|
+ get _imageURL()
|
|
643
|
+ {
|
|
644
|
+ return '';
|
|
645
|
+ }
|
|
646
|
+
|
|
647
|
+ get _rectify()
|
|
648
|
+ {
|
|
649
|
+ return `
|
|
650
|
+ uniform sampler2D image;
|
|
651
|
+
|
|
652
|
+ vec4 rectify(vec4 v)
|
|
653
|
+ {
|
|
654
|
+ ivec2 size = textureSize(image, 0);
|
|
655
|
+ float imageAspect = size.y > 0 ? float(size.x) / float(size.y) : 1.0;
|
|
656
|
+
|
|
657
|
+ vec4 u = imageAspect > 1.0 ?
|
|
658
|
+ vec4(1.0, 1.0 / imageAspect, 1.0, 1.0) :
|
|
659
|
+ vec4(imageAspect, 1.0, 1.0, 1.0);
|
|
660
|
+
|
|
661
|
+ return u * v;
|
|
662
|
+ }
|
|
663
|
+ `;
|
|
664
|
+ }
|
|
665
|
+
|
|
666
|
+ get fragmentShader()
|
|
667
|
+ {
|
|
668
|
+ return `#version 300 es
|
|
669
|
+ precision mediump float;
|
|
670
|
+
|
|
671
|
+ uniform sampler2D image;
|
|
672
|
+ in vec2 texCoord;
|
|
673
|
+ out vec4 color;
|
|
674
|
+
|
|
675
|
+ ${this._includeFragmentShaderUtils}
|
|
676
|
+
|
|
677
|
+ void main()
|
|
678
|
+ {
|
|
679
|
+ vec4 pixel = texture(image, texCoord);
|
|
680
|
+ color = colorize(pixel);
|
|
681
|
+ }
|
|
682
|
+ `;
|
|
683
|
+ }
|
|
684
|
+}
|
|
685
|
+
|
|
686
|
+class Sprite extends ImageQuad
|
|
687
|
+{
|
|
688
|
+ get _numberOfFrames()
|
|
689
|
+ {
|
|
690
|
+ return 1;
|
|
691
|
+ }
|
|
692
|
+
|
|
693
|
+ get _framesPerSecond()
|
|
694
|
+ {
|
|
695
|
+ return 8;
|
|
696
|
+ }
|
|
697
|
+
|
|
698
|
+ get _initialFrame()
|
|
699
|
+ {
|
|
700
|
+ return 0;
|
|
701
|
+ }
|
|
702
|
+
|
|
703
|
+ get _isHorizontalSpritesheet()
|
|
704
|
+ {
|
|
705
|
+ return true;
|
|
706
|
+ }
|
|
707
|
+
|
|
708
|
+ get _rectify()
|
|
709
|
+ {
|
|
710
|
+ return `
|
|
711
|
+ uniform sampler2D image;
|
|
712
|
+
|
|
713
|
+ vec4 rectify(vec4 v)
|
|
714
|
+ {
|
|
715
|
+ const int NUMBER_OF_FRAMES = int(${this._numberOfFrames});
|
|
716
|
+ const bool HORIZONTAL = bool(${this._isHorizontalSpritesheet});
|
|
717
|
+
|
|
718
|
+ ivec2 size = textureSize(image, 0);
|
|
719
|
+ size /= HORIZONTAL ? ivec2(NUMBER_OF_FRAMES, 1) : ivec2(1, NUMBER_OF_FRAMES);
|
|
720
|
+
|
|
721
|
+ float imageAspect = size.y > 0 ? float(size.x) / float(size.y) : 1.0;
|
|
722
|
+
|
|
723
|
+ vec4 u = imageAspect > 1.0 ?
|
|
724
|
+ vec4(1.0, 1.0 / imageAspect, 1.0, 1.0) :
|
|
725
|
+ vec4(imageAspect, 1.0, 1.0, 1.0);
|
|
726
|
+
|
|
727
|
+ return u * v;
|
|
728
|
+ }
|
|
729
|
+ `;
|
|
730
|
+ }
|
|
731
|
+
|
|
732
|
+ get _rectifyUV()
|
|
733
|
+ {
|
|
734
|
+ return `
|
|
735
|
+ vec2 rectifyUV(vec2 v)
|
|
736
|
+ {
|
|
737
|
+ const bool HORIZONTAL = bool(${this._isHorizontalSpritesheet});
|
|
738
|
+ const float NUMBER_OF_FRAMES = float(${this._numberOfFrames});
|
|
739
|
+ const float INITIAL_FRAME = float(${this._initialFrame});
|
|
740
|
+ const float FPS = float(${this._framesPerSecond});
|
|
741
|
+
|
|
742
|
+ float frame = mod(time * FPS + INITIAL_FRAME, NUMBER_OF_FRAMES);
|
|
743
|
+ float base = floor(frame) / NUMBER_OF_FRAMES;
|
|
744
|
+ vec2 offset = v / NUMBER_OF_FRAMES;
|
|
745
|
+
|
|
746
|
+ return HORIZONTAL ?
|
|
747
|
+ vec2(base + offset.x, v.y) :
|
|
748
|
+ vec2(v.x, base + offset.y);
|
|
749
|
+ }
|
|
750
|
+ `;
|
|
751
|
+ }
|
|
752
|
+}
|
|
753
|
+
|
|
754
|
+class ItWorks extends ImageQuad
|
|
755
|
+{
|
|
756
|
+ constructor(gl)
|
|
757
|
+ {
|
|
758
|
+ super(gl);
|
|
759
|
+
|
|
760
|
+ this._image = document.getElementById('it-works');
|
|
761
|
+ this.upload(this._image);
|
|
762
|
+ }
|
|
763
|
+
|
|
764
|
+ get _transform()
|
|
765
|
+ {
|
|
766
|
+ return `
|
|
767
|
+ const vec3 POSITION = vec3(0.0, 1.0, 0.0);
|
|
768
|
+ const vec3 SCALE = vec3(2.25);
|
|
769
|
+
|
|
770
|
+ vec4 transform(vec4 v)
|
|
771
|
+ {
|
|
772
|
+ return translate(POSITION) * scale(SCALE) * v;
|
|
773
|
+ }
|
|
774
|
+ `;
|
|
775
|
+ }
|
|
776
|
+
|
|
777
|
+ get _colorize()
|
|
778
|
+ {
|
|
779
|
+ return `
|
|
780
|
+ const vec4 COLOR = vec4(173, 255, 47, 255) / 255.0;
|
|
781
|
+
|
|
782
|
+ vec4 colorize(vec4 p)
|
|
783
|
+ {
|
|
784
|
+ return p * COLOR;
|
|
785
|
+ }
|
|
786
|
+ `;
|
|
787
|
+ }
|
|
788
|
+}
|
|
789
|
+
|
|
790
|
+class Bird extends Sprite
|
|
791
|
+{
|
|
792
|
+ constructor(gl)
|
|
793
|
+ {
|
|
794
|
+ Bird._count = Bird._count || 0;
|
|
795
|
+ ++Bird._count;
|
|
796
|
+
|
|
797
|
+ super(gl);
|
|
798
|
+
|
|
799
|
+ this._image = document.getElementById('bird');
|
|
800
|
+ this.upload(this._image);
|
|
801
|
+ }
|
|
802
|
+
|
|
803
|
+ get _numberOfFrames()
|
|
804
|
+ {
|
|
805
|
+ return 8;
|
|
806
|
+ }
|
|
807
|
+
|
|
808
|
+ get _framesPerSecond()
|
|
809
|
+ {
|
|
810
|
+ return 20;
|
|
811
|
+ }
|
|
812
|
+
|
|
813
|
+ get _initialFrame()
|
|
814
|
+ {
|
|
815
|
+ const n = 2;
|
|
816
|
+ return (Bird._count % n) * Math.floor(this._numberOfFrames / n);
|
|
817
|
+ }
|
|
818
|
+
|
|
819
|
+ get _transform()
|
|
820
|
+ {
|
|
821
|
+ return `
|
|
822
|
+ const float PI = float(${Math.PI});
|
|
823
|
+ const float INITIAL_PHASE = PI * float(${Bird._count});
|
|
824
|
+ const vec3 INITIAL_POSITION = vec3(1.25 * cos(INITIAL_PHASE), -0.25, 2.0);
|
|
825
|
+ const vec3 SCALE = vec3(0.7);
|
|
826
|
+
|
|
827
|
+ vec4 transform(vec4 v)
|
|
828
|
+ {
|
|
829
|
+ float z = 0.6 * cos(INITIAL_PHASE);
|
|
830
|
+ float y = 0.1 * cos(2.0 * PI * time + INITIAL_PHASE);
|
|
831
|
+ vec3 position = vec3(0.0, y, z) + INITIAL_POSITION;
|
|
832
|
+
|
|
833
|
+ return translate(position) * scale(SCALE) * v;
|
|
834
|
+ }
|
|
835
|
+ `;
|
|
836
|
+ }
|
|
837
|
+}
|
|
838
|
+
|
|
839
|
+
|
|
840
|
+
|
|
841
|
+
|
|
842
|
+/*
|
|
843
|
+
|
|
844
|
+MARTINS.js + WebGL code:
|
|
845
|
+
|
|
846
|
+*/
|
|
847
|
+
|
|
848
|
+window.addEventListener('load', async function() {
|
|
849
|
+ try {
|
|
850
|
+ const session = await startARSession();
|
|
851
|
+ const gl = initGL(session.viewport.canvas);
|
|
852
|
+ const scene = [
|
|
853
|
+ new AnimatedPyramid(gl),
|
|
854
|
+ new AnimatedCube(gl),
|
|
855
|
+ new ItWorks(gl),
|
|
856
|
+ new Bird(gl),
|
|
857
|
+ new Bird(gl),
|
|
858
|
+ ];
|
|
859
|
+
|
|
860
|
+ function initGL(canvas)
|
|
861
|
+ {
|
|
862
|
+ const gl = canvas.getContext('webgl2', {
|
|
863
|
+ alpha: true
|
|
864
|
+ });
|
|
865
|
+
|
|
866
|
+ if(!gl)
|
|
867
|
+ throw new Error(`Can't create WebGL2 context`);
|
|
868
|
+
|
|
869
|
+ gl.enable(gl.DEPTH_TEST);
|
|
870
|
+ gl.enable(gl.BLEND);
|
|
871
|
+ gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
|
872
|
+
|
|
873
|
+ return gl;
|
|
874
|
+ }
|
|
875
|
+
|
|
876
|
+ function clear()
|
|
877
|
+ {
|
|
878
|
+ gl.clearColor(0, 0, 0, 0);
|
|
879
|
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
|
880
|
+ }
|
|
881
|
+
|
|
882
|
+
|
|
883
|
+ function render(elapsedTimeInSeconds, projectionMatrix, modelViewMatrix)
|
|
884
|
+ {
|
|
885
|
+ for(const entity of scene) {
|
|
886
|
+ entity.projectionMatrix.set(projectionMatrix);
|
|
887
|
+ entity.modelViewMatrix.set(modelViewMatrix);
|
|
888
|
+ entity.render(elapsedTimeInSeconds);
|
|
889
|
+ }
|
|
890
|
+ }
|
|
891
|
+
|
|
892
|
+ function animate(time, frame)
|
|
893
|
+ {
|
|
894
|
+ clear();
|
|
895
|
+
|
|
896
|
+ for(const result of frame.results) {
|
|
897
|
+ if('image-tracker' == result.tracker.type) {
|
|
898
|
+ if(result.trackables.length > 0) {
|
|
899
|
+ const trackable = result.trackables[0];
|
|
900
|
+ const projectionMatrix = result.viewer.view.projectionMatrix;
|
|
901
|
+ const modelViewMatrix = result.viewer.convertToViewerSpace(trackable.pose).transform.matrix;
|
|
902
|
+
|
|
903
|
+ render(frame.session.time.elapsed, projectionMatrix.read(), modelViewMatrix.read());
|
|
904
|
+ }
|
|
905
|
+ }
|
|
906
|
+ }
|
|
907
|
+
|
|
908
|
+ session.requestAnimationFrame(animate);
|
|
909
|
+ }
|
|
910
|
+
|
|
911
|
+ session.requestAnimationFrame(animate);
|
|
912
|
+ }
|
|
913
|
+ catch(error) {
|
|
914
|
+ alert(error.message);
|
|
915
|
+ }
|
|
916
|
+
|
|
917
|
+ async function startARSession()
|
|
918
|
+ {
|
|
919
|
+ if(!Martins.isSupported()) {
|
|
920
|
+ throw new Error(
|
|
921
|
+ 'Use a browser/device compatible with WebGL2 and WebAssembly. ' +
|
|
922
|
+ 'Your user agent is ' + navigator.userAgent
|
|
923
|
+ );
|
|
924
|
+ }
|
|
925
|
+
|
|
926
|
+ //Martins.Settings.powerPreference = 'low-power';
|
|
927
|
+
|
|
928
|
+ const tracker = Martins.Tracker.ImageTracker();
|
|
929
|
+ await tracker.database.add([{
|
|
930
|
+ name: 'my-reference-image',
|
|
931
|
+ image: document.getElementById('my-reference-image')
|
|
932
|
+ }]);
|
|
933
|
+
|
|
934
|
+ const viewport = Martins.Viewport({
|
|
935
|
+ container: document.getElementById('ar-viewport'),
|
|
936
|
+ hudContainer: document.getElementById('ar-hud')
|
|
937
|
+ });
|
|
938
|
+
|
|
939
|
+ const source = Martins.Source.Camera({
|
|
940
|
+ resolution: 'md'
|
|
941
|
+ });
|
|
942
|
+
|
|
943
|
+ const session = await Martins.startSession({
|
|
944
|
+ mode: 'immersive',
|
|
945
|
+ viewport: viewport,
|
|
946
|
+ trackers: [ tracker ],
|
|
947
|
+ sources: [ source ],
|
|
948
|
+ stats: true,
|
|
949
|
+ gizmos: true,
|
|
950
|
+ });
|
|
951
|
+
|
|
952
|
+ const scan = document.getElementById('scan');
|
|
953
|
+
|
|
954
|
+ tracker.addEventListener('targetfound', event => {
|
|
955
|
+ session.gizmos.visible = false;
|
|
956
|
+ if(scan)
|
|
957
|
+ scan.hidden = true;
|
|
958
|
+ });
|
|
959
|
+
|
|
960
|
+ tracker.addEventListener('targetlost', event => {
|
|
961
|
+ session.gizmos.visible = true;
|
|
962
|
+ if(scan)
|
|
963
|
+ scan.hidden = false;
|
|
964
|
+ });
|
|
965
|
+
|
|
966
|
+ return session;
|
|
967
|
+ }
|
|
968
|
+});
|