JSPM

  • Created
  • Published
  • Downloads 1758
  • Score
    100M100P100Q100815F
  • License MIT

added translate operation on base class Position, remove esmify to dev dep, added set Solid bg vertex color for cube shema .Fix missing setScaleByY , setScaleByX for square geometry. Added 2 type of resize system. Fixed demo links, Fixed pwa initial status installed or not.Added Adding uglify-js build options, Improve import export adding bundle build options with browserify, PWA Fully powered with static/dynamic cache , add to home page in same time fixed autoplay audio/video context construction.

Package Exports

  • matrix-engine

This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (matrix-engine) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.

Readme

webGL2GLMatrix2

About Matrix Engine project

Name: MATRIX-ENGINE 1.3.3

STATUS - [Integrated fully pwa addToHomePage/cache]

  • Use starter project: https://github.com/zlatnaspirala/matrix-engine-starter

  • The benefits of this project is offering an overview of the entire application logic, easy native implementations (hybrid app), object structural. Thanks to Mr.Keestu i use (gl-program-structure) new version of glmatrix (2.0). Push&Pop matrix just like in opengles 1.1. First level of customisation is texture part of code. Best view in example custom_texture.js. I implemented webcam quick access call with custom active texture (porting canvas2d to the 3d faces works fine)

Live Demos

Install dependencies

Matrix engine keep minimum dependency.

  • uglify-js
  • browserify
  npm run install.dep
  npm i

@Note: For windows users maybe you will need to add browserify to the env PATH if you got errors on commands npm run build.*.

Help for localhost dev stage

Switch example with url params

Code access:

const QueryString = matrixEngine.utility.QueryString;

Build Application bundle script

@Note: If you use unsecured http protocol no build needed at all just navigate to the app.html. app.html load App.js like script type module. Same roles for all others instance build entries.

  • app-build.html , examples-build.html loads javascript type text/javascript.

  • app.html, examples.html loads javascript type module.

  • Build entry App.js

  npm run build.app

Now navigate to the app-build.html page.

  • Build entry App-Examples.js
  npm run build.examples

Now navigate to the examples-build.html page.

  • Build just library
  npm run build.lib

Now navigate to the me-library.html page , represent empty page with loaded matrix-engine.

  • Build with uglify
build.app.ugly;
  • Build ALL
build.all;

List of examples:

  • Adding color cube
  • Adding color pyramyde
  • Adding color square
  • Adding color triangle
  • Adding geometry
  • Adding multi (compose) textures
  • Adding square texture
  • Blending
  • Audion amnipulation
  • Camera texture (stream texture)
  • Cube
  • Cube Geometry
  • Cube Light & texture
  • Cube light dynamic
  • Custom texture
  • First Person controller
  • Load obj files
  • Object animation -morh sequence
  • Object animation mesh indices calculation
  • JS1Kilo examples implementation
  • Porting 2D canvas (Active textures)
  • Sphere geometry
  • Texture uv manipulation
  • Videos textures

We just override function for texture executing code. Next level is full custom opportunity , geometry , collision , networking etc.

Custom textures

App.scene.MySquareTexure1.custom.gl_texture = function (object, t) {
  world.GL.gl.bindTexture(world.GL.gl.TEXTURE_2D, object.textures[t]);
  world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_MAG_FILTER, world.GL.gl.LINEAR);
  world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_MIN_FILTER, world.GL.gl.LINEAR);
  world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_WRAP_S, world.GL.gl.CLAMP_TO_EDGE);
  world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_WRAP_T, world.GL.gl.CLAMP_TO_EDGE);

  world.GL.gl.texImage2D(
    world.GL.gl.TEXTURE_2D,
    0,                         // Level of details
    world.GL.gl.RGBA,          // Format
    world.GL.gl.RGBA,
    world.GL.gl.UNSIGNED_BYTE, // Size of each channel
    object.textures[t].image
  );

  world.GL.gl.generateMipmap(world.GL.gl.TEXTURE_2D);
};

First person controller:

  // In one line activate also deactivate.
  App.camera.FirstPersonController = true;

  // Look in manifest.js
  camera : {
    viewAngle: 45,
    nearViewpoint: 0.1,
    farViewpoint: 1000,
    edgeMarginValue: 100,
    FirstPersonController: false
  }

Animated female droid:

// LOAD MESH FROM OBJ FILES...
// if you dont use obj or complex mesh you no need for this func
// Must be improved loading sequences

function onLoadObj(meshes) {
  App.meshes = meshes;
  OBJ.initMeshBuffers(world.GL.gl, App.meshes.female);
  OBJ.initMeshBuffers(world.GL.gl, App.meshes.female1);
  OBJ.initMeshBuffers(world.GL.gl, App.meshes.female2);
  OBJ.initMeshBuffers(world.GL.gl, App.meshes.female3);
  OBJ.initMeshBuffers(world.GL.gl, App.meshes.female4);
  OBJ.initMeshBuffers(world.GL.gl, App.meshes.female5);
  OBJ.initMeshBuffers(world.GL.gl, App.meshes.female6);
  OBJ.initMeshBuffers(world.GL.gl, App.meshes.female7);
  OBJ.initMeshBuffers(world.GL.gl, App.meshes.female8);
  OBJ.initMeshBuffers(world.GL.gl, App.meshes.female9);
  OBJ.initMeshBuffers(world.GL.gl, App.meshes.female10);
  OBJ.initMeshBuffers(world.GL.gl, App.meshes.female11);
  OBJ.initMeshBuffers(world.GL.gl, App.meshes.female12);
  OBJ.initMeshBuffers(world.GL.gl, App.meshes.female13);
  OBJ.initMeshBuffers(world.GL.gl, App.meshes.female14);
  OBJ.initMeshBuffers(world.GL.gl, App.meshes.female15);
  OBJ.initMeshBuffers(world.GL.gl, App.meshes.female16);
  OBJ.initMeshBuffers(world.GL.gl, App.meshes.female17);
  OBJ.initMeshBuffers(world.GL.gl, App.meshes.female18);

  textuteImageSamplers2 = {
    source: ['res/images/RustPaint.jpg'],
    mix_operation: 'multiply'
  };

  setTimeout(function () {
    var animation_construct = {
      id: 'female',
      sumOfAniFrames: 18,
      currentAni: 0,
      speed: 3
    };

    world.Add('obj', 1, 'female', textuteImageSamplers2, App.meshes.female, animation_construct);

    App.scene.female.position.y = -3;
    App.scene.female.rotation.rotationSpeed.z = 20;
    App.scene.female.position.z = -13;
  }, 100);
}

OBJ.downloadMeshes(
  {
    female: 'res/3d-objects/female/female_000001.obj',
    female1: 'res/3d-objects/female/female_000003.obj',
    female2: 'res/3d-objects/female/female_000005.obj',
    female3: 'res/3d-objects/female/female_000007.obj',
    female4: 'res/3d-objects/female/female_000009.obj',
    female5: 'res/3d-objects/female/female_000011.obj',
    female6: 'res/3d-objects/female/female_000013.obj',
    female7: 'res/3d-objects/female/female_000015.obj',
    female8: 'res/3d-objects/female/female_000017.obj',
    female9: 'res/3d-objects/female/female_000019.obj',
    female10: 'res/3d-objects/female/female_000021.obj',
    female11: 'res/3d-objects/female/female_000023.obj',
    female12: 'res/3d-objects/female/female_000025.obj',
    female13: 'res/3d-objects/female/female_000027.obj',
    female14: 'res/3d-objects/female/female_000029.obj',
    female15: 'res/3d-objects/female/female_000031.obj',
    female16: 'res/3d-objects/female/female_000033.obj',
    female17: 'res/3d-objects/female/female_000035.obj',
    female18: 'res/3d-objects/female/female_000037.obj'
  },
  onLoadObj
);

Blending:

// Use it
App.scene.female.glBlend.blendEnabled = true;
App.scene.female.glBlend.blendParamSrc = ENUMERATORS.glBlend.param[4];
App.scene.female.glBlend.blendParamDest = ENUMERATORS.glBlend.param[4];
  • Load Obj with UV map (Blender export tested):

For more details dee this example script: load_obj_file.js

Video texture:

world.Add('cubeLightTex', 1, 'TV', textuteImageSamplers, App.meshes.TV);
App.scene.TV.streamTextures = new VIDEO_TEXTURE('Galactic Expansion Fractal Morph [Official Video]');

Camera texture:

App.scene.TV.streamTextures = new ACCESS_CAMERA('webcam_beta');

Texture editor (runtime):

  • Imports note we can use any canvas 2d app.

In examples : porting2d.js, porting_text.js, porting2d_particle.js you can found source code. It is very powerfull tool but you will need to use visual-js 2d canvas api part of project. Research 2dcanvas examples at: Online code snippet ( jsFiddle ) https://jsfiddle.net/user/zlatnaspirala/fiddles/

I put 2d program instance intro app/canvas2d folder. Than i use iframe for access and preview. Code for 2d program you can found at : app/canvas2d/starter/

To show/hide iframe use:

App.scene.outsideBox - is any object who have streamTextures LOADED with 2DCANVAS .

App.scene.outsideBox.streamTextures.showTextureEditor();
E('HOLDER_STREAMS').style.display = 'none';

Access to the canvas2d program:

  App.scene.outsideBox.streamTextures.iframe.contentWindow.

Old Live demo: Video and webcam works at: https://maximumroulette.com/webgl2/examples.html

PWA Fully runned

Integrated Add to Home page and regular html5 page options. In same time fixed all autoplay audio and video context construction. It is good to consult pwa test on page. Best way is to keep it on 100% pass. pwa-powered

Credits && Licence: