checkpoint image import work

This commit is contained in:
Stewart Allen 2020-11-27 12:16:03 -05:00
commit 7807c813d9

View file

@ -255,60 +255,173 @@ KIRI.worker = {
}
let points =
width * height + // grid
height * 2 + // left/right
width * 2 - // top/bottom
4 // base shared corners
height * 2 + 0 + // left/right
width * 2 + 0 - // top/bottom
0 // base shared corners
;
let lines =
((height - 1) * (width - 1)) + // grid
((height - 1) * (width )) + // grid
((height ) * (width - 1)) + // grid
((height * 3) - 2) + // left/right
((width * 3) - 2) + // top/bottom
1 // across base
let flats =
((height-1) * (width-1)) + // surface
((height-1) * 2) + // left/right
((width-1) * 2) + // top/bottom
1 // base
;
let verts = new Float32Array(points * 3);
let index = new Uint32Array(lines * 2);
let vi = 0;
let ii = 0;
let w2 = width / 2;
let h2 = height / 2;
for (let x = 0; x < width; x++) {
for (let y = 0; y < height; y++) {
// convert png to grayscale
let gray = new Uint8Array(width * height);
let gi = 0;
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
let di = (x + width * y) * 4;
let r = data[di];
let g = data[di+1];
let b = data[di+2];
let v = (r + g + b) / 3;
gray[gi++] = v;
}
}
// create indexed mesh output
let verts = new Float32Array(points * 3);
let faces = new Uint32Array(flats * 6);
let w2 = width / 2;
let h2 = height / 2;
let vi = 0;
let ii = 0;
let VI = 0;
let VB = 0;
// create surface vertices & faces
for (let x = 0; x < width; x++) {
for (let y = 0; y < height; y++) {
let v = gray[x + width * y];
// create vertex @ x,y
verts[vi++] = (-w2 + x) / div;
verts[vi++] = (h2 - y) / div;
verts[vi++] = ((255 - v) / 50);
VI++;
// create two surface faces on the rect between x-1,y-1 and x,y
if (x > 0 && y > 0) {
let p1 = (x - 1) * height + (y - 0);
let p2 = (x - 0) * height + (y - 1);
let p3 = (x - 0) * height + (y - 0);
let p4 = (x - 1) * height + (y - 1);
index[ii++] = p1;
index[ii++] = p2;
index[ii++] = p3;
index[ii++] = p1;
index[ii++] = p4;
index[ii++] = p2;
faces[ii++] = p1;
faces[ii++] = p2;
faces[ii++] = p3;
faces[ii++] = p1;
faces[ii++] = p4;
faces[ii++] = p2;
}
}
send.data({progress: x / width});
}
verts = verts.slice(0, vi);
index = index.slice(0, ii);
// create top vertices & faces
VB = VI;
let TL = VI;
if (true) for (let x = 0; x < width; x++) {
let y = 0;
verts[vi++] = (-w2 + x) / div;
verts[vi++] = (h2 - y) / div;
verts[vi++] = 0;
VI++;
// create two top faces on the rect x-1,0, x,z
if (x > 0) {
let p1 = VB + (x - 1);
let p2 = VB + (x - 0);
let p3 = (x * height);
let p4 = (x - 1) * height;
faces[ii++] = p1;
faces[ii++] = p2;
faces[ii++] = p3;
faces[ii++] = p1;
faces[ii++] = p3;
faces[ii++] = p4;
}
}
// create bottom vertices & faces
VB = VI;
let BL = VI;
for (let x = 0; x < width; x++) {
let y = height - 1;
verts[vi++] = (-w2 + x) / div;
verts[vi++] = (h2 - y) / div;
verts[vi++] = 0;
VI++;
// create two top faces on the rect x-1,0, x,z
if (x > 0) {
let p1 = VB + (x - 1);
let p2 = VB + (x - 0);
let p3 = (x * height) + y;
let p4 = (x - 1) * height + y;
faces[ii++] = p1;
faces[ii++] = p2;
faces[ii++] = p3;
faces[ii++] = p1;
faces[ii++] = p3;
faces[ii++] = p4;
}
}
// create left vertices & faces
VB = VI;
for (let y=0; y < height; y++) {
let x = 0;
verts[vi++] = (-w2 + x) / div;
verts[vi++] = (h2 - y) / div;
verts[vi++] = 0;
VI++;
// create two left faces on the rect y-1,0, y,z
if (y > 0) {
let p1 = VB + (y + 0);
let p2 = VB + (y - 1);
let p3 = 0 + (y - 1);
let p4 = 0 + (y - 0);
faces[ii++] = p1;
faces[ii++] = p2;
faces[ii++] = p3;
faces[ii++] = p1;
faces[ii++] = p3;
faces[ii++] = p4;
}
}
// create right vertices & faces
VB = VI;
let TR = VI;
for (let y=0; y < height; y++) {
let x = width - 1;
verts[vi++] = (-w2 + x) / div;
verts[vi++] = (h2 - y) / div;
verts[vi++] = 0;
VI++;
// create two right faces on the rect y-1,0, y,z
if (y > 0) {
let p1 = VB + (y + 0);
let p2 = VB + (y - 1);
let p3 = (x * height) + (y - 1);
let p4 = (x * height) + (y - 0);
faces[ii++] = p1;
faces[ii++] = p2;
faces[ii++] = p3;
faces[ii++] = p1;
faces[ii++] = p3;
faces[ii++] = p4;
}
}
let BR = VI-1;
// create base two faces
faces[ii++] = TL;
faces[ii++] = TR;
faces[ii++] = BR;
faces[ii++] = TL;
faces[ii++] = BR;
faces[ii++] = BL;
// flatten for now until we support indexed mesh
// throughout KM (widget, storage, decimation)
let bigv = new Float32Array(ii * 3);
let bgi = 0;
for (let i=0; i<ii; i++) {
let iv = index[i] * 3;
let iv = faces[i] * 3;
bigv[bgi++] = verts[iv];
bigv[bgi++] = verts[iv+1];
bigv[bgi++] = verts[iv+2];
}
// send.done({done: {verts, index, bigv, vi, ii}}, [ bigv.buffer ]);
// send.done({done: {verts, faces, bigv, vi, ii}}, [ bigv.buffer ]);
send.done({done: {bigv}}, [ bigv.buffer ]);
});
}