294 lines
8.9 KiB
JavaScript
294 lines
8.9 KiB
JavaScript
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"use strict";
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var faceDeformer = function() {
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var gl, verticeMap;
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var numTriangles;
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var maxx, minx, maxy, miny;
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var width, height;
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var first = true;
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var texCoordBuffer, gridCoordbuffer;
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var texCoordLocation;
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var pdmModel;
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var usegrid = false;
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var drawProgram, gridProgram;
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this.init = function(canvas) {
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// ready a webgl element
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gl = getWebGLContext(canvas);
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
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}
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this.load = function(element, points, pModel, vertices) {
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pdmModel = pModel;
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if (vertices) {
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verticeMap = vertices;
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} else {
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verticeMap = pdmModel.path.vertices;
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}
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numTriangles = verticeMap.length;
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// get cropping
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maxx = 0;
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minx = element.width;
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maxy = 0;
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miny = element.height;
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for (var i = 0;i < points.length;i++) {
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if (points[i][0] > maxx) maxx = points[i][0];
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if (points[i][0] < minx) minx = points[i][0];
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if (points[i][1] > maxy) maxy = points[i][1];
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if (points[i][1] < miny) miny = points[i][1];
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}
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minx = Math.floor(minx);
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maxx = Math.ceil(maxx);
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miny = Math.floor(miny);
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maxy = Math.ceil(maxy);
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width = maxx-minx;
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height = maxy-miny;
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if (element.tagName == 'VIDEO' || element.tagName == 'IMG') {
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var ca = document.createElement('canvas');
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ca.width = element.width;
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ca.height = element.height;
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var cc = ca.getContext('2d');
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cc.drawImage(element, 0, 0, element.width, element.height);
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} else if (element.tagName == 'CANVAS') {
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var cc = element.getContext('2d');
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}
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var image = cc.getImageData(minx, miny, width, height);
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// correct points
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var nupoints = [];
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for (var i = 0;i < points.length;i++) {
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nupoints[i] = [];
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nupoints[i][0] = points[i][0] - minx;
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nupoints[i][1] = points[i][1] - miny;
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}
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// create vertices based on points
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var textureVertices = [];
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for (var i = 0;i < verticeMap.length;i++) {
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textureVertices.push(nupoints[verticeMap[i][0]][0]/width);
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textureVertices.push(nupoints[verticeMap[i][0]][1]/height);
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textureVertices.push(nupoints[verticeMap[i][1]][0]/width);
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textureVertices.push(nupoints[verticeMap[i][1]][1]/height);
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textureVertices.push(nupoints[verticeMap[i][2]][0]/width);
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textureVertices.push(nupoints[verticeMap[i][2]][1]/height);
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}
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if (first) {
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// create program for drawing grid
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var gridVertexShaderProg = [
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"attribute vec2 a_position;",
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"",
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"uniform vec2 u_resolution;",
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"",
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"void main() {",
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" vec2 zeroToOne = a_position / u_resolution;",
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" vec2 zeroToTwo = zeroToOne * 2.0;",
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" vec2 clipSpace = zeroToTwo - 1.0;",
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" gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);",
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"}"
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].join('\n');
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var gridFragmentShaderProg = [
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"void main() {",
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" gl_FragColor = vec4(0.2, 0.2, 0.2, 1.0);",
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"}"
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].join('\n');
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var gridVertexShader = loadShader(gl, gridVertexShaderProg, gl.VERTEX_SHADER);
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var gridFragmentShader = loadShader(gl, gridFragmentShaderProg, gl.FRAGMENT_SHADER);
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try {
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gridProgram = createProgram(gl, [gridVertexShader, gridFragmentShader]);
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} catch(err) {
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alert("There was a problem setting up the webGL programs. Maybe you should try it in another browser. :(");
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}
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gridCoordbuffer = gl.createBuffer();
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// create program for drawing deformed face
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var vertexShaderProg = [
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"attribute vec2 a_texCoord;",
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"attribute vec2 a_position;",
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"",
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"varying vec2 v_texCoord;",
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"",
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"uniform vec2 u_resolution;",
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"",
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"void main() {",
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" vec2 zeroToOne = a_position / u_resolution;",
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" vec2 zeroToTwo = zeroToOne * 2.0;",
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" vec2 clipSpace = zeroToTwo - 1.0;",
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" gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);",
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" ",
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" v_texCoord = a_texCoord;",
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"}"
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].join('\n');
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var fragmentShaderProg = [
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"precision mediump float;",
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"",
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"uniform sampler2D u_image;",
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"",
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"varying vec2 v_texCoord;",
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"",
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"void main() {",
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" gl_FragColor = texture2D(u_image, v_texCoord);",
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"}"
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].join('\n');
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var vertexShader = loadShader(gl, vertexShaderProg, gl.VERTEX_SHADER);
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var fragmentShader = loadShader(gl, fragmentShaderProg, gl.FRAGMENT_SHADER);
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drawProgram = createProgram(gl, [vertexShader, fragmentShader]);
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texCoordBuffer = gl.createBuffer();
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first = false;
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}
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// load program for drawing grid
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gl.useProgram(gridProgram);
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// set the resolution for grid program
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var resolutionLocation = gl.getUniformLocation(gridProgram, "u_resolution");
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gl.uniform2f(resolutionLocation, gl.drawingBufferWidth, gl.drawingBufferHeight);
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// load program for drawing deformed face
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gl.useProgram(drawProgram);
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// look up where the vertex data needs to go.
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texCoordLocation = gl.getAttribLocation(drawProgram, "a_texCoord");
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// provide texture coordinates for face vertices (i.e. where we're going to copy face vertices from).
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gl.enableVertexAttribArray(texCoordLocation);
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gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureVertices), gl.STATIC_DRAW);
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gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);
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// Create the texture.
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var texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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// Upload the image into the texture.
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
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// set the resolution for draw program
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resolutionLocation = gl.getUniformLocation(drawProgram, "u_resolution");
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gl.uniform2f(resolutionLocation, gl.drawingBufferWidth, gl.drawingBufferHeight);
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}
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this.draw = function(points) {
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if (usegrid) {
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// switch program if needed
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gl.useProgram(drawProgram);
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//texCoordLocation = gl.getAttribLocation(drawProgram, "a_texCoord");
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gl.enableVertexAttribArray(texCoordLocation);
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gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
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gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);
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usegrid = false;
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}
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// create drawvertices based on points
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var vertices = [];
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for (var i = 0;i < verticeMap.length;i++) {
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vertices.push(points[verticeMap[i][0]][0]);
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vertices.push(points[verticeMap[i][0]][1]);
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vertices.push(points[verticeMap[i][1]][0]);
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vertices.push(points[verticeMap[i][1]][1]);
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vertices.push(points[verticeMap[i][2]][0]);
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vertices.push(points[verticeMap[i][2]][1]);
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}
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var positionLocation = gl.getAttribLocation(drawProgram, "a_position");
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// Create a buffer for the position of the vertices.
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var drawPosBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, drawPosBuffer);
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gl.enableVertexAttribArray(positionLocation);
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gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
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// Draw the face vertices
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gl.drawArrays(gl.TRIANGLES, 0, numTriangles*3);
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}
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this.drawGrid = function(points) {
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if (!usegrid) {
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gl.useProgram(gridProgram);
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usegrid = true;
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}
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// create drawvertices based on points
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var vertices = [];
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// create new texturegrid
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for (var i = 0;i < verticeMap.length;i++) {
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vertices.push(points[verticeMap[i][0]][0]);
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vertices.push(points[verticeMap[i][0]][1]);
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vertices.push(points[verticeMap[i][1]][0]);
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vertices.push(points[verticeMap[i][1]][1]);
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vertices.push(points[verticeMap[i][1]][0]);
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vertices.push(points[verticeMap[i][1]][1]);
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vertices.push(points[verticeMap[i][2]][0]);
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vertices.push(points[verticeMap[i][2]][1]);
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vertices.push(points[verticeMap[i][2]][0]);
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vertices.push(points[verticeMap[i][2]][1]);
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vertices.push(points[verticeMap[i][0]][0]);
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vertices.push(points[verticeMap[i][0]][1]);
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}
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var positionLocation = gl.getAttribLocation(gridProgram, "a_position");
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// Create a buffer for position of the vertices (lines)
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gl.bindBuffer(gl.ARRAY_BUFFER, gridCoordbuffer);
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gl.enableVertexAttribArray(positionLocation);
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gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
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// Draw the lines
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gl.drawArrays(gl.LINES, 0, numTriangles*6);
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}
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this.clear = function() {
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gl.clear(gl.COLOR_BUFFER_BIT);
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}
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this.calculatePositions = function(parameters, useTransforms) {
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var x, y, a, b;
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var numParameters = parameters.length;
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var positions = [];
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for (var i = 0;i < pdmModel.patchModel.numPatches;i++) {
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x = pdmModel.shapeModel.meanShape[i][0];
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y = pdmModel.shapeModel.meanShape[i][1];
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for (var j = 0;j < numParameters-4;j++) {
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x += pdmModel.shapeModel.eigenVectors[(i*2)][j]*parameters[j+4];
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y += pdmModel.shapeModel.eigenVectors[(i*2)+1][j]*parameters[j+4];
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}
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if (useTransforms) {
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a = parameters[0]*x - parameters[1]*y + parameters[2];
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b = parameters[0]*y + parameters[1]*x + parameters[3];
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x += a;
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y += b;
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}
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positions[i] = [x,y];
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}
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return positions;
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}
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}
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