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- <html><head>
- <title>Learning WebGL — lesson 6</title>
- <meta http-equiv="content-type" content="text/html; charset=windows-1252">
- <script type="text/javascript" src="index_pliki/glMatrix-0.js"></script>
- <script type="text/javascript" src="index_pliki/webgl-utils.js"></script>
- <script id="shader-fs" type="x-shader/x-fragment">
- precision mediump float;
- varying vec2 vTextureCoord;
- uniform sampler2D uSampler;
- void main(void) {
- gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
- }
- </script>
- <script id="shader-vs" type="x-shader/x-vertex">
- attribute vec3 aVertexPosition;
- attribute vec2 aTextureCoord;
- uniform mat4 uMVMatrix;
- uniform mat4 uPMatrix;
- varying vec2 vTextureCoord;
- void main(void) {
- gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
- vTextureCoord = aTextureCoord;
- }
- </script>
- <script type="text/javascript">
- var gl;
- function initGL(canvas) {
- try {
- gl = canvas.getContext("experimental-webgl");
- gl.viewportWidth = canvas.width;
- gl.viewportHeight = canvas.height;
- } catch (e) {
- }
- if (!gl) {
- alert("Could not initialise WebGL, sorry :-(");
- }
- }
- function getShader(gl, id) {
- var shaderScript = document.getElementById(id);
- if (!shaderScript) {
- return null;
- }
- var str = "";
- var k = shaderScript.firstChild;
- while (k) {
- if (k.nodeType == 3) {
- str += k.textContent;
- }
- k = k.nextSibling;
- }
- var shader;
- if (shaderScript.type == "x-shader/x-fragment") {
- shader = gl.createShader(gl.FRAGMENT_SHADER);
- } else if (shaderScript.type == "x-shader/x-vertex") {
- shader = gl.createShader(gl.VERTEX_SHADER);
- } else {
- return null;
- }
- gl.shaderSource(shader, str);
- gl.compileShader(shader);
- if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
- alert(gl.getShaderInfoLog(shader));
- return null;
- }
- return shader;
- }
- var shaderProgram;
- function initShaders() {
- var fragmentShader = getShader(gl, "shader-fs");
- var vertexShader = getShader(gl, "shader-vs");
- shaderProgram = gl.createProgram();
- gl.attachShader(shaderProgram, vertexShader);
- gl.attachShader(shaderProgram, fragmentShader);
- gl.linkProgram(shaderProgram);
- if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
- alert("Could not initialise shaders");
- }
- gl.useProgram(shaderProgram);
- shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
- gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
- shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
- gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
- shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
- shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
- shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
- }
- function handleLoadedTexture(textures) {
- gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
- gl.bindTexture(gl.TEXTURE_2D, textures[0]);
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textures[0].image);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
- gl.bindTexture(gl.TEXTURE_2D, textures[1]);
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textures[1].image);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
- gl.bindTexture(gl.TEXTURE_2D, textures[2]);
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textures[2].image);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
- gl.generateMipmap(gl.TEXTURE_2D);
- gl.bindTexture(gl.TEXTURE_2D, null);
- }
- var crateTextures = Array();
- function initTexture() {
- var crateImage = new Image();
- for (var i=0; i < 3; i++) {
- var texture = gl.createTexture();
- texture.image = crateImage;
- crateTextures.push(texture);
- }
- crateImage.onload = function () {
- handleLoadedTexture(crateTextures)
- }
- crateImage.src = "crate.gif";
- }
- var mvMatrix = mat4.create();
- var mvMatrixStack = [];
- var pMatrix = mat4.create();
- function mvPushMatrix() {
- var copy = mat4.create();
- mat4.set(mvMatrix, copy);
- mvMatrixStack.push(copy);
- }
- function mvPopMatrix() {
- if (mvMatrixStack.length == 0) {
- throw "Invalid popMatrix!";
- }
- mvMatrix = mvMatrixStack.pop();
- }
- function setMatrixUniforms() {
- gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
- gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
- }
- function degToRad(degrees) {
- return degrees * Math.PI / 180;
- }
- var xRot = 0;
- var xSpeed = 0;
- var yRot = 0;
- var ySpeed = 0;
- var z = -5.0;
- var filter = 0;
- var currentlyPressedKeys = {};
- function handleKeyDown(event) {
- currentlyPressedKeys[event.keyCode] = true;
- if (String.fromCharCode(event.keyCode) == "F") {
- filter += 1;
- if (filter == 3) {
- filter = 0;
- }
- }
- }
- function handleKeyUp(event) {
- currentlyPressedKeys[event.keyCode] = false;
- }
- function handleKeys() {
- if (currentlyPressedKeys[33]) {
- // Page Up
- z -= 0.05;
- }
- if (currentlyPressedKeys[34]) {
- // Page Down
- z += 0.05;
- }
- if (currentlyPressedKeys[37]) {
- // Left cursor key
- ySpeed -= 1;
- }
- if (currentlyPressedKeys[39]) {
- // Right cursor key
- ySpeed += 1;
- }
- if (currentlyPressedKeys[38]) {
- // Up cursor key
- xSpeed -= 1;
- }
- if (currentlyPressedKeys[40]) {
- // Down cursor key
- xSpeed += 1;
- }
- }
- var cubeVertexPositionBuffer;
- var cubeVertexTextureCoordBuffer;
- var cubeVertexIndexBuffer;
- function initBuffers() {
- cubeVertexPositionBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
- vertices = [
- // Front face
- -1.0, -1.0, 1.0,
- 1.0, -1.0, 1.0,
- 0.0, 1.0, 0.0,
- // Back face
- -1.0, -1.0, -1.0,
- 0.0, 1.0, 0.0,
- 1.0, -1.0, -1.0,
- // Bottom face
- -1.0, -1.0, -1.0,
- 1.0, -1.0, -1.0,
- 1.0, -1.0, 1.0,
- -1.0, -1.0, -1.0,
- // Right face
- 1.0, -1.0, -1.0,
- 0.0, 1.0, 0.0,
- 1.0, -1.0, 1.0,
- // Left face
- -1.0, -1.0, -1.0,
- -1.0, -1.0, 1.0,
- 0.0, 1.0, 0.0,
- ];
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
- cubeVertexPositionBuffer.itemSize = 3;
- cubeVertexPositionBuffer.numItems = 24;
- cubeVertexTextureCoordBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer);
- var textureCoords = [
- // Front face
- 0.0, 0.0,
- 1.0, 0.75,
- 0.0, 1.0,
- // Back face
- 1.0, 0.0,
- 1.0, 1.0,
- 0.0, 1.0,
- 0.0, 0.0,
- // Bottom face
- 1.0, 1.0,
- 0.0, 1.0,
- 0.0, 0.0,
- 1.0, 0.0,
- // Right face
- 0.0, 0.0,
- 1.0, 0.75,
- 0.0, 1.0,
- // Left face
- 0.0, 0.0,
- 1.0, 0.0,
- 1.0, 1.0,
- 0.0, 1.0,
- ];
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
- cubeVertexTextureCoordBuffer.itemSize = 2;
- cubeVertexTextureCoordBuffer.numItems = 24;
- cubeVertexIndexBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
- var cubeVertexIndices = [
- 0, 1, 2, 0, 2, 3, // Front face
- 4, 5, 6, 4, 6, 7, // Back face
- 8, 9, 10, 8, 10, 11, // Top face
- 12, 13, 14, 12, 14, 15, // Bottom face
- 16, 17, 18, 16, 18, 19, // Right face
- 20, 21, 22, 20, 22, 23 // Left face
- ]
- gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeVertexIndices), gl.STATIC_DRAW);
- cubeVertexIndexBuffer.itemSize = 1;
- cubeVertexIndexBuffer.numItems = 36;
- }
- function drawScene() {
- gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
- mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
- mat4.identity(mvMatrix);
- mat4.translate(mvMatrix, [0.0, 0.0, z]);
- mat4.rotate(mvMatrix, degToRad(xRot), [1, 0, 0]);
- mat4.rotate(mvMatrix, degToRad(yRot), [0, 1, 0]);
- gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
- gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, cubeVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
- gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer);
- gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, cubeVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);
- gl.activeTexture(gl.TEXTURE0);
- gl.bindTexture(gl.TEXTURE_2D, crateTextures[filter]);
- gl.uniform1i(shaderProgram.samplerUniform, 0);
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
- setMatrixUniforms();
- gl.drawElements(gl.TRIANGLES, cubeVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
- }
- var lastTime = 0;
- function animate() {
- var timeNow = new Date().getTime();
- if (lastTime != 0) {
- var elapsed = timeNow - lastTime;
- xRot += (xSpeed * elapsed) / 1000.0;
- yRot += (ySpeed * elapsed) / 1000.0;
- }
- lastTime = timeNow;
- }
- function tick() {
- requestAnimFrame(tick);
- handleKeys();
- drawScene();
- animate();
- }
- function webGLStart() {
- var canvas = document.getElementById("lesson06-canvas");
- initGL(canvas);
- initShaders();
- initBuffers();
- initTexture();
- gl.clearColor(0.0, 0.0, 0.0, 1.0);
- gl.enable(gl.DEPTH_TEST);
- document.onkeydown = handleKeyDown;
- document.onkeyup = handleKeyUp;
- tick();
- }
- </script>
- </head>
- <body onload="webGLStart();">
- <a href="http://learningwebgl.com/blog/?p=571"><< Back to Lesson 6</a><br>
- <canvas id="lesson06-canvas" style="border: none;" width="500" height="500"></canvas>
- <h2>Controls:</h2>
- <ul>
- <li><code>Page Up</code>/<code>Page Down</code> to zoom out/in
- </li><li>Cursor keys: make the cube rotate (the longer you hold down a cursor key, the more it accelerates)
- </li><li><code>F</code> to toggle through three different kinds of texture filters
- </li></ul>
- <br>
- <a href="http://learningwebgl.com/blog/?p=571"><< Back to Lesson 6</a><br>
- </body></html>
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