Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- "use strict";
- var vertexShaderSource = `#version 300 es
- // an attribute is an input (in) to a vertex shader.
- // It will receive data from a buffer
- in vec4 a_position;
- in vec4 a_color;
- // A matrix to transform the positions by
- uniform mat4 u_matrix;
- // a varying the color to the fragment shader
- out vec4 v_color;
- // all shaders have a main function
- void main() {
- // Multiply the position by the matrix.
- gl_Position = u_matrix * a_position;
- // Pass the color to the fragment shader.
- v_color = a_color;
- }
- `;
- var fragmentShaderSource = `#version 300 es
- precision mediump float;
- // the varied color passed from the vertex shader
- in vec4 v_color;
- // we need to declare an output for the fragment shader
- out vec4 outColor;
- void main() {
- outColor = v_color;
- }
- `;
- function main() {
- // Get A WebGL context
- /** @type {HTMLCanvasElement} */
- var canvas = document.getElementById("canvas");
- var gl = canvas.getContext("webgl2");
- if (!gl) {
- return;
- }
- // Use our boilerplate utils to compile the shaders and link into a program
- var program = webglUtils.createProgramFromSources(gl,
- [vertexShaderSource, fragmentShaderSource]);
- // look up where the vertex data needs to go.
- var positionAttributeLocation = gl.getAttribLocation(program, "a_position");
- var colorAttributeLocation = gl.getAttribLocation(program, "a_color");
- // look up uniform locations
- var matrixLocation = gl.getUniformLocation(program, "u_matrix");
- // Create a buffer
- var positionBuffer = gl.createBuffer();
- // Create a vertex array object (attribute state)
- var vao = gl.createVertexArray();
- // and make it the one we're currently working with
- gl.bindVertexArray(vao);
- // Turn on the attribute
- gl.enableVertexAttribArray(positionAttributeLocation);
- // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
- gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
- // Set Geometry.
- setGeometry(gl);
- // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
- var size = 3; // 3 components per iteration
- var type = gl.FLOAT; // the data is 32bit floats
- var normalize = false; // don't normalize the data
- var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
- var offset = 0; // start at the beginning of the buffer
- gl.vertexAttribPointer(
- positionAttributeLocation, size, type, normalize, stride, offset);
- // create the color buffer, make it the current ARRAY_BUFFER
- // and copy in the color values
- var colorBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
- setColors(gl);
- // Turn on the attribute
- gl.enableVertexAttribArray(colorAttributeLocation);
- // Tell the attribute how to get data out of colorBuffer (ARRAY_BUFFER)
- var size = 3; // 3 components per iteration
- var type = gl.UNSIGNED_BYTE; // the data is 8bit unsigned bytes
- var normalize = true; // convert from 0-255 to 0.0-1.0
- var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next color
- var offset = 0; // start at the beginning of the buffer
- gl.vertexAttribPointer(
- colorAttributeLocation, size, type, normalize, stride, offset);
- function radToDeg(r) {
- return r * 180 / Math.PI;
- }
- function degToRad(d) {
- return d * Math.PI / 180;
- }
- // First let's make some variables
- // to hold the translation,
- var fieldOfViewRadians = degToRad(60);
- var cameraAngleRadians = degToRad(0);
- drawScene();
- // Setup a ui.
- webglLessonsUI.setupSlider("#cameraAngle", {value: radToDeg(cameraAngleRadians), slide: updateCameraAngle, min: -360, max: 360});
- function updateCameraAngle(event, ui) {
- cameraAngleRadians = degToRad(ui.value);
- drawScene();
- }
- // Draw the scene.
- function drawScene() {
- var numFs = 5;
- var radius = 200;
- webglUtils.resizeCanvasToDisplaySize(gl.canvas);
- // Tell WebGL how to convert from clip space to pixels
- gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
- // Clear the canvas
- gl.clearColor(0, 0, 0, 0);
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
- // turn on depth testing
- gl.enable(gl.DEPTH_TEST);
- // tell webgl to cull faces
- gl.enable(gl.CULL_FACE);
- // Tell it to use our program (pair of shaders)
- gl.useProgram(program);
- // Bind the attribute/buffer set we want.
- gl.bindVertexArray(vao);
- // Compute the matrix
- var aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
- var zNear = 1;
- var zFar = 2000;
- var projectionMatrix = m4.perspective(fieldOfViewRadians, aspect, zNear, zFar);
- var cameraMatrix = m4.yRotation(cameraAngleRadians);
- cameraMatrix = m4.translate(cameraMatrix, 0, 0, radius * 1.5);
- // Make a view matrix from the camera matrix.
- var viewMatrix = m4.inverse(cameraMatrix);
- // create a viewProjection matrix. This will both apply perspective
- // AND move the world so that the camera is effectively the origin
- var viewProjectionMatrix = m4.multiply(projectionMatrix, viewMatrix);
- // Draw 'F's in a circle
- for (var ii = 0; ii < numFs; ++ii) {
- var angle = ii * Math.PI * 2 / numFs;
- var x = Math.cos(angle) * radius;
- var z = Math.sin(angle) * radius;
- var matrix = m4.translate(viewProjectionMatrix, x, 0, z);
- // Set the matrix.
- gl.uniformMatrix4fv(matrixLocation, false, matrix);
- // Draw the geometry.
- var primitiveType = gl.TRIANGLES;
- var offset = 0;
- var count = 16 * 6;
- gl.drawArrays(primitiveType, offset, count);
- }
- }
- }
- // Fill the current ARRAY_BUFFER buffer
- // with the values that define a letter 'F'.
- function setGeometry(gl) {
- var positions = new Float32Array([
- // left column front
- 0, 0, 0,
- 0, 150, 0,
- 30, 0, 0,
- 0, 150, 0,
- 30, 150, 0,
- 30, 0, 0,
- // top rung front
- 30, 0, 0,
- 30, 30, 0,
- 100, 0, 0,
- 30, 30, 0,
- 100, 30, 0,
- 100, 0, 0,
- // middle rung front
- 30, 60, 0,
- 30, 90, 0,
- 67, 60, 0,
- 30, 90, 0,
- 67, 90, 0,
- 67, 60, 0,
- // left column back
- 0, 0, 30,
- 30, 0, 30,
- 0, 150, 30,
- 0, 150, 30,
- 30, 0, 30,
- 30, 150, 30,
- // top rung back
- 30, 0, 30,
- 100, 0, 30,
- 30, 30, 30,
- 30, 30, 30,
- 100, 0, 30,
- 100, 30, 30,
- // middle rung back
- 30, 60, 30,
- 67, 60, 30,
- 30, 90, 30,
- 30, 90, 30,
- 67, 60, 30,
- 67, 90, 30,
- // top
- 0, 0, 0,
- 100, 0, 0,
- 100, 0, 30,
- 0, 0, 0,
- 100, 0, 30,
- 0, 0, 30,
- // top rung right
- 100, 0, 0,
- 100, 30, 0,
- 100, 30, 30,
- 100, 0, 0,
- 100, 30, 30,
- 100, 0, 30,
- // under top rung
- 30, 30, 0,
- 30, 30, 30,
- 100, 30, 30,
- 30, 30, 0,
- 100, 30, 30,
- 100, 30, 0,
- // between top rung and middle
- 30, 30, 0,
- 30, 60, 30,
- 30, 30, 30,
- 30, 30, 0,
- 30, 60, 0,
- 30, 60, 30,
- // top of middle rung
- 30, 60, 0,
- 67, 60, 30,
- 30, 60, 30,
- 30, 60, 0,
- 67, 60, 0,
- 67, 60, 30,
- // right of middle rung
- 67, 60, 0,
- 67, 90, 30,
- 67, 60, 30,
- 67, 60, 0,
- 67, 90, 0,
- 67, 90, 30,
- // bottom of middle rung.
- 30, 90, 0,
- 30, 90, 30,
- 67, 90, 30,
- 30, 90, 0,
- 67, 90, 30,
- 67, 90, 0,
- // right of bottom
- 30, 90, 0,
- 30, 150, 30,
- 30, 90, 30,
- 30, 90, 0,
- 30, 150, 0,
- 30, 150, 30,
- // bottom
- 0, 150, 0,
- 0, 150, 30,
- 30, 150, 30,
- 0, 150, 0,
- 30, 150, 30,
- 30, 150, 0,
- // left side
- 0, 0, 0,
- 0, 0, 30,
- 0, 150, 30,
- 0, 0, 0,
- 0, 150, 30,
- 0, 150, 0,
- ]);
- // Center the F around the origin and Flip it around. We do this because
- // we're in 3D now with and +Y is up where as before when we started with 2D
- // we had +Y as down.
- // We could do by changing all the values above but I'm lazy.
- // We could also do it with a matrix at draw time but you should
- // never do stuff at draw time if you can do it at init time.
- var matrix = m4.xRotation(Math.PI);
- matrix = m4.translate(matrix, -50, -75, -15);
- for (var ii = 0; ii < positions.length; ii += 3) {
- var vector = m4.transformVector(matrix, [positions[ii + 0], positions[ii + 1], positions[ii + 2], 1]);
- positions[ii + 0] = vector[0];
- positions[ii + 1] = vector[1];
- positions[ii + 2] = vector[2];
- }
- gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
- }
- // Fill the current ARRAY_BUFFER buffer with colors for the 'F'.
- function setColors(gl) {
- gl.bufferData(
- gl.ARRAY_BUFFER,
- new Uint8Array([
- // left column front
- 200, 70, 120,
- 200, 70, 120,
- 200, 70, 120,
- 200, 70, 120,
- 200, 70, 120,
- 200, 70, 120,
- // top rung front
- 200, 70, 120,
- 200, 70, 120,
- 200, 70, 120,
- 200, 70, 120,
- 200, 70, 120,
- 200, 70, 120,
- // middle rung front
- 200, 70, 120,
- 200, 70, 120,
- 200, 70, 120,
- 200, 70, 120,
- 200, 70, 120,
- 200, 70, 120,
- // left column back
- 80, 70, 200,
- 80, 70, 200,
- 80, 70, 200,
- 80, 70, 200,
- 80, 70, 200,
- 80, 70, 200,
- // top rung back
- 80, 70, 200,
- 80, 70, 200,
- 80, 70, 200,
- 80, 70, 200,
- 80, 70, 200,
- 80, 70, 200,
- // middle rung back
- 80, 70, 200,
- 80, 70, 200,
- 80, 70, 200,
- 80, 70, 200,
- 80, 70, 200,
- 80, 70, 200,
- // top
- 70, 200, 210,
- 70, 200, 210,
- 70, 200, 210,
- 70, 200, 210,
- 70, 200, 210,
- 70, 200, 210,
- // top rung right
- 200, 200, 70,
- 200, 200, 70,
- 200, 200, 70,
- 200, 200, 70,
- 200, 200, 70,
- 200, 200, 70,
- // under top rung
- 210, 100, 70,
- 210, 100, 70,
- 210, 100, 70,
- 210, 100, 70,
- 210, 100, 70,
- 210, 100, 70,
- // between top rung and middle
- 210, 160, 70,
- 210, 160, 70,
- 210, 160, 70,
- 210, 160, 70,
- 210, 160, 70,
- 210, 160, 70,
- // top of middle rung
- 70, 180, 210,
- 70, 180, 210,
- 70, 180, 210,
- 70, 180, 210,
- 70, 180, 210,
- 70, 180, 210,
- // right of middle rung
- 100, 70, 210,
- 100, 70, 210,
- 100, 70, 210,
- 100, 70, 210,
- 100, 70, 210,
- 100, 70, 210,
- // bottom of middle rung.
- 76, 210, 100,
- 76, 210, 100,
- 76, 210, 100,
- 76, 210, 100,
- 76, 210, 100,
- 76, 210, 100,
- // right of bottom
- 140, 210, 80,
- 140, 210, 80,
- 140, 210, 80,
- 140, 210, 80,
- 140, 210, 80,
- 140, 210, 80,
- // bottom
- 90, 130, 110,
- 90, 130, 110,
- 90, 130, 110,
- 90, 130, 110,
- 90, 130, 110,
- 90, 130, 110,
- // left side
- 160, 160, 220,
- 160, 160, 220,
- 160, 160, 220,
- 160, 160, 220,
- 160, 160, 220,
- 160, 160, 220,
- ]),
- gl.STATIC_DRAW);
- }
- var m4 = {
- perspective: function(fieldOfViewInRadians, aspect, near, far) {
- var f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewInRadians);
- var rangeInv = 1.0 / (near - far);
- return [
- f / aspect, 0, 0, 0,
- 0, f, 0, 0,
- 0, 0, (near + far) * rangeInv, -1,
- 0, 0, near * far * rangeInv * 2, 0,
- ];
- },
- projection: function(width, height, depth) {
- // Note: This matrix flips the Y axis so 0 is at the top.
- return [
- 2 / width, 0, 0, 0,
- 0, -2 / height, 0, 0,
- 0, 0, 2 / depth, 0,
- -1, 1, 0, 1,
- ];
- },
- multiply: function(a, b) {
- var a00 = a[0 * 4 + 0];
- var a01 = a[0 * 4 + 1];
- var a02 = a[0 * 4 + 2];
- var a03 = a[0 * 4 + 3];
- var a10 = a[1 * 4 + 0];
- var a11 = a[1 * 4 + 1];
- var a12 = a[1 * 4 + 2];
- var a13 = a[1 * 4 + 3];
- var a20 = a[2 * 4 + 0];
- var a21 = a[2 * 4 + 1];
- var a22 = a[2 * 4 + 2];
- var a23 = a[2 * 4 + 3];
- var a30 = a[3 * 4 + 0];
- var a31 = a[3 * 4 + 1];
- var a32 = a[3 * 4 + 2];
- var a33 = a[3 * 4 + 3];
- var b00 = b[0 * 4 + 0];
- var b01 = b[0 * 4 + 1];
- var b02 = b[0 * 4 + 2];
- var b03 = b[0 * 4 + 3];
- var b10 = b[1 * 4 + 0];
- var b11 = b[1 * 4 + 1];
- var b12 = b[1 * 4 + 2];
- var b13 = b[1 * 4 + 3];
- var b20 = b[2 * 4 + 0];
- var b21 = b[2 * 4 + 1];
- var b22 = b[2 * 4 + 2];
- var b23 = b[2 * 4 + 3];
- var b30 = b[3 * 4 + 0];
- var b31 = b[3 * 4 + 1];
- var b32 = b[3 * 4 + 2];
- var b33 = b[3 * 4 + 3];
- return [
- b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30,
- b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31,
- b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32,
- b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33,
- b10 * a00 + b11 * a10 + b12 * a20 + b13 * a30,
- b10 * a01 + b11 * a11 + b12 * a21 + b13 * a31,
- b10 * a02 + b11 * a12 + b12 * a22 + b13 * a32,
- b10 * a03 + b11 * a13 + b12 * a23 + b13 * a33,
- b20 * a00 + b21 * a10 + b22 * a20 + b23 * a30,
- b20 * a01 + b21 * a11 + b22 * a21 + b23 * a31,
- b20 * a02 + b21 * a12 + b22 * a22 + b23 * a32,
- b20 * a03 + b21 * a13 + b22 * a23 + b23 * a33,
- b30 * a00 + b31 * a10 + b32 * a20 + b33 * a30,
- b30 * a01 + b31 * a11 + b32 * a21 + b33 * a31,
- b30 * a02 + b31 * a12 + b32 * a22 + b33 * a32,
- b30 * a03 + b31 * a13 + b32 * a23 + b33 * a33,
- ];
- },
- translation: function(tx, ty, tz) {
- return [
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- tx, ty, tz, 1,
- ];
- },
- xRotation: function(angleInRadians) {
- var c = Math.cos(angleInRadians);
- var s = Math.sin(angleInRadians);
- return [
- 1, 0, 0, 0,
- 0, c, s, 0,
- 0, -s, c, 0,
- 0, 0, 0, 1,
- ];
- },
- yRotation: function(angleInRadians) {
- var c = Math.cos(angleInRadians);
- var s = Math.sin(angleInRadians);
- return [
- c, 0, -s, 0,
- 0, 1, 0, 0,
- s, 0, c, 0,
- 0, 0, 0, 1,
- ];
- },
- zRotation: function(angleInRadians) {
- var c = Math.cos(angleInRadians);
- var s = Math.sin(angleInRadians);
- return [
- c, s, 0, 0,
- -s, c, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1,
- ];
- },
- scaling: function(sx, sy, sz) {
- return [
- sx, 0, 0, 0,
- 0, sy, 0, 0,
- 0, 0, sz, 0,
- 0, 0, 0, 1,
- ];
- },
- translate: function(m, tx, ty, tz) {
- return m4.multiply(m, m4.translation(tx, ty, tz));
- },
- xRotate: function(m, angleInRadians) {
- return m4.multiply(m, m4.xRotation(angleInRadians));
- },
- yRotate: function(m, angleInRadians) {
- return m4.multiply(m, m4.yRotation(angleInRadians));
- },
- zRotate: function(m, angleInRadians) {
- return m4.multiply(m, m4.zRotation(angleInRadians));
- },
- scale: function(m, sx, sy, sz) {
- return m4.multiply(m, m4.scaling(sx, sy, sz));
- },
- inverse: function(m) {
- var m00 = m[0 * 4 + 0];
- var m01 = m[0 * 4 + 1];
- var m02 = m[0 * 4 + 2];
- var m03 = m[0 * 4 + 3];
- var m10 = m[1 * 4 + 0];
- var m11 = m[1 * 4 + 1];
- var m12 = m[1 * 4 + 2];
- var m13 = m[1 * 4 + 3];
- var m20 = m[2 * 4 + 0];
- var m21 = m[2 * 4 + 1];
- var m22 = m[2 * 4 + 2];
- var m23 = m[2 * 4 + 3];
- var m30 = m[3 * 4 + 0];
- var m31 = m[3 * 4 + 1];
- var m32 = m[3 * 4 + 2];
- var m33 = m[3 * 4 + 3];
- var tmp_0 = m22 * m33;
- var tmp_1 = m32 * m23;
- var tmp_2 = m12 * m33;
- var tmp_3 = m32 * m13;
- var tmp_4 = m12 * m23;
- var tmp_5 = m22 * m13;
- var tmp_6 = m02 * m33;
- var tmp_7 = m32 * m03;
- var tmp_8 = m02 * m23;
- var tmp_9 = m22 * m03;
- var tmp_10 = m02 * m13;
- var tmp_11 = m12 * m03;
- var tmp_12 = m20 * m31;
- var tmp_13 = m30 * m21;
- var tmp_14 = m10 * m31;
- var tmp_15 = m30 * m11;
- var tmp_16 = m10 * m21;
- var tmp_17 = m20 * m11;
- var tmp_18 = m00 * m31;
- var tmp_19 = m30 * m01;
- var tmp_20 = m00 * m21;
- var tmp_21 = m20 * m01;
- var tmp_22 = m00 * m11;
- var tmp_23 = m10 * m01;
- var t0 = (tmp_0 * m11 + tmp_3 * m21 + tmp_4 * m31) -
- (tmp_1 * m11 + tmp_2 * m21 + tmp_5 * m31);
- var t1 = (tmp_1 * m01 + tmp_6 * m21 + tmp_9 * m31) -
- (tmp_0 * m01 + tmp_7 * m21 + tmp_8 * m31);
- var t2 = (tmp_2 * m01 + tmp_7 * m11 + tmp_10 * m31) -
- (tmp_3 * m01 + tmp_6 * m11 + tmp_11 * m31);
- var t3 = (tmp_5 * m01 + tmp_8 * m11 + tmp_11 * m21) -
- (tmp_4 * m01 + tmp_9 * m11 + tmp_10 * m21);
- var d = 1.0 / (m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3);
- return [
- d * t0,
- d * t1,
- d * t2,
- d * t3,
- d * ((tmp_1 * m10 + tmp_2 * m20 + tmp_5 * m30) -
- (tmp_0 * m10 + tmp_3 * m20 + tmp_4 * m30)),
- d * ((tmp_0 * m00 + tmp_7 * m20 + tmp_8 * m30) -
- (tmp_1 * m00 + tmp_6 * m20 + tmp_9 * m30)),
- d * ((tmp_3 * m00 + tmp_6 * m10 + tmp_11 * m30) -
- (tmp_2 * m00 + tmp_7 * m10 + tmp_10 * m30)),
- d * ((tmp_4 * m00 + tmp_9 * m10 + tmp_10 * m20) -
- (tmp_5 * m00 + tmp_8 * m10 + tmp_11 * m20)),
- d * ((tmp_12 * m13 + tmp_15 * m23 + tmp_16 * m33) -
- (tmp_13 * m13 + tmp_14 * m23 + tmp_17 * m33)),
- d * ((tmp_13 * m03 + tmp_18 * m23 + tmp_21 * m33) -
- (tmp_12 * m03 + tmp_19 * m23 + tmp_20 * m33)),
- d * ((tmp_14 * m03 + tmp_19 * m13 + tmp_22 * m33) -
- (tmp_15 * m03 + tmp_18 * m13 + tmp_23 * m33)),
- d * ((tmp_17 * m03 + tmp_20 * m13 + tmp_23 * m23) -
- (tmp_16 * m03 + tmp_21 * m13 + tmp_22 * m23)),
- d * ((tmp_14 * m22 + tmp_17 * m32 + tmp_13 * m12) -
- (tmp_16 * m32 + tmp_12 * m12 + tmp_15 * m22)),
- d * ((tmp_20 * m32 + tmp_12 * m02 + tmp_19 * m22) -
- (tmp_18 * m22 + tmp_21 * m32 + tmp_13 * m02)),
- d * ((tmp_18 * m12 + tmp_23 * m32 + tmp_15 * m02) -
- (tmp_22 * m32 + tmp_14 * m02 + tmp_19 * m12)),
- d * ((tmp_22 * m22 + tmp_16 * m02 + tmp_21 * m12) -
- (tmp_20 * m12 + tmp_23 * m22 + tmp_17 * m02)),
- ];
- },
- transformVector: function(m, v) {
- var dst = [];
- for (var i = 0; i < 4; ++i) {
- dst[i] = 0.0;
- for (var j = 0; j < 4; ++j) {
- dst[i] += v[j] * m[j * 4 + i];
- }
- }
- return dst;
- },
- };
- main();
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement