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- <html><head>
- <title>Zad 2</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;
- varying vec3 vLightWeighting;
- uniform sampler2D uSampler;
- void main(void) {
- vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
- gl_FragColor = vec4(textureColor.rgb * vLightWeighting, textureColor.a);
- }
- </script>
- <script id="shader-vs" type="x-shader/x-vertex">
- attribute vec3 aVertexPosition;
- attribute vec3 aVertexNormal;
- attribute vec2 aTextureCoord;
- uniform mat4 uMVMatrix;
- uniform mat4 uPMatrix;
- uniform mat3 uNMatrix;
- uniform vec3 uAmbientColor;
- uniform vec3 uPointLightingLocation;
- uniform vec3 uPointLightingColor;
- uniform bool uUseLighting;
- varying vec2 vTextureCoord;
- varying vec3 vLightWeighting;
- void main(void) {
- vec4 mvPosition = uMVMatrix * vec4(aVertexPosition, 1.0);
- gl_Position = uPMatrix * mvPosition;
- vTextureCoord = aTextureCoord;
- if (!uUseLighting) {
- vLightWeighting = vec3(1.0, 1.0, 1.0);
- } else {
- vec3 lightDirection = normalize(uPointLightingLocation - mvPosition.xyz);
- vec3 transformedNormal = uNMatrix * aVertexNormal;
- float directionalLightWeighting = max(dot(transformedNormal, lightDirection), 0.0);
- vLightWeighting = uAmbientColor + uPointLightingColor * directionalLightWeighting;
- }
- }
- </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.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
- gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);
- shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
- shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
- shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, "uNMatrix");
- shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
- shaderProgram.useLightingUniform = gl.getUniformLocation(shaderProgram, "uUseLighting");
- shaderProgram.ambientColorUniform = gl.getUniformLocation(shaderProgram, "uAmbientColor");
- shaderProgram.pointLightingLocationUniform = gl.getUniformLocation(shaderProgram, "uPointLightingLocation");
- shaderProgram.pointLightingColorUniform = gl.getUniformLocation(shaderProgram, "uPointLightingColor");
- }
- function handleLoadedTexture(texture) {
- gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
- gl.bindTexture(gl.TEXTURE_2D, texture);
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.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 moonTexture;
- var earthTexture;
- var sunTexture;
- var crateTexture;
- function initTextures() {
- moonTexture = gl.createTexture();
- moonTexture.image = new Image();
- moonTexture.image.onload = function () {
- handleLoadedTexture(moonTexture)
- }
- moonTexture.image.src = "moon.gif";
- earthTexture = gl.createTexture();
- earthTexture.image = new Image();
- earthTexture.image.onload = function () {
- handleLoadedTexture(earthTexture)
- }
- earthTexture.image.src = "earth.gif";
- sunTexture = gl.createTexture();
- sunTexture.image = new Image();
- sunTexture.image.onload = function () {
- handleLoadedTexture(sunTexture)
- }
- sunTexture.image.src = "sun.gif";
- crateTexture = gl.createTexture();
- crateTexture.image = new Image();
- crateTexture.image.onload = function () {
- handleLoadedTexture(crateTexture)
- }
- crateTexture.image.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);
- var normalMatrix = mat3.create();
- mat4.toInverseMat3(mvMatrix, normalMatrix);
- mat3.transpose(normalMatrix);
- gl.uniformMatrix3fv(shaderProgram.nMatrixUniform, false, normalMatrix);
- }
- function degToRad(degrees) {
- return degrees * Math.PI / 180;
- }
- var cubeVertexPositionBuffer;
- var cubeVertexNormalBuffer;
- var cubeVertexTextureCoordBuffer;
- var cubeVertexIndexBuffer;
- var moonVertexPositionBuffer;
- var moonVertexNormalBuffer;
- var moonVertexTextureCoordBuffer;
- var moonVertexIndexBuffer;
- var earthVertexPositionBuffer;
- var earthVertexNormalBuffer;
- var earthVertexTextureCoordBuffer;
- var earthVertexIndexBuffer;
- var sunVertexPositionBuffer;
- var sunVertexNormalBuffer;
- var sunVertexTextureCoordBuffer;
- var sunVertexIndexBuffer;
- 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,
- 1.0, 1.0, 1.0,
- -1.0, 1.0, 1.0,
- // Back 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,
- // Top 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,
- // 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,
- 1.0, 1.0, -1.0,
- 1.0, 1.0, 1.0,
- 1.0, -1.0, 1.0,
- // Left 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
- ];
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
- cubeVertexPositionBuffer.itemSize = 3;
- cubeVertexPositionBuffer.numItems = 24;
- cubeVertexNormalBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexNormalBuffer);
- var vertexNormals = [
- // Front face
- 0.0, 0.0, 1.0,
- 0.0, 0.0, 1.0,
- 0.0, 0.0, 1.0,
- 0.0, 0.0, 1.0,
- // Back face
- 0.0, 0.0, -1.0,
- 0.0, 0.0, -1.0,
- 0.0, 0.0, -1.0,
- 0.0, 0.0, -1.0,
- // Top face
- 0.0, 1.0, 0.0,
- 0.0, 1.0, 0.0,
- 0.0, 1.0, 0.0,
- 0.0, 1.0, 0.0,
- // Bottom face
- 0.0, -1.0, 0.0,
- 0.0, -1.0, 0.0,
- 0.0, -1.0, 0.0,
- 0.0, -1.0, 0.0,
- // Right face
- 1.0, 0.0, 0.0,
- 1.0, 0.0, 0.0,
- 1.0, 0.0, 0.0,
- 1.0, 0.0, 0.0,
- // Left face
- -1.0, 0.0, 0.0,
- -1.0, 0.0, 0.0,
- -1.0, 0.0, 0.0,
- -1.0, 0.0, 0.0,
- ];
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
- cubeVertexNormalBuffer.itemSize = 3;
- cubeVertexNormalBuffer.numItems = 24;
- cubeVertexTextureCoordBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer);
- var textureCoords = [
- // Front face
- 0.0, 0.0,
- 1.0, 0.0,
- 1.0, 1.0,
- 0.0, 1.0,
- // Back face
- 1.0, 0.0,
- 1.0, 1.0,
- 0.0, 1.0,
- 0.0, 0.0,
- // Top face
- 0.0, 1.0,
- 0.0, 0.0,
- 1.0, 0.0,
- 1.0, 1.0,
- // Bottom face
- 1.0, 1.0,
- 0.0, 1.0,
- 0.0, 0.0,
- 1.0, 0.0,
- // Right face
- 1.0, 0.0,
- 1.0, 1.0,
- 0.0, 1.0,
- 0.0, 0.0,
- // 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;
- var latitudeBands = 30;
- var longitudeBands = 30;
- var radius = 2;
- var vertexPositionData = [];
- var normalData = [];
- var textureCoordData = [];
- for (var latNumber=0; latNumber <= latitudeBands; latNumber++) {
- var theta = latNumber * Math.PI / latitudeBands;
- var sinTheta = Math.sin(theta);
- var cosTheta = Math.cos(theta);
- for (var longNumber=0; longNumber <= longitudeBands; longNumber++) {
- var phi = longNumber * 2 * Math.PI / longitudeBands;
- var sinPhi = Math.sin(phi);
- var cosPhi = Math.cos(phi);
- var x = cosPhi * sinTheta;
- var y = cosTheta;
- var z = sinPhi * sinTheta;
- var u = 1 - (longNumber / longitudeBands);
- var v = 1 - (latNumber / latitudeBands);
- normalData.push(x);
- normalData.push(y);
- normalData.push(z);
- textureCoordData.push(u);
- textureCoordData.push(v);
- vertexPositionData.push(radius * x);
- vertexPositionData.push(radius * y);
- vertexPositionData.push(radius * z);
- }
- }
- var indexData = [];
- for (var latNumber=0; latNumber < latitudeBands; latNumber++) {
- for (var longNumber=0; longNumber < longitudeBands; longNumber++) {
- var first = (latNumber * (longitudeBands + 1)) + longNumber;
- var second = first + longitudeBands + 1;
- indexData.push(first);
- indexData.push(second);
- indexData.push(first + 1);
- indexData.push(second);
- indexData.push(second + 1);
- indexData.push(first + 1);
- }
- }
- moonVertexNormalBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexNormalBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normalData), gl.STATIC_DRAW);
- moonVertexNormalBuffer.itemSize = 3;
- moonVertexNormalBuffer.numItems = normalData.length / 3;
- moonVertexTextureCoordBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexTextureCoordBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordData), gl.STATIC_DRAW);
- moonVertexTextureCoordBuffer.itemSize = 2;
- moonVertexTextureCoordBuffer.numItems = textureCoordData.length / 2;
- moonVertexPositionBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexPositionBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPositionData), gl.STATIC_DRAW);
- moonVertexPositionBuffer.itemSize = 3;
- moonVertexPositionBuffer.numItems = vertexPositionData.length / 3;
- moonVertexIndexBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, moonVertexIndexBuffer);
- gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData), gl.STREAM_DRAW);
- moonVertexIndexBuffer.itemSize = 1;
- moonVertexIndexBuffer.numItems = indexData.length;
- earthVertexNormalBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, earthVertexNormalBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normalData), gl.STATIC_DRAW);
- earthVertexNormalBuffer.itemSize = 3;
- earthVertexNormalBuffer.numItems = normalData.length / 3;
- earthVertexTextureCoordBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, earthVertexTextureCoordBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordData), gl.STATIC_DRAW);
- earthVertexTextureCoordBuffer.itemSize = 2;
- earthVertexTextureCoordBuffer.numItems = textureCoordData.length / 2;
- earthVertexPositionBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, earthVertexPositionBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPositionData), gl.STATIC_DRAW);
- earthVertexPositionBuffer.itemSize = 3;
- earthVertexPositionBuffer.numItems = vertexPositionData.length / 3;
- earthVertexIndexBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, earthVertexIndexBuffer);
- gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData), gl.STREAM_DRAW);
- earthVertexIndexBuffer.itemSize = 1;
- earthVertexIndexBuffer.numItems = indexData.length;
- sunVertexNormalBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, sunVertexNormalBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normalData), gl.STATIC_DRAW);
- sunVertexNormalBuffer.itemSize = 3;
- sunVertexNormalBuffer.numItems = normalData.length / 3;
- sunVertexTextureCoordBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, sunVertexTextureCoordBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordData), gl.STATIC_DRAW);
- sunVertexTextureCoordBuffer.itemSize = 2;
- sunVertexTextureCoordBuffer.numItems = textureCoordData.length / 2;
- sunVertexPositionBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, sunVertexPositionBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPositionData), gl.STATIC_DRAW);
- sunVertexPositionBuffer.itemSize = 3;
- sunVertexPositionBuffer.numItems = vertexPositionData.length / 3;
- sunVertexIndexBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, sunVertexIndexBuffer);
- gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData), gl.STREAM_DRAW);
- sunVertexIndexBuffer.itemSize = 1;
- sunVertexIndexBuffer.numItems = indexData.length;
- }
- var moonAngle = 180;
- var earthAngle = 180;
- var sunAngle = 0;
- var cubeAngle = 0;
- 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);
- var lighting = document.getElementById("lighting").checked;
- gl.uniform1i(shaderProgram.useLightingUniform, lighting);
- if (lighting) {
- gl.uniform3f(
- shaderProgram.ambientColorUniform,
- parseFloat(document.getElementById("ambientR").value),
- parseFloat(document.getElementById("ambientG").value),
- parseFloat(document.getElementById("ambientB").value)
- );
- gl.uniform3f(
- shaderProgram.pointLightingLocationUniform,
- parseFloat(document.getElementById("lightPositionX").value),
- parseFloat(document.getElementById("lightPositionY").value),
- parseFloat(document.getElementById("lightPositionZ").value)
- );
- gl.uniform3f(
- shaderProgram.pointLightingColorUniform,
- parseFloat(document.getElementById("pointR").value),
- parseFloat(document.getElementById("pointG").value),
- parseFloat(document.getElementById("pointB").value)
- );
- }
- mat4.identity(mvMatrix);
- mat4.translate(mvMatrix, [0, 0, -40]);
- mvPushMatrix();
- mat4.rotate(mvMatrix, degToRad(sunAngle), [0, 1, 0]);
- gl.activeTexture(gl.TEXTURE0);
- gl.bindTexture(gl.TEXTURE_2D, sunTexture);
- gl.uniform1i(shaderProgram.samplerUniform, 0);
- gl.bindBuffer(gl.ARRAY_BUFFER, sunVertexPositionBuffer);
- gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, sunVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
- gl.bindBuffer(gl.ARRAY_BUFFER, sunVertexTextureCoordBuffer);
- gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, sunVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);
- gl.bindBuffer(gl.ARRAY_BUFFER, sunVertexNormalBuffer);
- gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, sunVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, sunVertexIndexBuffer);
- setMatrixUniforms();
- gl.drawElements(gl.TRIANGLES, sunVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
- mvPopMatrix();
- mvPushMatrix();
- mat4.rotate(mvMatrix, degToRad(earthAngle), [0, 1, 0]);
- mat4.translate(mvMatrix, [7.5, 0, 0]);
- gl.activeTexture(gl.TEXTURE0);
- gl.bindTexture(gl.TEXTURE_2D, earthTexture);
- gl.uniform1i(shaderProgram.samplerUniform, 0);
- gl.bindBuffer(gl.ARRAY_BUFFER, earthVertexPositionBuffer);
- gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, earthVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
- gl.bindBuffer(gl.ARRAY_BUFFER, earthVertexTextureCoordBuffer);
- gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, earthVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);
- gl.bindBuffer(gl.ARRAY_BUFFER, earthVertexNormalBuffer);
- gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, earthVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, earthVertexIndexBuffer);
- setMatrixUniforms();
- gl.drawElements(gl.TRIANGLES, earthVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
- ///////
- mvPushMatrix();
- mat4.scale(mvMatrix, [0.5, 0.5, 0.5]);
- mat4.rotate(mvMatrix, degToRad(moonAngle), [0.5, 0.5, 0.5]);
- mat4.translate(mvMatrix, [7.5, 0, 0]);
- gl.activeTexture(gl.TEXTURE0);
- gl.bindTexture(gl.TEXTURE_2D, moonTexture);
- gl.uniform1i(shaderProgram.samplerUniform, 0);
- gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexPositionBuffer);
- gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, moonVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
- gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexTextureCoordBuffer);
- gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, moonVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);
- gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexNormalBuffer);
- gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, moonVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, moonVertexIndexBuffer);
- setMatrixUniforms();
- gl.drawElements(gl.TRIANGLES, moonVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
- mvPopMatrix();
- //////
- mvPopMatrix();
- }
- var lastTime = 0;
- function animate() {
- var timeNow = new Date().getTime();
- if (lastTime != 0) {
- var elapsed = timeNow - lastTime;
- moonAngle += 0.025 * elapsed;
- earthAngle += 0.1 * elapsed;
- sunAngle += 0.05 * elapsed;
- cubeAngle += 0.05 * elapsed;
- }
- lastTime = timeNow;
- }
- function tick() {
- requestAnimFrame(tick);
- drawScene();
- animate();
- }
- function webGLStart() {
- var canvas = document.getElementById("lesson12-canvas");
- initGL(canvas);
- initShaders();
- initBuffers();
- initTextures();
- gl.clearColor(0.0, 0.0, 0.0, 1.0);
- gl.enable(gl.DEPTH_TEST);
- tick();
- }
- </script>
- </head>
- <body onload="webGLStart();">
- <a href="http://learningwebgl.com/blog/?p=1359"><< Back to Lesson 12</a><br>
- <canvas id="lesson12-canvas" style="border: none;" width="500" height="500"></canvas>
- <br>
- <input id="lighting" checked="checked" type="checkbox"> Use lighting<br>
- <br>
- <h2>Point light:</h2>
- <table style="border: 0; padding: 10px;">
- <tbody><tr>
- <td><b>Location:</b>
- </td><td>X: <input id="lightPositionX" value="0.0" type="text">
- </td><td>Y: <input id="lightPositionY" value="0.0" type="text">
- </td><td>Z: <input id="lightPositionZ" value="-20.0" type="text">
- </td></tr>
- <tr>
- <td><b>Colour:</b>
- </td><td>R: <input id="pointR" value="0.2" type="text">
- </td><td>G: <input id="pointG" value="0.8" type="text">
- </td><td>B: <input id="pointB" value="0.8" type="text">
- </td></tr>
- </tbody></table>
- <h2>Ambient light:</h2>
- <table style="border: 0; padding: 10px;">
- <tbody><tr>
- <td><b>Colour:</b>
- </td><td>R: <input id="ambientR" value="0.2" type="text">
- </td><td>G: <input id="ambientG" value="0.2" type="text">
- </td><td>B: <input id="ambientB" value="0.2" type="text">
- </td></tr>
- </tbody></table>
- <br>
- Moon texture courtesy of <a href="http://maps.jpl.nasa.gov/">the Jet Propulsion Laboratory</a>.
- <br>
- <br>
- <a href="http://learningwebgl.com/blog/?p=1359"><< Back to Lesson 12</a><br>
- </body></html>
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