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| Here is the complete code for the textured spinning box (SpiritBox.html):
| | To see the source code for SpiritBox.html [https://cvs.khronos.org/svn/repos/registry/trunk/public/webgl/sdk/demos/webkit/SpiritBox.html click this link] and choose "view source" in your browser. |
| <source lang="javascript">
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| <!DOCTYPE html>
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| <html>
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| <head>
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| <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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| <title>Spinning WebGL Box</title>
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| <script src="resources/CanvasMatrix.js" type="text/javascript"> </script>
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| <script src="resources/utils3d.js" type="text/javascript"> </script>
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| <script id="vshader" type="x-shader/x-vertex">
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| uniform mat4 u_modelViewProjMatrix;
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| uniform mat4 u_normalMatrix;
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| uniform vec3 lightDir;
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| attribute vec3 vNormal;
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| attribute vec4 vTexCoord;
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| attribute vec4 vPosition;
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| varying float v_Dot;
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| varying vec2 v_texCoord;
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| void main()
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| {
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| gl_Position = u_modelViewProjMatrix * vPosition;
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| v_texCoord = vTexCoord.st;
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| vec4 transNormal = u_normalMatrix * vec4(vNormal, 1);
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| v_Dot = max(dot(transNormal.xyz, lightDir), 0.0);
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| }
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| </script>
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| <script id="fshader" type="x-shader/x-fragment">
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| uniform sampler2D sampler2d;
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| varying float v_Dot;
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| varying vec2 v_texCoord;
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| void main()
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| {
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| vec2 texCoord = vec2(v_texCoord.s, 1.0 - v_texCoord.t);
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| vec4 color = texture2D(sampler2d, texCoord);
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| color += vec4(0.1, 0.1, 0.1, 1);
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| gl_FragColor = vec4(color.xyz * v_Dot, color.a);
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| }
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| </script>
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| <script>
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| function init()
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| {
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| // Initialize
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| var gl = initWebGL(
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| // The id of the Canvas Element
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| "example",
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| // The ids of the vertex and fragment shaders
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| "vshader", "fshader",
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| // The vertex attribute names used by the shaders.
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| // The order they appear here corresponds to their index
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| // used later.
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| [ "vNormal", "vColor", "vPosition"],
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| // The clear color and depth values
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| [ 0, 0, 0, 1 ], 10000);
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| // Set some uniform variables for the shaders
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| gl.uniform3f(gl.getUniformLocation(gl.program, "lightDir"), 0, 0, 1);
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| gl.uniform1i(gl.getUniformLocation(gl.program, "sampler2d"), 0);
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| // Enable texturing
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| gl.enable(gl.TEXTURE_2D);
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| // Create a box. On return 'gl' contains a 'box' property with
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| // the BufferObjects containing the arrays for vertices,
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| // normals, texture coords, and indices.
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| gl.box = makeBox(gl);
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| // Load an image to use. Returns a WebGLTexture object
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| spiritTexture = loadImageTexture(gl, "resources/spirit.jpg");
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| // Create some matrices to use later and save their locations in the shaders
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| gl.mvMatrix = new CanvasMatrix4();
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| gl.u_normalMatrixLoc = gl.getUniformLocation(gl.program, "u_normalMatrix");
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| gl.normalMatrix = new CanvasMatrix4();
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| gl.u_modelViewProjMatrixLoc =
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| gl.getUniformLocation(gl.program, "u_modelViewProjMatrix");
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| gl.mvpMatrix = new CanvasMatrix4();
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| // Enable all of the vertex attribute arrays.
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| gl.enableVertexAttribArray(0);
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| gl.enableVertexAttribArray(1);
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| gl.enableVertexAttribArray(2);
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| // Set up all the vertex attributes for vertices, normals and texCoords
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| gl.bindBuffer(gl.ARRAY_BUFFER, gl.box.vertexObject);
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| gl.vertexAttribPointer(2, 3, gl.FLOAT, false, 0, 0);
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| gl.bindBuffer(gl.ARRAY_BUFFER, gl.box.normalObject);
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| gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
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| gl.bindBuffer(gl.ARRAY_BUFFER, gl.box.texCoordObject);
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| gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
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| // Bind the index array
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| gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.box.indexObject);
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| return gl;
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| }
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| width = -1;
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| height = -1;
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| function reshape(gl)
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| {
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| var canvas = document.getElementById('example');
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| if (canvas.clientWidth == width && canvas.clientHeight == height)
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| return;
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| width = canvas.clientWidth;
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| height = canvas.clientHeight;
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| // Set the viewport and projection matrix for the scene
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| gl.viewport(0, 0, width, height);
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| gl.perspectiveMatrix = new CanvasMatrix4();
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| gl.perspectiveMatrix.lookat(0, 0, 7, 0, 0, 0, 0, 1, 0);
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| gl.perspectiveMatrix.perspective(30, width/height, 1, 10000);
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| }
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| function drawPicture(gl)
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| {
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| // Make sure the canvas is sized correctly.
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| reshape(gl);
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| // Clear the canvas
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| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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| // Make a model/view matrix.
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| gl.mvMatrix.makeIdentity();
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| gl.mvMatrix.rotate(currentAngle, 0,1,0);
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| gl.mvMatrix.rotate(20, 1,0,0);
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| // Construct the normal matrix from the model-view matrix and pass it in
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| gl.normalMatrix.load(gl.mvMatrix);
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| gl.normalMatrix.invert();
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| gl.normalMatrix.transpose();
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| gl.uniformMatrix4fv(gl.u_normalMatrixLoc, false,
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| gl.normalMatrix.getAsWebGLFloatArray());
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| // Construct the model-view * projection matrix and pass it in
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| gl.mvpMatrix.load(gl.mvMatrix);
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| gl.mvpMatrix.multRight(gl.perspectiveMatrix);
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| gl.uniformMatrix4fv(gl.u_modelViewProjMatrixLoc, false,
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| gl.mvpMatrix.getAsWebGLFloatArray());
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| // Bind the texture to use
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| gl.bindTexture(gl.TEXTURE_2D, spiritTexture);
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| // Draw the cube
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| gl.drawElements(gl.TRIANGLES, gl.box.numIndices, gl.UNSIGNED_BYTE, 0);
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| // Finish up.
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| gl.flush();
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| // Show the framerate
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| framerate.snapshot();
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| currentAngle += incAngle;
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| if (currentAngle > 360)
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| currentAngle -= 360;
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| }
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| function start()
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| {
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| var c = document.getElementById("example");
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| var w = Math.floor(window.innerWidth * 0.9);
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| var h = Math.floor(window.innerHeight * 0.9);
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| c.width = w;
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| c.height = h;
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| var gl = init();
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| currentAngle = 0;
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| incAngle = 0.5;
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| framerate = new Framerate("framerate");
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| setInterval(function() { drawPicture(gl) }, 10);
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| }
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| </script>
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| <style type="text/css">
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| canvas {
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| border: 2px solid black;
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| }
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| </style>
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| </head>
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| <body onload="start()">
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| <canvas id="example">
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| If you're seeing this your web browser doesn't support the <canvas>> element. Ouch!
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| </canvas>
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| </body>
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| </html>
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| </source>
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| </source>
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