mirror of
https://github.com/KevinMidboe/cubewaves.git
synced 2025-10-29 09:30:18 +00:00
Added example box with colored sides.
This commit is contained in:
14
box.html
Normal file
14
box.html
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
<!doctype html>
|
||||||
|
<html lang="en">
|
||||||
|
<head>
|
||||||
|
<meta charset="utf-8">
|
||||||
|
<title>WebGL Box Demo</title>
|
||||||
|
</head>
|
||||||
|
|
||||||
|
<body>
|
||||||
|
<canvas id="glcanvas" width="640" height="480"></canvas>
|
||||||
|
</body>
|
||||||
|
|
||||||
|
<script src="/src/gl-matrix.js"></script>
|
||||||
|
<script src="/public/box.js"></script>
|
||||||
|
</html>
|
||||||
377
public/box.js
Normal file
377
public/box.js
Normal file
@@ -0,0 +1,377 @@
|
|||||||
|
var cubeRotation = 0.0;
|
||||||
|
|
||||||
|
main();
|
||||||
|
|
||||||
|
//
|
||||||
|
// Start here
|
||||||
|
//
|
||||||
|
function main() {
|
||||||
|
const canvas = document.querySelector('#glcanvas');
|
||||||
|
const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
|
||||||
|
|
||||||
|
// If we don't have a GL context, give up now
|
||||||
|
|
||||||
|
if (!gl) {
|
||||||
|
alert('Unable to initialize WebGL. Your browser or machine may not support it.');
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Vertex shader program
|
||||||
|
|
||||||
|
const vsSource = `
|
||||||
|
attribute vec4 aVertexPosition;
|
||||||
|
attribute vec4 aVertexColor;
|
||||||
|
|
||||||
|
uniform mat4 uModelViewMatrix;
|
||||||
|
uniform mat4 uProjectionMatrix;
|
||||||
|
|
||||||
|
varying lowp vec4 vColor;
|
||||||
|
|
||||||
|
void main(void) {
|
||||||
|
gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
|
||||||
|
vColor = aVertexColor;
|
||||||
|
}
|
||||||
|
`;
|
||||||
|
|
||||||
|
// Fragment shader program
|
||||||
|
|
||||||
|
const fsSource = `
|
||||||
|
varying lowp vec4 vColor;
|
||||||
|
|
||||||
|
void main(void) {
|
||||||
|
gl_FragColor = vColor;
|
||||||
|
}
|
||||||
|
`;
|
||||||
|
|
||||||
|
// Initialize a shader program; this is where all the lighting
|
||||||
|
// for the vertices and so forth is established.
|
||||||
|
const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
|
||||||
|
|
||||||
|
// Collect all the info needed to use the shader program.
|
||||||
|
// Look up which attributes our shader program is using
|
||||||
|
// for aVertexPosition, aVevrtexColor and also
|
||||||
|
// look up uniform locations.
|
||||||
|
const programInfo = {
|
||||||
|
program: shaderProgram,
|
||||||
|
attribLocations: {
|
||||||
|
vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
|
||||||
|
vertexColor: gl.getAttribLocation(shaderProgram, 'aVertexColor'),
|
||||||
|
},
|
||||||
|
uniformLocations: {
|
||||||
|
projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'),
|
||||||
|
modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'),
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
// Here's where we call the routine that builds all the
|
||||||
|
// objects we'll be drawing.
|
||||||
|
const buffers = initBuffers(gl);
|
||||||
|
|
||||||
|
var then = 0;
|
||||||
|
|
||||||
|
// Draw the scene repeatedly
|
||||||
|
function render(now) {
|
||||||
|
now *= 0.001; // convert to seconds
|
||||||
|
const deltaTime = now - then;
|
||||||
|
then = now;
|
||||||
|
|
||||||
|
drawScene(gl, programInfo, buffers, deltaTime);
|
||||||
|
|
||||||
|
requestAnimationFrame(render);
|
||||||
|
}
|
||||||
|
requestAnimationFrame(render);
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// initBuffers
|
||||||
|
//
|
||||||
|
// Initialize the buffers we'll need. For this demo, we just
|
||||||
|
// have one object -- a simple three-dimensional cube.
|
||||||
|
//
|
||||||
|
function initBuffers(gl) {
|
||||||
|
|
||||||
|
// Create a buffer for the cube's vertex positions.
|
||||||
|
|
||||||
|
const positionBuffer = gl.createBuffer();
|
||||||
|
|
||||||
|
// Select the positionBuffer as the one to apply buffer
|
||||||
|
// operations to from here out.
|
||||||
|
|
||||||
|
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
|
||||||
|
|
||||||
|
// Now create an array of positions for the cube.
|
||||||
|
|
||||||
|
const positions = [
|
||||||
|
// 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,
|
||||||
|
];
|
||||||
|
|
||||||
|
// Now pass the list of positions into WebGL to build the
|
||||||
|
// shape. We do this by creating a Float32Array from the
|
||||||
|
// JavaScript array, then use it to fill the current buffer.
|
||||||
|
|
||||||
|
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
|
||||||
|
|
||||||
|
// Now set up the colors for the faces. We'll use solid colors
|
||||||
|
// for each face.
|
||||||
|
|
||||||
|
const faceColors = [
|
||||||
|
[1.0, 1.0, 1.0, 1.0], // Front face: white
|
||||||
|
[1.0, 0.0, 0.0, 1.0], // Back face: red
|
||||||
|
[0.0, 1.0, 0.0, 1.0], // Top face: green
|
||||||
|
[0.0, 0.0, 1.0, 1.0], // Bottom face: blue
|
||||||
|
[1.0, 1.0, 0.0, 1.0], // Right face: yellow
|
||||||
|
[1.0, 0.0, 1.0, 1.0], // Left face: purple
|
||||||
|
];
|
||||||
|
|
||||||
|
// Convert the array of colors into a table for all the vertices.
|
||||||
|
|
||||||
|
var colors = [];
|
||||||
|
|
||||||
|
for (var j = 0; j < faceColors.length; ++j) {
|
||||||
|
const c = faceColors[j];
|
||||||
|
|
||||||
|
// Repeat each color four times for the four vertices of the face
|
||||||
|
colors = colors.concat(c, c, c, c);
|
||||||
|
}
|
||||||
|
|
||||||
|
const colorBuffer = gl.createBuffer();
|
||||||
|
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
|
||||||
|
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
|
||||||
|
|
||||||
|
// Build the element array buffer; this specifies the indices
|
||||||
|
// into the vertex arrays for each face's vertices.
|
||||||
|
|
||||||
|
const indexBuffer = gl.createBuffer();
|
||||||
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
|
||||||
|
|
||||||
|
// This array defines each face as two triangles, using the
|
||||||
|
// indices into the vertex array to specify each triangle's
|
||||||
|
// position.
|
||||||
|
|
||||||
|
const indices = [
|
||||||
|
0, 1, 2, 0, 2, 3, // front
|
||||||
|
4, 5, 6, 4, 6, 7, // back
|
||||||
|
8, 9, 10, 8, 10, 11, // top
|
||||||
|
12, 13, 14, 12, 14, 15, // bottom
|
||||||
|
16, 17, 18, 16, 18, 19, // right
|
||||||
|
20, 21, 22, 20, 22, 23, // left
|
||||||
|
];
|
||||||
|
|
||||||
|
// Now send the element array to GL
|
||||||
|
|
||||||
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
|
||||||
|
new Uint16Array(indices), gl.STATIC_DRAW);
|
||||||
|
|
||||||
|
return {
|
||||||
|
position: positionBuffer,
|
||||||
|
color: colorBuffer,
|
||||||
|
indices: indexBuffer,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// Draw the scene.
|
||||||
|
//
|
||||||
|
function drawScene(gl, programInfo, buffers, deltaTime) {
|
||||||
|
gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
|
||||||
|
gl.clearDepth(1.0); // Clear everything
|
||||||
|
gl.enable(gl.DEPTH_TEST); // Enable depth testing
|
||||||
|
gl.depthFunc(gl.LEQUAL); // Near things obscure far things
|
||||||
|
|
||||||
|
// Clear the canvas before we start drawing on it.
|
||||||
|
|
||||||
|
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
// Create a perspective matrix, a special matrix that is
|
||||||
|
// used to simulate the distortion of perspective in a camera.
|
||||||
|
// Our field of view is 45 degrees, with a width/height
|
||||||
|
// ratio that matches the display size of the canvas
|
||||||
|
// and we only want to see objects between 0.1 units
|
||||||
|
// and 100 units away from the camera.
|
||||||
|
|
||||||
|
const fieldOfView = 45 * Math.PI / 180; // in radians
|
||||||
|
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
|
||||||
|
const zNear = 0.1;
|
||||||
|
const zFar = 100.0;
|
||||||
|
const projectionMatrix = mat4.create();
|
||||||
|
|
||||||
|
// note: glmatrix.js always has the first argument
|
||||||
|
// as the destination to receive the result.
|
||||||
|
mat4.perspective(projectionMatrix,
|
||||||
|
fieldOfView,
|
||||||
|
aspect,
|
||||||
|
zNear,
|
||||||
|
zFar);
|
||||||
|
|
||||||
|
// Set the drawing position to the "identity" point, which is
|
||||||
|
// the center of the scene.
|
||||||
|
const modelViewMatrix = mat4.create();
|
||||||
|
|
||||||
|
// Now move the drawing position a bit to where we want to
|
||||||
|
// start drawing the square.
|
||||||
|
|
||||||
|
mat4.translate(modelViewMatrix, // destination matrix
|
||||||
|
modelViewMatrix, // matrix to translate
|
||||||
|
[-0.0, 0.0, -6.0]); // amount to translate
|
||||||
|
mat4.rotate(modelViewMatrix, // destination matrix
|
||||||
|
modelViewMatrix, // matrix to rotate
|
||||||
|
cubeRotation, // amount to rotate in radians
|
||||||
|
[0, 0, 1]); // axis to rotate around (Z)
|
||||||
|
mat4.rotate(modelViewMatrix, // destination matrix
|
||||||
|
modelViewMatrix, // matrix to rotate
|
||||||
|
cubeRotation * .7,// amount to rotate in radians
|
||||||
|
[0, 1, 0]); // axis to rotate around (X)
|
||||||
|
|
||||||
|
// Tell WebGL how to pull out the positions from the position
|
||||||
|
// buffer into the vertexPosition attribute
|
||||||
|
{
|
||||||
|
const numComponents = 3;
|
||||||
|
const type = gl.FLOAT;
|
||||||
|
const normalize = false;
|
||||||
|
const stride = 0;
|
||||||
|
const offset = 0;
|
||||||
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
|
||||||
|
gl.vertexAttribPointer(
|
||||||
|
programInfo.attribLocations.vertexPosition,
|
||||||
|
numComponents,
|
||||||
|
type,
|
||||||
|
normalize,
|
||||||
|
stride,
|
||||||
|
offset);
|
||||||
|
gl.enableVertexAttribArray(
|
||||||
|
programInfo.attribLocations.vertexPosition);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Tell WebGL how to pull out the colors from the color buffer
|
||||||
|
// into the vertexColor attribute.
|
||||||
|
{
|
||||||
|
const numComponents = 4;
|
||||||
|
const type = gl.FLOAT;
|
||||||
|
const normalize = false;
|
||||||
|
const stride = 0;
|
||||||
|
const offset = 0;
|
||||||
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.color);
|
||||||
|
gl.vertexAttribPointer(
|
||||||
|
programInfo.attribLocations.vertexColor,
|
||||||
|
numComponents,
|
||||||
|
type,
|
||||||
|
normalize,
|
||||||
|
stride,
|
||||||
|
offset);
|
||||||
|
gl.enableVertexAttribArray(
|
||||||
|
programInfo.attribLocations.vertexColor);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Tell WebGL which indices to use to index the vertices
|
||||||
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);
|
||||||
|
|
||||||
|
// Tell WebGL to use our program when drawing
|
||||||
|
|
||||||
|
gl.useProgram(programInfo.program);
|
||||||
|
|
||||||
|
// Set the shader uniforms
|
||||||
|
|
||||||
|
gl.uniformMatrix4fv(
|
||||||
|
programInfo.uniformLocations.projectionMatrix,
|
||||||
|
false,
|
||||||
|
projectionMatrix);
|
||||||
|
gl.uniformMatrix4fv(
|
||||||
|
programInfo.uniformLocations.modelViewMatrix,
|
||||||
|
false,
|
||||||
|
modelViewMatrix);
|
||||||
|
|
||||||
|
{
|
||||||
|
const vertexCount = 36;
|
||||||
|
const type = gl.UNSIGNED_SHORT;
|
||||||
|
const offset = 0;
|
||||||
|
gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update the rotation for the next draw
|
||||||
|
|
||||||
|
cubeRotation += deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// Initialize a shader program, so WebGL knows how to draw our data
|
||||||
|
//
|
||||||
|
function initShaderProgram(gl, vsSource, fsSource) {
|
||||||
|
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
|
||||||
|
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
|
||||||
|
|
||||||
|
// Create the shader program
|
||||||
|
|
||||||
|
const shaderProgram = gl.createProgram();
|
||||||
|
gl.attachShader(shaderProgram, vertexShader);
|
||||||
|
gl.attachShader(shaderProgram, fragmentShader);
|
||||||
|
gl.linkProgram(shaderProgram);
|
||||||
|
|
||||||
|
// If creating the shader program failed, alert
|
||||||
|
|
||||||
|
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
|
||||||
|
alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
return shaderProgram;
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// creates a shader of the given type, uploads the source and
|
||||||
|
// compiles it.
|
||||||
|
//
|
||||||
|
function loadShader(gl, type, source) {
|
||||||
|
const shader = gl.createShader(type);
|
||||||
|
|
||||||
|
// Send the source to the shader object
|
||||||
|
|
||||||
|
gl.shaderSource(shader, source);
|
||||||
|
|
||||||
|
// Compile the shader program
|
||||||
|
|
||||||
|
gl.compileShader(shader);
|
||||||
|
|
||||||
|
// See if it compiled successfully
|
||||||
|
|
||||||
|
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
||||||
|
alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
|
||||||
|
gl.deleteShader(shader);
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
return shader;
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user