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3Dcube.js
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3Dcube.js
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//////////////////////////////////////////////////////////////////
//
// An example to show you how to set up to draw a 3D cube
// This is the first example you will need to set up a camera, and the model, view, and projection matrices
//
// Han-Wei Shen ([email protected])
//
var gl;
var shaderProgram;
var draw_type=2;
//////////// Init OpenGL Context etc. ///////////////
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 :-(");
}
}
///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////
var squareVertexPositionBuffer;
var squareVertexColorBuffer;
var squareVertexIndexBuffer;
//////////////// Initialize VBO ////////////////////////
function initBuffers() {
squareVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
var vertices = [
0.5, 0.5, -.5,
-0.5, 0.5, -.5,
- 0.5, -0.5, -.5,
0.5, -0.5, -.5,
0.5, 0.5, .5,
-0.5, 0.5, .5,
-0.5, -0.5, .5,
0.5, -0.5, .5
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
squareVertexPositionBuffer.itemSize = 3;
squareVertexPositionBuffer.numItems = 8;
var indices = [0,1,2, 0,2,3, 0,3,7, 0, 7,4, 6,2,3,6,3,7,5,1,2, 5,2,6,5,1,0,5,0,4,5,6,7,5,7,4];
squareVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, squareVertexIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
squareVertexIndexBuffer.itemsize = 1;
squareVertexIndexBuffer.numItems = 36; //36 indices, 3 per triangle, so 12 triangles
squareVertexColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer);
var colors = [
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0,
1.0, 0.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
squareVertexColorBuffer.itemSize = 3;
squareVertexColorBuffer.numItems = 8;
}
///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////
var vMatrix = mat4.create(); // view matrix
var mMatrix = mat4.create(); // model matrix
var mvMatrix = mat4.create(); // modelview matrix
var pMatrix = mat4.create(); //projection matrix
var Z_angle = 0.0;
function setMatrixUniforms() {
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
}
function degToRad(degrees) {
return degrees * Math.PI / 180;
}
///////////////////////////////////////////////////////////////
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(60, 1.0, 0.1, 100, pMatrix); // set up the projection matrix
mat4.identity(vMatrix);
vMatrix = mat4.lookAt([0,0,5], [0,0,0], [0,1,0], vMatrix); // set up the view matrix, multiply into the modelview matrix
mat4.identity(mMatrix);
console.log('Z angle = '+ Z_angle);
mMatrix = mat4.rotate(mMatrix, degToRad(Z_angle), [0, 1, 1]); // now set up the model matrix
mat4.multiply(vMatrix,mMatrix, mvMatrix); // mvMatrix = vMatrix * mMatrix and is the modelview Matrix
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute,squareVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
// draw elementary arrays - triangle indices
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, squareVertexIndexBuffer);
setMatrixUniforms(); // pass the modelview mattrix and projection matrix to the shader
if (draw_type ==1) gl.drawArrays(gl.LINE_LOOP, 0, squareVertexPositionBuffer.numItems);
else if (draw_type ==0) gl.drawArrays(gl.POINTS, 0, squareVertexPositionBuffer.numItems);
else if (draw_type==2) gl.drawElements(gl.TRIANGLES, squareVertexIndexBuffer.numItems , gl.UNSIGNED_SHORT, 0);
}
///////////////////////////////////////////////////////////////
var lastMouseX = 0, lastMouseY = 0;
///////////////////////////////////////////////////////////////
function onDocumentMouseDown( event ) {
event.preventDefault();
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mouseup', onDocumentMouseUp, false );
document.addEventListener( 'mouseout', onDocumentMouseOut, false );
var mouseX = event.clientX;
var mouseY = event.clientY;
lastMouseX = mouseX;
lastMouseY = mouseY;
}
function onDocumentMouseMove( event ) {
var mouseX = event.clientX;
var mouseY = event.ClientY;
var diffX = mouseX - lastMouseX;
var diffY = mouseY - lastMouseY;
Z_angle = Z_angle + diffX/5;
lastMouseX = mouseX;
lastMouseY = mouseY;
drawScene();
}
function onDocumentMouseUp( event ) {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}
function onDocumentMouseOut( event ) {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}
///////////////////////////////////////////////////////////////
function webGLStart() {
var canvas = document.getElementById("code03-canvas");
initGL(canvas);
initShaders();
gl.enable(gl.DEPTH_TEST);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
initBuffers();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
document.addEventListener('mousedown', onDocumentMouseDown,
false);
drawScene();
}
function BG(red, green, blue) {
gl.clearColor(red, green, blue, 1.0);
drawScene();
}
function redraw() {
Z_angle = 0;
drawScene();
}
function geometry(type) {
draw_type = type;
drawScene();
}