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hierarchicalXform.js
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hierarchicalXform.js
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///////////////////////////////////////////////////////////
//
// Hierarchical transformations on three squares
// square1(root) - square2 - square 3
//
// Han-Wei Shen ([email protected])
//
//
var gl;
var shaderProgram;
var draw_type=2;
var which_object = 1;
//////////// 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 lineVertexPositionBuffer;
var lineVertexColorBuffer;
//////////////// Initialize VBO ////////////////////////
function initBuffers() {
squareVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
vertices = [
0.5, 0.5, 0.0,
-0.5, 0.5, 0.0,
-0.5, -0.5, 0.0,
0.5, 0.5, 0.0,
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
];
l_vertices = [
0.0, 0.0, 0.0,
0.7, 0.0, 0.0,
0.0, 0.0, 0.0,
0.0, 0.7, 0.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
squareVertexPositionBuffer.itemSize = 3;
squareVertexPositionBuffer.numItems = 6;
lineVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, lineVertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(l_vertices), gl.STATIC_DRAW);
lineVertexPositionBuffer.itemSize = 3;
lineVertexPositionBuffer.numItems = 4;
squareVertexColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer);
var colors = [
0.0, 1.0, 0.0,
0.0, 0.0, 1.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
squareVertexColorBuffer.itemSize = 3;
squareVertexColorBuffer.numItems = 6;
}
///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////
var mvMatrix1, mvMatrix2, mvMatrix3;
var Xtranslate = 0.0, Ytranslate = 0.0;
function setMatrixUniforms(matrix) {
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, matrix);
}
function degToRad(degrees) {
return degrees * Math.PI / 180;
}
///////////////////////////////////////////////////////
function PushMatrix(stack, matrix) {
var copy = mat4.create();
mat4.set(matrix, copy);
stack.push(copy);
}
function PopMatrix(stack, copy) {
if (stack.length == 0) {
throw "Invalid popMatrix!";
}
copy = stack.pop();
}
var mvMatrixStack = [];
function draw_square(matrix) {
setMatrixUniforms(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);
gl.drawArrays(gl.TRIANGLE_FAN, 0, squareVertexPositionBuffer.numItems);
gl.bindBuffer(gl.ARRAY_BUFFER, lineVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, lineVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute,squareVertexColorBuffer.itemSize,gl.FLOAT,false, 0, 0);
gl.drawArrays(gl.LINES, 0, lineVertexPositionBuffer.numItems);
}
///////////////////////////////////////////////////////////////////////
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
var Mstack = [];
var model = mat4.create();
mat4.identity(model);
model = mat4.multiply(model, mvMatrix1);
draw_square(model);
PushMatrix(Mstack, model);
console.log("push matrix");
model = mat4.multiply(model, mvMatrix2);
draw_square(model);
PoPMatrix(Mstack, model).
model = mat4.multiply(model, mvMatrix3);
draw_square(model);
}
///////////////////////////////////////////////////////////////
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;
console.log("rotate"+degToRad(diffX/5.0));
if (which_object == 1)
mvMatrix1 = mat4.rotate(mvMatrix1, degToRad(diffX/5.0), [0, 0, 1]);
if (which_object == 2)
mvMatrix2 = mat4.rotate(mvMatrix2, degToRad(diffX/5.0), [0, 0, 1]);
if (which_object == 3)
mvMatrix3 = mat4.rotate(mvMatrix3, degToRad(diffX/5.0), [0, 0, 1]);
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 onKeyDown(event) {
console.log(event.keyCode);
switch(event.keyCode) {
case 88:
if (event.shiftKey) {
console.log('enter X');
if (which_object == 1)
mvMatrix1 = mat4.translate(mvMatrix1, [0.1, 0, 0]);
if (which_object == 2)
mvMatrix2 = mat4.translate(mvMatrix2, [0.1, 0, 0]);
if (which_object == 3)
mvMatrix3 = mat4.translate(mvMatrix3, [0.1, 0, 0]);
}
else {
console.log('enter x');
if (which_object == 1)
mvMatrix1 = mat4.translate(mvMatrix1, [-0.1, 0, 0]);
if (which_object == 2)
mvMatrix2 = mat4.translate(mvMatrix2, [-0.1, 0, 0]);
if (which_object == 3)
mvMatrix3 = mat4.translate(mvMatrix3, [-0.1, 0, 0]);
}
break;
case 89:
if (event.shiftKey) {
console.log('enter Y');
if (which_object == 1)
mvMatrix1 = mat4.translate(mvMatrix1, [0.0, 0.1, 0]);
if (which_object == 2)
mvMatrix2 = mat4.translate(mvMatrix2, [0.0, 0.1, 0]);
if (which_object == 3)
mvMatrix3 = mat4.translate(mvMatrix3, [0.0, 0.1, 0]);
}
else {
console.log('enter y');
if (which_object == 1)
mvMatrix1 = mat4.translate(mvMatrix1, [0.0, -0.1, 0]);
if (which_object == 2)
mvMatrix2 = mat4.translate(mvMatrix2, [0.0, -0.1, 0]);
if (which_object == 3)
mvMatrix3 = mat4.translate(mvMatrix3, [0.0, -0.1, 0]);
}
break;
case 83:
if (event.shiftKey) {
console.log('enter S');
if (which_object == 1)
mvMatrix1 = mat4.scale(mvMatrix1, [1.05, 1.05, 1.05]);
if (which_object == 2)
mvMatrix2 = mat4.scale(mvMatrix2, [1.05, 1.05, 1.05]);
if (which_object == 3)
mvMatrix3 = mat4.scale(mvMatrix3, [1.05, 1.05, 1.05]);
}
else {
console.log('enter s');
if (which_object == 1)
mvMatrix1 = mat4.scale(mvMatrix1, [0.95, 0.95, 0.95]);
if (which_object == 2)
mvMatrix2 = mat4.scale(mvMatrix2, [0.95, 0.95, 0.95]);
if (which_object == 3)
mvMatrix3 = mat4.scale(mvMatrix3, [0.95, 0.95, 0.95]);
}
break;
}
drawScene();
}
///////////////////////////////////////////////////////////////
function webGLStart() {
var canvas = document.getElementById("code04-canvas");
initGL(canvas);
initShaders();
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");
initBuffers();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
document.addEventListener('mousedown', onDocumentMouseDown,false);
document.addEventListener('keydown', onKeyDown, false);
mvMatrix1 = mat4.create();
mat4.identity(mvMatrix1);
mvMatrix1 = mat4.scale(mvMatrix1, [0.25, 0.25, 0.25]);
mvMatrix2 = mat4.create();
mat4.identity(mvMatrix2);
mvMatrix1 = mat4.translate(mvMatrix1, [0.5, 0.5, 0]);
mvMatrix3 = mat4.create();
mat4.identity(mvMatrix3);
mvMatrix3 = mat4.translate(mvMatrix3, [0.5, 0.5, 0]);
drawScene();
}
function BG(red, green, blue) {
gl.clearColor(red, green, blue, 1.0);
drawScene();
}
function redraw() {
mat4.identity(mvMatrix1);
mat4.identity(mvMatrix2);
mat4.identity(mvMatrix3);
mvMatrix1 = mat4.scale(mvMatrix1, [0.25, 0.25, 0.25]);
mvMatrix2 = mat4.translate(mvMatrix2, [0.5, 0.5, 0.25]);
mvMatrix3 = mat4.translate(mvMatrix3, [0.5, 0.5, 0]);
drawScene();
}
function obj(object_id) {
which_object = object_id;
drawScene();
}