forked from imindseye/WebGL-tutorial
-
Notifications
You must be signed in to change notification settings - Fork 2
/
texture.js
342 lines (253 loc) · 12.5 KB
/
texture.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
//////////////////////////////////////////////////////////////////
//
// An example that shows you how to do 2D texture mapping
// Make sure you change the browser setting so that you can open a local file
//
// Han-Wei Shen ([email protected])
//
var gl;
var shaderProgram;
var draw_type=2;
var use_texture = 0;
// set up the parameters for lighting
var light_ambient = [0,0,0,1];
var light_diffuse = [.8,.8,.8,1];
var light_specular = [1,1,1,1];
var light_pos = [0,0,0,1]; // eye space position
var mat_ambient = [0, 0, 0, 1];
var mat_diffuse= [1, 1, 0, 1];
var mat_specular = [.9, .9, .9,1];
var mat_shine = [50];
//////////// 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 sampleTexture;
function initTextures() {
sampleTexture = gl.createTexture();
sampleTexture.image = new Image();
sampleTexture.image.onload = function() { handleTextureLoaded(sampleTexture); }
sampleTexture.image.src = "earth.png";
console.log("loading texture....")
}
function handleTextureLoaded(texture) {
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);
gl.bindTexture(gl.TEXTURE_2D, null);
}
/////////////////////////////////////////////////////////////////////////////
var squareVertexPositionBuffer;
var squareVertexNormalBuffer;
var squareVertexColorBuffer;
var squareVertexIndexBuffer;
var sqvertices = [];
var sqnormals = [];
var sqindices = [];
var sqcolors = [];
var sqTexCoords=[];
function InitSquare()
{
sqvertices = [
0.5, 0.5, 0,
-0.5, 0.5, 0,
- 0.5, -0.5, 0,
0.5, -0.5, 0,
];
sqindices = [0,1,2, 0,2,3];
sqcolors = [
1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0,
1.0, 0.0, 0.0, 1.0,
];
sqnormals = [
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
];
sqTexCoords = [0.0,0.0,1.0,0.0,1.0,1.0,0.0,1.0];
}
function initSQBuffers() {
InitSquare();
squareVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(sqvertices), gl.STATIC_DRAW);
squareVertexPositionBuffer.itemSize = 3;
squareVertexPositionBuffer.numItems = 4;
squareVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexNormalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(sqnormals), gl.STATIC_DRAW);
squareVertexNormalBuffer.itemSize = 3;
squareVertexNormalBuffer.numItems = 4;
squareVertexTexCoordsBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexTexCoordsBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(sqTexCoords), gl.STATIC_DRAW);
squareVertexTexCoordsBuffer.itemSize = 2;
squareVertexTexCoordsBuffer.numItems = 4;
squareVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, squareVertexIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(sqindices), gl.STATIC_DRAW);
squareVertexIndexBuffer.itemsize = 1;
squareVertexIndexBuffer.numItems = 6;
squareVertexColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(sqcolors), gl.STATIC_DRAW);
squareVertexColorBuffer.itemSize = 4;
squareVertexColorBuffer.numItems = 4;
}
/////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////
var mMatrix = mat4.create(); // model matrix
var vMatrix = mat4.create(); // view matrix
var pMatrix = mat4.create(); //projection matrix
var nMatrix = mat4.create(); // normal matrix
var Z_angle = 0.0;
function setMatrixUniforms() {
gl.uniformMatrix4fv(shaderProgram.mMatrixUniform, false, mMatrix);
gl.uniformMatrix4fv(shaderProgram.vMatrixUniform, false, vMatrix);
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.nMatrixUniform, false, nMatrix);
}
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);
pMatrix = mat4.perspective(60, 1.0, 0.1, 100, pMatrix); // set up the projection matrix
vMatrix = mat4.lookAt([0,0,2], [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.identity(nMatrix);
nMatrix = mat4.multiply(nMatrix, vMatrix);
nMatrix = mat4.multiply(nMatrix, mMatrix);
nMatrix = mat4.inverse(nMatrix);
nMatrix = mat4.transpose(nMatrix);
shaderProgram.light_posUniform = gl.getUniformLocation(shaderProgram, "light_pos");
gl.uniform4f(shaderProgram.light_posUniform,light_pos[0], light_pos[1], light_pos[2], light_pos[3]);
gl.uniform4f(shaderProgram.ambient_coefUniform, mat_ambient[0], mat_ambient[1], mat_ambient[2], 1.0);
gl.uniform4f(shaderProgram.diffuse_coefUniform, mat_diffuse[0], mat_diffuse[1], mat_diffuse[2], 1.0);
gl.uniform4f(shaderProgram.specular_coefUniform, mat_specular[0], mat_specular[1], mat_specular[2],1.0);
gl.uniform1f(shaderProgram.shininess_coefUniform, mat_shine[0]);
gl.uniform4f(shaderProgram.light_ambientUniform, light_ambient[0], light_ambient[1], light_ambient[2], 1.0);
gl.uniform4f(shaderProgram.light_diffuseUniform, light_diffuse[0], light_diffuse[1], light_diffuse[2], 1.0);
gl.uniform4f(shaderProgram.light_specularUniform, light_specular[0], light_specular[1], light_specular[2],1.0);
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexNormalBuffer);
gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, squareVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexTexCoordsBuffer);
gl.vertexAttribPointer(shaderProgram.vertexTexCoordsAttribute, squareVertexTexCoordsBuffer.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
gl.uniform1i(shaderProgram.use_textureUniform, use_texture);
gl.activeTexture(gl.TEXTURE0); // set texture unit 0 to use
gl.bindTexture(gl.TEXTURE_2D, sampleTexture); // bind the texture object to the texture unit
gl.uniform1i(shaderProgram.textureUniform, 0); // pass the texture unit 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("code10-canvas");
initGL(canvas);
initShaders();
gl.enable(gl.DEPTH_TEST);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);
shaderProgram.vertexTexCoordsAttribute = gl.getAttribLocation(shaderProgram, "aVertexTexCoords");
gl.enableVertexAttribArray(shaderProgram.vertexTexCoordsAttribute);
shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
shaderProgram.mMatrixUniform = gl.getUniformLocation(shaderProgram, "uMMatrix");
shaderProgram.vMatrixUniform = gl.getUniformLocation(shaderProgram, "uVMatrix");
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, "uNMatrix");
shaderProgram.light_posUniform = gl.getUniformLocation(shaderProgram, "light_pos");
shaderProgram.ambient_coefUniform = gl.getUniformLocation(shaderProgram, "ambient_coef");
shaderProgram.diffuse_coefUniform = gl.getUniformLocation(shaderProgram, "diffuse_coef");
shaderProgram.specular_coefUniform = gl.getUniformLocation(shaderProgram, "specular_coef");
shaderProgram.shininess_coefUniform = gl.getUniformLocation(shaderProgram, "mat_shininess");
shaderProgram.light_ambientUniform = gl.getUniformLocation(shaderProgram, "light_ambient");
shaderProgram.light_diffuseUniform = gl.getUniformLocation(shaderProgram, "light_diffuse");
shaderProgram.light_specularUniform = gl.getUniformLocation(shaderProgram, "light_specular");
shaderProgram.textureUniform = gl.getUniformLocation(shaderProgram, "myTexture");
shaderProgram.use_textureUniform = gl.getUniformLocation(shaderProgram, "use_texture");
initSQBuffers();
initTextures();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
console.log('start! ');
console.error('I hope no error ....');
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(value) {
draw_type = value;
drawScene();
}
function texture(value) {
use_texture = value;
drawScene();
}