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rotate_it.js
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executable file
·263 lines (224 loc) · 9.22 KB
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// Draw gradient square on the gray background and apply rotation to it.
const canvas = document.getElementById('webgl');
let gl = null; // WebGL rendering context
window.onload = initializeWebGL; // init WebGL when DOM is ready
function initializeWebGL() {
if (!window.WebGLRenderingContext) {
console.log('WebGL is supported, but disabled :-(');
return;
}
gl = getWebGLContext(canvas); // initialize WebGL rendering context, if available
if (!gl) {
console.log('Your browser does not support WebGL.');
return;
}
console.log('WebGL is initialized.');
console.log(gl); // output the WebGL rendering context object to console for reference
console.log(gl.getSupportedExtensions()); // print list of supported extensions
// Vertex shader program
const vertexSource = `
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 fragmentSource = `
varying lowp vec4 vColor;
void main(void) {
gl_FragColor = vColor;
}
`;
// Initialize a shader program; this is where all the lighting is established.
const shaderProgram = initShaderProgram(vertexSource, fragmentSource);
// Collect all the info needed to use the shader program.
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'),
},
};
// Call the routine that builds all the drawing objects.
buffers = initBuffers();
// Draw the scene repeatedly
let then = 0;
let rotation = 0.0;
function render(now) {
now *= 0.001; // convert to seconds
rotation += now - then; // update the rotation for the next draw
then = now;
drawScene(programInfo, buffers, rotation);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
// Get WebGL context, if standard is not available, then try on different alternatives
function getWebGLContext(canvas) {
return canvas.getContext('webgl') || // standard
canvas.getContext('experimental-webgl') || // Safari, etc.
canvas.getContext('moz-webgl') || // Firefox, Mozilla
canvas.getContext('webkit-3d'); // last try, Safari and maybe others
}
// Initialize a shader program, so WebGL knows how to draw the data.
function initShaderProgram(vertexSource, fragmentSource) {
const vertexShader = loadShader(gl.VERTEX_SHADER, vertexSource);
const fragmentShader = loadShader(gl.FRAGMENT_SHADER, fragmentSource);
// 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;
}
// Create shader of the given type, upload the source and compile it.
function loadShader(type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source); // send the source to the shader object
gl.compileShader(shader); // compile the shader program
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { // check if it compiled successfully
alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
// Initialize the buffers of a simple two-dimensional square.
function initBuffers() {
const positionBuffer = gl.createBuffer(); // create a buffer for the square's positions
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); // select the buffer
// Create an array of positions for the square.
const positions = [ 1.0, 1.0,
-1.0, 1.0,
1.0, -1.0,
-1.0, -1.0,];
// Pass the list of positions into WebGL to build the shape 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);
// Set up colors for vertices.
const colors = [
1.0, 1.0, 1.0, 1.0, // white
1.0, 0.0, 0.0, 1.0, // red
0.0, 1.0, 0.0, 1.0, // green
0.0, 0.0, 1.0, 1.0, // blue
];
const colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
return {
position: positionBuffer,
color: colorBuffer,
};
}
// Draw the scene.
function drawScene(programInfo, buffers, rotation) {
resize(gl.canvas); // resize canvas if necessary
gl.clearColor(0.2, 0.2, 0.2, 1.0); // set screen clear color to gray, 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
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // clear the canvas
const fieldOfView = 45 * Math.PI / 180; // FOV in radians
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const zNear = 0.1; // see objects between 0.1 units and 100 units away from the camera
const zFar = 100.0;
const projectionMatrix = mat4.create();
// 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();
// Move the drawing position a bit
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
rotation, // amount to rotate in radians
[0, 0, 1]); // axis to rotate around
// Tell WebGL how to pull out the positions from the position
// buffer into the vertexPosition attribute.
{
const numComponents = 2;
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);
}
gl.useProgram(programInfo.program); // tell WebGL to use our program when drawing
// Set the shader uniforms
gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix,
false,
projectionMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.modelViewMatrix,
false,
modelViewMatrix);
{
const offset = 0;
const vertexCount = 4;
gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
}
}
// Resize canvas if window is changed.
function resize(cnv) {
// Lookup the size the browser is displaying the canvas.
const displayWidth = cnv.clientWidth;
const displayHeight = cnv.clientHeight;
// Check if the canvas is not the same size.
if (cnv.width !== displayWidth ||
cnv.height !== displayHeight) {
// Make the canvas the same size
cnv.width = displayWidth;
cnv.height = displayHeight;
// First time WebGL set the viewport to match the size of the canvas,
// but after that it's up to you to set it.
gl.viewport(0, 0, cnv.width, cnv.height);
}
}