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webgl-3d-textures.html
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<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>WebGL2 - 3D Textures</title>
<link type="text/css" href="resources/webgl-tutorials.css" rel="stylesheet" />
</head>
<body>
<div class="description">
Textured F with Fs
</div>
<canvas id="canvas" width="400" height="300"></canvas>
</body>
<script src="resources/webgl-utils.js"></script>
<script src="resources/webgl-lessons-helper.js"></script>
<script src="resources/3d-math.js"></script>
<script>
"use strict";
var vertexShaderSource = `#version 300 es
// an attribute is an input (in) to a vertex shader.
// It will receive data from a buffer
in vec4 a_position;
in vec2 a_texcoord;
// A matrix to transform the positions by
uniform mat4 u_matrix;
// a varying to pass the texture coordinates to the fragment shader
out vec2 v_texcoord;
// all shaders have a main function
void main() {
// Multiply the position by the matrix.
gl_Position = u_matrix * a_position;
// Pass the texcoord to the fragment shader.
v_texcoord = a_texcoord;
}
`;
var fragmentShaderSource = `#version 300 es
precision mediump float;
// Passed in from the vertex shader.
in vec2 v_texcoord;
// The texture.
uniform sampler2D u_texture;
// we need to declare an output for the fragment shader
out vec4 outColor;
void main() {
outColor = texture(u_texture, v_texcoord);
}
`;
function main() {
// Get A WebGL context
var canvas = document.getElementById("canvas");
webglLessonsHelper.setupLesson(canvas);
/** @type {WebGLRenderingContext} */
var gl = canvas.getContext("webgl2");
if (!gl) {
webglLessonsHelper.showNeedWebGL2(canvas);
return;
}
// Use our boilerplate utils to compile the shaders and link into a program
var program = webglUtils.createProgramFromSources(gl,
[vertexShaderSource, fragmentShaderSource]);
// look up where the vertex data needs to go.
var positionAttributeLocation = gl.getAttribLocation(program, "a_position");
var texcoordAttributeLocation = gl.getAttribLocation(program, "a_texcoord");
// look up uniform locations
var matrixLocation = gl.getUniformLocation(program, "u_matrix");
// Create a buffer
var positionBuffer = gl.createBuffer();
// Create a vertex array object (attribute state)
var vao = gl.createVertexArray();
// and make it the one we're currently working with
gl.bindVertexArray(vao);
// Turn on the attribute
gl.enableVertexAttribArray(positionAttributeLocation);
// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Set Geometry.
setGeometry(gl);
// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
var size = 3; // 3 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(
positionAttributeLocation, size, type, normalize, stride, offset);
// create the texcoord buffer, make it the current ARRAY_BUFFER
// and copy in the texcoord values
var texcoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
setTexcoords(gl);
// Turn on the attribute
gl.enableVertexAttribArray(texcoordAttributeLocation);
// Tell the attribute how to get data out of colorBuffer (ARRAY_BUFFER)
var size = 2; // 2 components per iteration
var type = gl.FLOAT; // the data is 32bit floating point values
var normalize = true; // convert from 0-255 to 0.0-1.0
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next color
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(
texcoordAttributeLocation, size, type, normalize, stride, offset);
// Create a texture.
var texture = gl.createTexture();
// use texture unit 0
gl.activeTexture(gl.TEXTURE0 + 0);
// bind to the TEXTURE_2D bind point of texture unit 0
gl.bindTexture(gl.TEXTURE_2D, texture);
// Fill the texture with a 1x1 blue pixel.
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
new Uint8Array([0, 0, 255, 255]));
// Asynchronously load an image
var image = new Image();
image.src = "resources/f-texture.png";
image.addEventListener('load', function() {
// Now that the image has loaded make copy it to the texture.
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA,gl.UNSIGNED_BYTE, image);
gl.generateMipmap(gl.TEXTURE_2D);
});
function radToDeg(r) {
return r * 180 / Math.PI;
}
function degToRad(d) {
return d * Math.PI / 180;
}
// First let's make some variables
// to hold the translation,
var fieldOfViewRadians = degToRad(60);
var modelXRotationRadians = degToRad(0);
var modelYRotationRadians = degToRad(0);
var then = 0
requestAnimationFrame(drawScene);
// Draw the scene.
function drawScene(now) {
// Convert to seconds
now *= 0.001;
// Subtract the previous time from the current time
var deltaTime = now - then;
// Remember the current time for the next frame.
then = now;
// Animate the rotation
modelXRotationRadians += 1.2 * deltaTime;
modelYRotationRadians += 0.7 * deltaTime;
// Tell WebGL how to convert from clip space to pixels
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
// Clear the canvas
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// turn on depth testing
gl.enable(gl.DEPTH_TEST);
// tell webgl to cull faces
gl.enable(gl.CULL_FACE);
// Tell it to use our program (pair of shaders)
gl.useProgram(program);
// Bind the attribute/buffer set we want.
gl.bindVertexArray(vao);
// Compute the matrix
var aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
var zNear = 1;
var zFar = 2000;
var projectionMatrix = m4.perspective(fieldOfViewRadians, aspect, zNear, zFar);
var cameraPosition = [0, 0, 200];
var up = [0, 1, 0];
var target = [0, 0, 0];
// Compute the camera's matrix using look at.
var cameraMatrix = m4.lookAt(cameraPosition, target, up);
// Make a view matrix from the camera matrix.
var viewMatrix = m4.inverse(cameraMatrix);
var viewProjectionMatrix = m4.multiply(projectionMatrix, viewMatrix);
var matrix = m4.xRotate(viewProjectionMatrix, modelXRotationRadians);
matrix = m4.yRotate(matrix, modelYRotationRadians);
// Set the matrix.
gl.uniformMatrix4fv(matrixLocation, false, matrix);
// Draw the geometry.
var primitiveType = gl.TRIANGLES;
var offset = 0;
var count = 16 * 6;
gl.drawArrays(primitiveType, offset, count);
// Call drawScene again next frame
requestAnimationFrame(drawScene);
}
}
// Fill the current ARRAY_BUFFER buffer
// with the values that define a letter 'F'.
function setGeometry(gl) {
var positions = new Float32Array([
// left column front
0, 0, 0,
0, 150, 0,
30, 0, 0,
0, 150, 0,
30, 150, 0,
30, 0, 0,
// top rung front
30, 0, 0,
30, 30, 0,
100, 0, 0,
30, 30, 0,
100, 30, 0,
100, 0, 0,
// middle rung front
30, 60, 0,
30, 90, 0,
67, 60, 0,
30, 90, 0,
67, 90, 0,
67, 60, 0,
// left column back
0, 0, 30,
30, 0, 30,
0, 150, 30,
0, 150, 30,
30, 0, 30,
30, 150, 30,
// top rung back
30, 0, 30,
100, 0, 30,
30, 30, 30,
30, 30, 30,
100, 0, 30,
100, 30, 30,
// middle rung back
30, 60, 30,
67, 60, 30,
30, 90, 30,
30, 90, 30,
67, 60, 30,
67, 90, 30,
// top
0, 0, 0,
100, 0, 0,
100, 0, 30,
0, 0, 0,
100, 0, 30,
0, 0, 30,
// top rung right
100, 0, 0,
100, 30, 0,
100, 30, 30,
100, 0, 0,
100, 30, 30,
100, 0, 30,
// under top rung
30, 30, 0,
30, 30, 30,
100, 30, 30,
30, 30, 0,
100, 30, 30,
100, 30, 0,
// between top rung and middle
30, 30, 0,
30, 60, 30,
30, 30, 30,
30, 30, 0,
30, 60, 0,
30, 60, 30,
// top of middle rung
30, 60, 0,
67, 60, 30,
30, 60, 30,
30, 60, 0,
67, 60, 0,
67, 60, 30,
// right of middle rung
67, 60, 0,
67, 90, 30,
67, 60, 30,
67, 60, 0,
67, 90, 0,
67, 90, 30,
// bottom of middle rung.
30, 90, 0,
30, 90, 30,
67, 90, 30,
30, 90, 0,
67, 90, 30,
67, 90, 0,
// right of bottom
30, 90, 0,
30, 150, 30,
30, 90, 30,
30, 90, 0,
30, 150, 0,
30, 150, 30,
// bottom
0, 150, 0,
0, 150, 30,
30, 150, 30,
0, 150, 0,
30, 150, 30,
30, 150, 0,
// left side
0, 0, 0,
0, 0, 30,
0, 150, 30,
0, 0, 0,
0, 150, 30,
0, 150, 0]);
// Center the F around the origin and Flip it around. We do this because
// we're in 3D now with and +Y is up where as before when we started with 2D
// we had +Y as down.
// We could do by changing all the values above but I'm lazy.
// We could also do it with a matrix at draw time but you should
// never do stuff at draw time if you can do it at init time.
var matrix = m4.translate(m4.xRotation(Math.PI), -50, -75, -15);
//var matrix = m4.xRotate(m4.translation(-50, -75, -15), Math.PI);
for (var ii = 0; ii < positions.length; ii += 3) {
var vector = m4.transformPoint(matrix, [positions[ii + 0], positions[ii + 1], positions[ii + 2], 1]);
positions[ii + 0] = vector[0];
positions[ii + 1] = vector[1];
positions[ii + 2] = vector[2];
}
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
}
// Fill the current ARRAY_BUFFER buffer
// with texture coordinates for the letter 'F'.
function setTexcoords(gl) {
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([
// left column front
0, 0,
0, 1,
1, 0,
0, 1,
1, 1,
1, 0,
// top rung front
0, 0,
0, 1,
1, 0,
0, 1,
1, 1,
1, 0,
// middle rung front
0, 0,
0, 1,
1, 0,
0, 1,
1, 1,
1, 0,
// left column back
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
// top rung back
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
// middle rung back
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
// top
0, 0,
1, 0,
1, 1,
0, 0,
1, 1,
0, 1,
// top rung right
0, 0,
1, 0,
1, 1,
0, 0,
1, 1,
0, 1,
// under top rung
0, 0,
0, 1,
1, 1,
0, 0,
1, 1,
1, 0,
// between top rung and middle
0, 0,
1, 1,
0, 1,
0, 0,
1, 0,
1, 1,
// top of middle rung
0, 0,
1, 1,
0, 1,
0, 0,
1, 0,
1, 1,
// right of middle rung
0, 0,
1, 1,
0, 1,
0, 0,
1, 0,
1, 1,
// bottom of middle rung.
0, 0,
0, 1,
1, 1,
0, 0,
1, 1,
1, 0,
// right of bottom
0, 0,
1, 1,
0, 1,
0, 0,
1, 0,
1, 1,
// bottom
0, 0,
0, 1,
1, 1,
0, 0,
1, 1,
1, 0,
// left side
0, 0,
0, 1,
1, 1,
0, 0,
1, 1,
1, 0]),
gl.STATIC_DRAW);
}
main();
</script>
</html>