-
Notifications
You must be signed in to change notification settings - Fork 231
/
Copy pathwebgl-multiple-objects.html
172 lines (126 loc) · 4.71 KB
/
webgl-multiple-objects.html
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
<!-- 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 - Multiple Objects - Manual</title>
<link type="text/css" href="resources/webgl-tutorials.css" rel="stylesheet" />
</head>
<body>
<div class="description">
Uses a few utility functions so there's much less code.
</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 src="resources/primitives.js"></script>
<script>
"use strict";
var vs = `#version 300 es
in vec4 a_position;
in vec4 a_color;
uniform mat4 u_matrix;
out vec4 v_color;
void main() {
// Multiply the position by the matrix.
gl_Position = u_matrix * a_position;
// Pass the color to the fragment shader.
v_color = a_color;
}
`;
var fs = `#version 300 es
precision mediump float;
// Passed in from the vertex shader.
in vec4 v_color;
out vec4 outColor;
void main() {
outColor = v_color;
}
`;
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;
}
var createFlattenedVertices = function(gl, vertices) {
return webglUtils.createBufferInfoFromArrays(gl, primitives.makeRandomVertexColors(primitives.deindexVertices(vertices), { vertsPerColor: 6 }));
};
var sphereBufferInfo = createFlattenedVertices(gl, primitives.createSphereVertices(10, 12, 6));
var cubeBufferInfo = createFlattenedVertices(gl, primitives.createCubeVertices(20));
var coneBufferInfo = createFlattenedVertices(gl, primitives.createTruncatedConeVertices(10, 0, 20, 12, 1, true, false));
// setup GLSL program
var programInfo = webglUtils.createProgramInfo(gl, [vs, fs]);
var sphereVAO = webglUtils.createVAOFromBufferInfo(gl, programInfo, sphereBufferInfo);
var cubeVAO = webglUtils.createVAOFromBufferInfo(gl, programInfo, cubeBufferInfo);
var coneVAO = webglUtils.createVAOFromBufferInfo(gl, programInfo, coneBufferInfo);
function degToRad(d) {
return d * Math.PI / 180;
}
var cameraAngleRadians = degToRad(0);
var fieldOfViewRadians = degToRad(60);
var cameraHeight = 50;
function computeMatrix(viewProjectionMatrix, translation, xRotation, yRotation) {
var matrix = m4.translate(viewProjectionMatrix,
translation[0],
translation[1],
translation[2]);
matrix = m4.xRotate(matrix, xRotation);
return m4.yRotate(matrix, yRotation);
}
requestAnimationFrame(drawScene);
// Draw the scene.
function drawScene(time) {
time = time * 0.0005;
gl.enable(gl.CULL_FACE);
gl.enable(gl.DEPTH_TEST);
// Compute the projection matrix
var aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
var projectionMatrix =
m4.perspective(fieldOfViewRadians, aspect, 1, 2000);
// Compute the camera's matrix using look at.
var cameraPosition = [0, 0, 100];
var target = [0, 0, 0];
var up = [0, 1, 0];
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);
// Our uniforms. In this case we only have one, "u_matrix" which we'll set below
var uniforms = {
};
gl.useProgram(programInfo.program);
// ------ Draw the sphere --------
// Setup all the needed attributes.
gl.bindVertexArray(sphereVAO);
uniforms.u_matrix = computeMatrix(viewProjectionMatrix, [0, 0, 0], time, time);
// Set the uniforms we just computed
webglUtils.setUniforms(programInfo, uniforms);
webglUtils.drawBufferInfo(gl, sphereBufferInfo);
// ------ Draw the cube --------
// Setup all the needed attributes.
gl.bindVertexArray(cubeVAO);
uniforms.u_matrix = computeMatrix(viewProjectionMatrix, [-40, 0, 0], time, -time);
// Set the uniforms we just computed
webglUtils.setUniforms(programInfo, uniforms);
webglUtils.drawBufferInfo(gl, cubeBufferInfo);
// ------ Draw the cone --------
// Setup all the needed attributes.
gl.bindVertexArray(coneVAO);
uniforms.u_matrix = computeMatrix(viewProjectionMatrix, [40, 0, 0], -time, time);
// Set the uniforms we just computed
webglUtils.setUniforms(programInfo, uniforms);
webglUtils.drawBufferInfo(gl, coneBufferInfo);
requestAnimationFrame(drawScene);
}
}
main();
</script>
</html>