Repository navigation
Expand file tree
/
Copy pathapp.js
More file actions
227 lines (197 loc) · 7.04 KB
/
Copy pathapp.js
File metadata and controls
227 lines (197 loc) · 7.04 KB
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
var a= 0.75;
var b = 0.85;
var c= 0.80;
var InitDemo = function () {
loadTextResource('./shader.vs.glsl', function (vsErr, vsText) {
if (vsErr) {
alert('Fatal error getting vertex shader (see console)');
console.error(vsErr);
} else {
loadTextResource('./shader.fs.glsl', function (fsErr, fsText) {
if (fsErr) {
alert('Fatal error getting fragment shader (see console)');
console.error(fsErr);
} else {
loadJSONResource('./project.json', function (modelErr, modelObj) {
if (modelErr) {
alert('Fatal error getting Susan model (see console)');
console.error(fsErr);
} else {
loadImage('./textures.png', function (imgErr, img) {
if (imgErr) {
alert('Fatal error getting Susan texture (see console)');
console.error(imgErr);
} else {
RunDemo(vsText, fsText, img, modelObj);
}
});
}
});
}
});
}
});
};
var RunDemo = function (vertexShaderText, fragmentShaderText, SusanImage, SusanModel) {
console.log('This is working');
var canvas = document.getElementById('game-surface');
var gl = canvas.getContext('webgl');
if (!gl) {
console.log('WebGL not supported, falling back on experimental-webgl');
gl = canvas.getContext('experimental-webgl');
}
if (!gl) {
alert('Your browser does not support WebGL');
}
gl.clearColor(a, b, c, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
gl.frontFace(gl.CCW);
gl.cullFace(gl.BACK);
//
// Create shaders
//
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(vertexShader, vertexShaderText);
gl.shaderSource(fragmentShader, fragmentShaderText);
gl.compileShader(vertexShader);
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
console.error('ERROR compiling vertex shader!', gl.getShaderInfoLog(vertexShader));
return;
}
gl.compileShader(fragmentShader);
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
console.error('ERROR compiling fragment shader!', gl.getShaderInfoLog(fragmentShader));
return;
}
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('ERROR linking program!', gl.getProgramInfoLog(program));
return;
}
gl.validateProgram(program);
if (!gl.getProgramParameter(program, gl.VALIDATE_STATUS)) {
console.error('ERROR validating program!', gl.getProgramInfoLog(program));
return;
}
//
// Create buffer
//
var susanVertices = SusanModel.meshes[0].vertices;
var susanIndices = [].concat.apply([], SusanModel.meshes[0].faces);
var susanTexCoords = SusanModel.meshes[0].texturecoords[0];
var susanPosVertexBufferObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, susanPosVertexBufferObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(susanVertices), gl.STATIC_DRAW);
var susanTexCoordVertexBufferObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, susanTexCoordVertexBufferObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(susanTexCoords), gl.STATIC_DRAW);
var susanIndexBufferObject = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, susanIndexBufferObject);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(susanIndices), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, susanPosVertexBufferObject);
var positionAttribLocation = gl.getAttribLocation(program, 'vertPosition');
gl.vertexAttribPointer(
positionAttribLocation, // Attribute location
3, // Number of elements per attribute
gl.FLOAT, // Type of elements
gl.FALSE,
3 * Float32Array.BYTES_PER_ELEMENT, // Size of an individual vertex
0 // Offset from the beginning of a single vertex to this attribute
);
gl.enableVertexAttribArray(positionAttribLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, susanTexCoordVertexBufferObject);
var texCoordAttribLocation = gl.getAttribLocation(program, 'vertTexCoord');
gl.vertexAttribPointer(
texCoordAttribLocation, // Attribute location
2, // Number of elements per attribute
gl.FLOAT, // Type of elements
gl.FALSE,
2 * Float32Array.BYTES_PER_ELEMENT, // Size of an individual vertex
0
);
gl.enableVertexAttribArray(texCoordAttribLocation);
//
// Create texture
//
var susanTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, susanTexture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
//gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
//gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
//gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA,
gl.UNSIGNED_BYTE,
SusanImage
);
gl.bindTexture(gl.TEXTURE_2D, null);
// Tell OpenGL state machine which program should be active.
gl.useProgram(program);
var matWorldUniformLocation = gl.getUniformLocation(program, 'mWorld');
var matViewUniformLocation = gl.getUniformLocation(program, 'mView');
var matProjUniformLocation = gl.getUniformLocation(program, 'mProj');
var scaleUniformLocation = gl.getUniformLocation(program, 'mScale');
var worldMatrix = new Float32Array(16);
var viewMatrix = new Float32Array(16);
var projMatrix = new Float32Array(16);
var scaleMatrix = new Float32Array([
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 2.5, 0.0,
0.0, 0.0, 0.0, 1.0,
]);
mat4.identity(worldMatrix);
mat4.lookAt(viewMatrix, [0, 0, -80], [0, 0, 0], [0, 1, 0]);
mat4.perspective(projMatrix, glMatrix.toRadian(60), canvas.clientWidth / canvas.clientHeight, 0.1, 1000.0);
gl.uniformMatrix4fv(matWorldUniformLocation, gl.FALSE, worldMatrix);
gl.uniformMatrix4fv(matViewUniformLocation, gl.FALSE, viewMatrix);
gl.uniformMatrix4fv(matProjUniformLocation, gl.FALSE, projMatrix);
gl.uniformMatrix4fv(scaleUniformLocation, gl.FALSE, scaleMatrix);
var xRotationMatrix = new Float32Array(16);
var yRotationMatrix = new Float32Array(16);
//
// Main render loop
//
var identityMatrix = new Float32Array(16);
mat4.identity(identityMatrix);
var angle = 0;
var loop = function () {
angle = performance.now() / 1000 / 6 * 2 * Math.PI;
mat4.rotate(yRotationMatrix, identityMatrix, angle, [0, 1, 0]);
mat4.rotate(xRotationMatrix, identityMatrix, 80, [1, 0, 0]);
mat4.mul(worldMatrix, yRotationMatrix, xRotationMatrix);
gl.uniformMatrix4fv(matWorldUniformLocation, gl.FALSE, worldMatrix);
gl.clearColor(a, b, c, 1.0);
gl.clear(gl.DEPTH_BUFFER_BIT | gl.COLOR_BUFFER_BIT);
gl.bindTexture(gl.TEXTURE_2D, susanTexture);
gl.activeTexture(gl.TEXTURE0);
gl.drawElements(gl.TRIANGLES, susanIndices.length, gl.UNSIGNED_SHORT, 0);
requestAnimationFrame(loop);
};
requestAnimationFrame(loop);
canvas.onmousedown = function (ev) { click(gl); };
var flag = 0;
function click(gl)
{
if(flag ==0)
{
a = 0.0;
b = 0.0;
c = 0.0;
flag= 1;
}
else{
a = 0.75;
b = 0.85;
c = 0.8;
flag= 0;
}
}
};