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Commit acf25f9e authored by Jiyoung Moon's avatar Jiyoung Moon
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var gl;
var shaderProgram;
function initialStep(canvas) {
try {
gl = canvas.getContext("webgl")
if (!gl) {
gl = canvas.getContext("experimental-webgl");
}
gl.viewport(0, 0, canvas.width, canvas.height);
}
catch (e) {
}
}
function createCubePos(sx, sy, sz){
var x = sx/2;
var y = sy/2;
var z = sz/2;
/*
square vertex value (x,y,z,R,G,B,alpha) upper: yellow
1 -x, -y, -z 7 -------- 6
2 x, y, -z /| /| back: orange
3 -x, y, -z 3/_|_____ 2/ |
4 x, -y, -z | | | | right: red
5 -x, -y, z left: green | | (O) | |
6 x, y, z | /(5)----|-/8
7 -x, y, z front: purple |/_______ |/
8 x, -y, z 1 4
below: blue
*/
var vertexArray = [
-x, -y, -z, 0.37, 0, 1, 1, // vertex 1,2,3
x, y, -z, 0.37, 0, 1, 1, // color: purple
-x, y, -z, 0.37, 0, 1, 1, // front square #1 triangle vertex
// ---------------------------------------
-x, -y, -z, 0.37, 0, 1, 1, // vertex 1,4,2
x, -y, -z, 0.37, 0, 1, 1, // color: purple
x, y, -z, 0.37, 0, 1, 1, // front square #2 triangle vertex
// ---------------------------------------
-x, y, z, 1, 0.37, 0, 1, // vertex 7,6,5
x, y, z, 1, 0.37, 0, 1, // color: orange
-x, -y, z, 1, 0.37, 0, 1, // back square #1 triangle vertex
// ---------------------------------------
x, y, z, 1, 0.37, 0, 1, // vertex 6,8,5
x, -y, z, 1, 0.37, 0, 1, // color: orange
-x, -y, z, 1, 0.37, 0, 1, // back square #2 triangle vertex
// ---------------------------------------
x, y, -z, 0.11, 0.86, 0.09, 1, // vertex 2,4,6
x, -y, -z, 0.11, 0.86, 0.09, 1, // color: red
x, y, z, 0.11, 0.86, 0.09, 1, // right square #1 triangle vertex
// ---------------------------------------
x, -y, -z, 0.11, 0.86, 0.09, 1, // vertex 4,8,6
x, -y, z, 0.11, 0.86, 0.09, 1, // color: red
x, y, z, 0.11, 0.86, 0.09, 1, // right square #2 triangle vertex
// ---------------------------------------
x, y, -z, 1, 0.89, 0, 1, // vertex 2,6,3
x, y, z, 1, 0.89, 0, 1, // color: yellow
-x, y, -z, 1, 0.89, 0, 1, // upper square #1 triangle vertex
// ---------------------------------------
-x, y, -z, 1, 0.89, 0, 1, // vertex 3,6,7
x, y, z, 1, 0.89, 0, 1, // color: yellow
-x, y, z, 1, 0.89, 0, 1, // upper square #2 triangle vertex
// ---------------------------------------
-x, -y, -z, 1, 0, 0, 1, // vertex 1,5,7
-x, -y, z, 1, 0, 0, 1, // color: green
-x, y, z, 1, 0, 0, 1, // left square #1 trianlge vertex
// ---------------------------------------
-x, -y, -z, 1, 0, 0, 1, // vertex 1,7,3
-x, y, z, 1, 0, 0, 1, // color: green
-x, y, -z, 1, 0, 0, 1, // left square #2 triangle vertex
// ---------------------------------------
-x, -y, -z, 0, 0.85, 1, 1, // vertex 1,4,8
x, -y, -z, 0, 0.85, 1, 1, // color: blue
x, -y, z, 0, 0.85, 1, 1, // lower square #1 triangle vertex
// ---------------------------------------
-x, -y, -z, 0, 0.85, 1, 1, // vertex 1,8,5
x, -y, z, 0, 0.85, 1, 1, // color: blue
-x, -y, z, 0, 0.85, 1, 1 // lower square #2 triangle vertex
];
return vertexArray;
}
function getBuffer() {
gl.vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, gl.vertexBuffer);
vertexData = createCubePos(1.5, 1.5, 1.5);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexData), gl.STATIC_DRAW);
}
function getShaders() {
var vertexShaderSourceText = '\
attribute highp vec4 vertexPosition; \
attribute highp vec4 vertexColor; \
uniform mediump mat4 wldmat; \
uniform mediump mat4 viwmat;\
uniform mediump mat4 prjmat;\
varying highp vec4 fragmentColor;\
void main(void) \
{ \
gl_Position = prjmat * viwmat * wldmat * vertexPosition; \
fragmentColor = vertexColor; \
}';
gl.vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(gl.vertexShader, vertexShaderSourceText);
gl.compileShader(gl.vertexShader);
var fragmentShaderSourceText = '\
varying highp vec4 fragmentColor; \
void main(void) \
{ \
gl_FragColor = fragmentColor;\
}';
gl.fragShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(gl.fragShader, fragmentShaderSourceText);
gl.compileShader(gl.fragShader);
gl.programObject = gl.createProgram();
gl.attachShader(gl.programObject, gl.fragShader);
gl.attachShader(gl.programObject, gl.vertexShader);
gl.bindAttribLocation(gl.programObject, 0, "vertexPosition");
gl.bindAttribLocation(gl.programObject, 1, "vertexColor");
gl.linkProgram(gl.programObject);
gl.useProgram(gl.programObject);
}
// var angle = 0;
var idtmat = new Float32Array(16);
function renderScene() {
gl.clearColor(0.85, 0.85, 1, 1.0);
gl.clearDepth(1.0);
gl.clear(gl.DEPTH_BUFFER_BIT);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
var wldmatLoc = gl.getUniformLocation(gl.programObject, "wldmat");
var viwmatLoc = gl.getUniformLocation(gl.programObject, "viwmat");
var prjmatLoc = gl.getUniformLocation(gl.programObject, "prjmat");
var wldmatrix = new Float32Array(16);
var viwmatrix = new Float32Array(16);
var prjmatrix = new Float32Array(16);
//var rotx = new Float32Array(16);
//var roty = new Float32Array(16);
//var rotz = new Float32Array(16);
mat4.identity(wldmatrix);
mat4.lookAt(viwmatrix, [0,0,-5], [0,0,0], [0,1,0]);
mat4.perspective(prjmatrix, 3.14/4.0, canvas.width/canvas.height, 0.1, 1000);
angle = performance.now()/5000*Math.PI;
mat4.identity(idtmat);
//mat4.rotate(rotx, idtmat, angle, [-5,5,-5]);
//mat4.rotate(roty, idtmat, angle, [0,5,0]);
//mat4.rotate(rotz, idtmat, angle, [0,0,5]);
//mat4.mul(wldmatrix, rotx, roty);
//mat4.mul(wldmatrix, wldmatrix, rotz);
gl.uniformMatrix4fv(wldmatLoc, gl.FALSE, wldmatrix);
gl.uniformMatrix4fv(viwmatLoc, gl.FALSE, viwmatrix);
gl.uniformMatrix4fv(prjmatLoc, gl.FALSE, prjmatrix);
gl.bindBuffer(gl.ARRAY_BUFFER, gl.vertexBuffer);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 28, 0);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 4, gl.FLOAT, gl.FALSE, 28, 12);
gl.drawArrays(gl.TRIANGLES, 0, 36);
return true;
}
function main() {
var canvas = document.getElementById("canvas");
initialStep(canvas);
getBuffer();
getShaders();
requestAnimFrame = (function () {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame ||
function (callback) {
window.setTimeout(callback, 1000, 60);
};
})();
(function renderLoop() {
if (renderScene()) {
requestAnimFrame(renderLoop);
}
})();
}
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