Skip to content
GitLab
Explore
Sign in
Register
Primary navigation
Search or go to…
Project
W
WebGL Tutorial
Manage
Activity
Members
Labels
Plan
Issues
Issue boards
Milestones
Wiki
Code
Merge requests
Repository
Branches
Commits
Tags
Repository graph
Compare revisions
Snippets
Build
Pipelines
Jobs
Pipeline schedules
Artifacts
Deploy
Releases
Container registry
Model registry
Operate
Environments
Monitor
Incidents
Analyze
Value stream analytics
Contributor analytics
CI/CD analytics
Repository analytics
Model experiments
Help
Help
Support
GitLab documentation
Compare GitLab plans
Community forum
Contribute to GitLab
Provide feedback
Terms and privacy
Keyboard shortcuts
?
Snippets
Groups
Projects
Show more breadcrumbs
Jiyoung Moon
WebGL Tutorial
Commits
acf25f9e
Commit
acf25f9e
authored
4 years ago
by
Jiyoung Moon
Browse files
Options
Downloads
Patches
Plain Diff
Upload New File
parent
bd131295
No related branches found
No related tags found
No related merge requests found
Changes
1
Show whitespace changes
Inline
Side-by-side
Showing
1 changed file
script_step1.txt
+220
-0
220 additions, 0 deletions
script_step1.txt
with
220 additions
and
0 deletions
script_step1.txt
0 → 100644
+
220
−
0
View file @
acf25f9e
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);
}
})();
}
This diff is collapsed.
Click to expand it.
Preview
0%
Loading
Try again
or
attach a new file
.
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Save comment
Cancel
Please
register
or
sign in
to comment