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최현욱
CG_Course
Commits
095c3678
Commit
095c3678
authored
4 years ago
by
최현욱
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095c3678
var
gl
;
function
testGLError
(
functionLastCalled
)
{
var
lastError
=
gl
.
getError
();
if
(
lastError
!=
gl
.
NO_ERROR
)
{
alert
(
functionLastCalled
+
"
failed (
"
+
lastError
+
"
)
"
);
return
false
;
}
return
true
;
}
function
initialiseGL
(
canvas
)
{
try
{
// Try to grab the standard context. If it fails, fallback to experimental
gl
=
canvas
.
getContext
(
"
webgl
"
)
||
canvas
.
getContext
(
"
experimental-webgl
"
);
gl
.
viewport
(
0
,
0
,
canvas
.
width
,
canvas
.
height
);
}
catch
(
e
)
{
}
if
(
!
gl
)
{
alert
(
"
Unable to initialise WebGL. Your browser may not support it
"
);
return
false
;
}
return
true
;
}
var
shaderProgram
;
function
cube
(
sx
,
sy
,
sz
)
{
vertexData
=
[
-
sx
/
2.0
,
-
sy
/
2.0
,
sz
/
2.0
,
0.0
,
1.0
,
0.0
,
1.0
,
// Choose color randomly
sx
/
2.0
,
-
sy
/
2.0
,
sz
/
2.0
,
0.0
,
0.0
,
1.0
,
1.0
,
/// TOP
sx
/
2.0
,
sy
/
2.0
,
sz
/
2.0
,
1.0
,
0.0
,
0.0
,
1.0
,
-
sx
/
2.0
,
-
sy
/
2.0
,
sz
/
2.0
,
0.2
,
0.3
,
0.0
,
1.0
,
sx
/
2.0
,
sy
/
2.0
,
sz
/
2.0
,
0.6
,
0.0
,
0.1
,
1.0
,
-
sx
/
2.0
,
sy
/
2.0
,
sz
/
2.0
,
0.6
,
1.0
,
0.1
,
1.0
,
-
sx
/
2.0
,
-
sy
/
2.0
,
sz
/
2.0
,
0.0
,
1.0
,
1.0
,
1.0
,
// Choose color randomly
-
sx
/
2.0
,
sy
/
2.0
,
sz
/
2.0
,
0.3
,
0.0
,
0.1
,
1.0
,
/// Left
-
sx
/
2.0
,
sy
/
2.0
,
-
sz
/
2.0
,
1.0
,
0.5
,
0.0
,
1.0
,
-
sx
/
2.0
,
-
sy
/
2.0
,
sz
/
2.0
,
0.2
,
0.3
,
0.0
,
1.0
,
-
sx
/
2.0
,
-
sy
/
2.0
,
-
sz
/
2.0
,
0.6
,
0.4
,
0.1
,
1.0
,
-
sx
/
2.0
,
sy
/
2.0
,
-
sz
/
2.0
,
0.6
,
1.0
,
0.1
,
1.0
,
-
sx
/
2.0
,
sy
/
2.0
,
-
sz
/
2.0
,
0.0
,
1.0
,
0.7
,
1.0
,
// Choose color randomly
-
sx
/
2.0
,
sy
/
2.0
,
sz
/
2.0
,
0.8
,
0.0
,
0.6
,
1.0
,
/// front
sx
/
2.0
,
sy
/
2.0
,
sz
/
2.0
,
1.0
,
0.0
,
0.5
,
1.0
,
-
sx
/
2.0
,
sy
/
2.0
,
-
sz
/
2.0
,
0.2
,
0.3
,
0.0
,
1.0
,
sx
/
2.0
,
sy
/
2.0
,
-
sz
/
2.0
,
0.6
,
0.1
,
0.1
,
1.0
,
sx
/
2.0
,
sy
/
2.0
,
sz
/
2.0
,
0.6
,
1.0
,
0.3
,
1.0
,
sx
/
2.0
,
sy
/
2.0
,
sz
/
2.0
,
0.0
,
1.0
,
0.3
,
1.0
,
// Choose color randomly
sx
/
2.0
,
sy
/
2.0
,
-
sz
/
2.0
,
0.5
,
0.0
,
1.0
,
1.0
,
/// Right
sx
/
2.0
,
-
sy
/
2.0
,
-
sz
/
2.0
,
0.8
,
0.0
,
0.0
,
1.0
,
sx
/
2.0
,
sy
/
2.0
,
sz
/
2.0
,
0.2
,
0.3
,
0.0
,
1.0
,
sx
/
2.0
,
-
sy
/
2.0
,
sz
/
2.0
,
0.6
,
0.0
,
0.1
,
1.0
,
sx
/
2.0
,
-
sy
/
2.0
,
-
sz
/
2.0
,
0.6
,
1.0
,
0.1
,
1.0
,
sx
/
2.0
,
-
sy
/
2.0
,
-
sz
/
2.0
,
0.7
,
1.0
,
0.0
,
1.0
,
// Choose color randomly
sx
/
2.0
,
-
sy
/
2.0
,
sz
/
2.0
,
0.3
,
0.0
,
1.0
,
1.0
,
/// Back
-
sx
/
2.0
,
-
sy
/
2.0
,
sz
/
2.0
,
1.0
,
0.7
,
0.0
,
1.0
,
sx
/
2.0
,
-
sy
/
2.0
,
-
sz
/
2.0
,
0.2
,
0.3
,
0.0
,
1.0
,
-
sx
/
2.0
,
-
sy
/
2.0
,
sz
/
2.0
,
0.4
,
0.2
,
0.1
,
1.0
,
-
sx
/
2.0
,
-
sy
/
2.0
,
-
sz
/
2.0
,
0.6
,
1.0
,
0.1
,
1.0
,
-
sx
/
2.0
,
-
sy
/
2.0
,
-
sz
/
2.0
,
0.0
,
1.0
,
0.0
,
1.0
,
// Choose color randomly
-
sx
/
2.0
,
sy
/
2.0
,
-
sz
/
2.0
,
0.7
,
0.0
,
1.0
,
1.0
,
/// Bottom
sx
/
2.0
,
sy
/
2.0
,
-
sz
/
2.0
,
0.9
,
0.0
,
0.0
,
1.0
,
-
sx
/
2.0
,
-
sy
/
2.0
,
-
sz
/
2.0
,
0.2
,
0.3
,
0.0
,
1.0
,
sx
/
2.0
,
sy
/
2.0
,
-
sz
/
2.0
,
0.5
,
0.0
,
0.1
,
1.0
,
sx
/
2.0
,
-
sy
/
2.0
,
-
sz
/
2.0
,
0.4
,
1.0
,
0.1
,
1.0
// Make alll 36 vertices
];
return
vertexData
;
}
// Change initialiseBuffer()
function
initialiseBuffer
()
{
vertexData
=
cube
(
1.0
,
1.0
,
1.0
);
// Generate a buffer object
gl
.
vertexBuffer
=
gl
.
createBuffer
();
gl
.
bindBuffer
(
gl
.
ARRAY_BUFFER
,
gl
.
vertexBuffer
);
gl
.
bufferData
(
gl
.
ARRAY_BUFFER
,
new
Float32Array
(
vertexData
),
gl
.
STATIC_DRAW
);
return
testGLError
(
"
initialiseBuffers
"
);
}
function
initialiseShaders
()
{
var
fragmentShaderSource
=
`
varying highp vec4 col;
void main(void)
{
// gl_FragColor = vec4(1.0, 1.0, 0.66, 1.0);
gl_FragColor = col;
}
`
;
gl
.
fragShader
=
gl
.
createShader
(
gl
.
FRAGMENT_SHADER
);
gl
.
shaderSource
(
gl
.
fragShader
,
fragmentShaderSource
);
gl
.
compileShader
(
gl
.
fragShader
);
// Check if compilation succeeded
if
(
!
gl
.
getShaderParameter
(
gl
.
fragShader
,
gl
.
COMPILE_STATUS
))
{
// It didn't. Display the info log as to why
alert
(
"
Failed to compile the fragment shader.
\n
"
+
gl
.
getShaderInfoLog
(
gl
.
fragShader
));
return
false
;
}
// Vertex shader code
var
vertexShaderSource
=
`
attribute highp vec4 myVertex;
attribute highp vec4 myColor;
varying highp vec4 col;
uniform mediump mat4 transformationMatrix;
void main(void)
{
gl_Position = transformationMatrix * myVertex;
col = myColor;
}
`
;
gl
.
vertexShader
=
gl
.
createShader
(
gl
.
VERTEX_SHADER
);
gl
.
shaderSource
(
gl
.
vertexShader
,
vertexShaderSource
);
gl
.
compileShader
(
gl
.
vertexShader
);
// Check if compilation succeeded
if
(
!
gl
.
getShaderParameter
(
gl
.
vertexShader
,
gl
.
COMPILE_STATUS
))
{
// It didn't. Display the info log as to why
alert
(
"
Failed to compile the vertex shader.
\n
"
+
gl
.
getShaderInfoLog
(
gl
.
vertexShader
));
return
false
;
}
// Create the shader program
gl
.
programObject
=
gl
.
createProgram
();
// Attach the fragment and vertex shaders to it
gl
.
attachShader
(
gl
.
programObject
,
gl
.
fragShader
);
gl
.
attachShader
(
gl
.
programObject
,
gl
.
vertexShader
);
// Bind the custom vertex attribute "myVertex" to location 0
gl
.
bindAttribLocation
(
gl
.
programObject
,
0
,
"
myVertex
"
);
gl
.
bindAttribLocation
(
gl
.
programObject
,
1
,
"
myColor
"
);
// Link the program
gl
.
linkProgram
(
gl
.
programObject
);
// Check if linking succeeded in a similar way we checked for compilation errors
if
(
!
gl
.
getProgramParameter
(
gl
.
programObject
,
gl
.
LINK_STATUS
))
{
alert
(
"
Failed to link the program.
\n
"
+
gl
.
getProgramInfoLog
(
gl
.
programObject
));
return
false
;
}
gl
.
useProgram
(
gl
.
programObject
);
return
testGLError
(
"
initialiseShaders
"
);
}
var
r_x
=
0.0
;
var
r_z
=
0.0
;
function
multMat4
(
out
,
a
,
b
)
{
var
a00
=
a
[
0
],
a01
=
a
[
1
],
a02
=
a
[
2
],
a03
=
a
[
3
];
out
[
0
]
=
0
;
/* Program Here */
var
b00
=
b
[
0
],
b01
=
b
[
1
],
b02
=
b
[
2
],
b03
=
b
[
3
];
out
[
0
]
=
a
[
0
]
*
b
[
0
]
+
a
[
4
]
*
b
[
1
]
+
a
[
8
]
*
b
[
2
]
+
a
[
12
]
*
b
[
3
];
out
[
1
]
=
a
[
1
]
*
b
[
0
]
+
a
[
5
]
*
b
[
1
]
+
a
[
9
]
*
b
[
2
]
+
a
[
13
]
*
b
[
3
];
out
[
2
]
=
a
[
2
]
*
b
[
0
]
+
a
[
6
]
*
b
[
1
]
+
a
[
10
]
*
b
[
2
]
+
a
[
14
]
*
b
[
3
];
out
[
3
]
=
a
[
3
]
*
b
[
0
]
+
a
[
7
]
*
b
[
1
]
+
a
[
11
]
*
b
[
2
]
+
a
[
15
]
*
b
[
3
];
out
[
4
]
=
a
[
0
]
*
b
[
4
]
+
a
[
4
]
*
b
[
5
]
+
a
[
8
]
*
b
[
6
]
+
a
[
12
]
*
b
[
7
];
out
[
5
]
=
a
[
1
]
*
b
[
4
]
+
a
[
5
]
*
b
[
5
]
+
a
[
9
]
*
b
[
6
]
+
a
[
13
]
*
b
[
7
];
out
[
6
]
=
a
[
2
]
*
b
[
4
]
+
a
[
6
]
*
b
[
5
]
+
a
[
10
]
*
b
[
6
]
+
a
[
14
]
*
b
[
7
];
out
[
7
]
=
a
[
3
]
*
b
[
4
]
+
a
[
7
]
*
b
[
5
]
+
a
[
11
]
*
b
[
6
]
+
a
[
15
]
*
b
[
7
];
out
[
8
]
=
a
[
0
]
*
b
[
8
]
+
a
[
4
]
*
b
[
9
]
+
a
[
8
]
*
b
[
10
]
+
a
[
12
]
*
b
[
11
];
out
[
9
]
=
a
[
1
]
*
b
[
8
]
+
a
[
5
]
*
b
[
9
]
+
a
[
9
]
*
b
[
10
]
+
a
[
13
]
*
b
[
11
];
out
[
10
]
=
a
[
2
]
*
b
[
8
]
+
a
[
6
]
*
b
[
9
]
+
a
[
10
]
*
b
[
10
]
+
a
[
14
]
*
b
[
11
];
out
[
11
]
=
a
[
3
]
*
b
[
8
]
+
a
[
7
]
*
b
[
9
]
+
a
[
11
]
*
b
[
10
]
+
a
[
15
]
*
b
[
11
];
out
[
12
]
=
a
[
0
]
*
b
[
12
]
+
a
[
4
]
*
b
[
13
]
+
a
[
8
]
*
b
[
14
]
+
a
[
12
]
*
b
[
15
];
out
[
13
]
=
a
[
1
]
*
b
[
12
]
+
a
[
5
]
*
b
[
13
]
+
a
[
9
]
*
b
[
14
]
+
a
[
13
]
*
b
[
15
];
out
[
14
]
=
a
[
2
]
*
b
[
12
]
+
a
[
6
]
*
b
[
13
]
+
a
[
10
]
*
b
[
14
]
+
a
[
14
]
*
b
[
15
];
out
[
15
]
=
a
[
3
]
*
b
[
12
]
+
a
[
7
]
*
b
[
13
]
+
a
[
11
]
*
b
[
14
]
+
a
[
15
]
*
b
[
15
];
return
out
;
}
function
renderScene
()
{
gl
.
clearColor
(
0.0
,
0.0
,
0.0
,
1.0
);
gl
.
clear
(
gl
.
COLOR_BUFFER_BIT
);
// Get the location of the transformation matrix in the shader using its name
var
matrixLocation
=
gl
.
getUniformLocation
(
gl
.
programObject
,
"
transformationMatrix
"
);
r_x
=
r_x
+
0.01
;
r_z
=
r_z
+
0.01
;
// Matrix used to specify the orientation of the triangle on screen
var
transformationMatrix1
=
[
1.0
,
0.0
,
0.0
,
0.0
,
0.0
,
Math
.
cos
(
r_x
),
-
Math
.
sin
(
r_x
),
0.0
,
0.0
,
Math
.
sin
(
r_x
),
Math
.
cos
(
r_x
),
0.0
,
0.0
,
0.0
,
0.0
,
1.0
];
var
transformationMatrix2
=
[
Math
.
cos
(
r_x
),
-
Math
.
sin
(
r_x
),
0.0
,
0.0
,
Math
.
sin
(
r_x
),
Math
.
cos
(
r_x
),
0.0
,
0.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
0.0
,
0.0
,
1.0
];
var
transformationMatrix
=
[];
multMat4
(
transformationMatrix
,
transformationMatrix1
,
transformationMatrix2
);
// Pass the identity transformation matrix to the shader using its location
gl
.
uniformMatrix4fv
(
matrixLocation
,
gl
.
FALSE
,
transformationMatrix
);
if
(
!
testGLError
(
"
gl.uniformMatrix4fv
"
))
{
return
false
;
}
// Enable the user-defined vertex array
gl
.
enableVertexAttribArray
(
0
);
gl
.
enableVertexAttribArray
(
1
);
// Set the vertex data to this attribute index, with the number of floats in each position
gl
.
vertexAttribPointer
(
0
,
3
,
gl
.
FLOAT
,
gl
.
FALSE
,
28
,
0
);
gl
.
vertexAttribPointer
(
1
,
4
,
gl
.
FLOAT
,
gl
.
FALSE
,
28
,
12
);
if
(
!
testGLError
(
"
gl.vertexAttribPointer
"
))
{
return
false
;
}
gl
.
drawArrays
(
gl
.
TRIANGLES
,
0
,
36
);
if
(
!
testGLError
(
"
gl.drawArrays
"
))
{
return
false
;
}
return
true
;
}
function
main
()
{
var
canvas
=
document
.
getElementById
(
"
helloapicanvas
"
);
if
(
!
initialiseGL
(
canvas
))
{
return
;
}
if
(
!
initialiseBuffer
())
{
return
;
}
if
(
!
initialiseShaders
())
{
return
;
}
// Render loop
requestAnimFrame
=
(
function
()
{
return
window
.
requestAnimationFrame
||
window
.
webkitRequestAnimationFrame
||
window
.
mozRequestAnimationFrame
||
function
(
callback
)
{
window
.
setTimeout
(
callback
,
1000
,
60
);
};
})();
(
function
renderLoop
()
{
if
(
renderScene
())
{
// Everything was successful, request that we redraw our scene again in the future
requestAnimFrame
(
renderLoop
);
}
})();
}
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