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최현욱
CG_Course
Commits
58eda978
Commit
58eda978
authored
4 years ago
by
최현욱
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T07.js
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58eda978
var
gl
;
const
{
mat2
,
mat3
,
mat4
,
vec2
,
vec3
,
vec4
}
=
glMatrix
;
// Now we can use function without glMatrix.~~~
function
testGLError
(
functionLastCalled
)
{
/* gl.getError returns the last error that occurred using WebGL for debugging */
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
;
var
vertexData
=
[
// Backface (RED/WHITE) -> z = 0.5
-
0.5
,
-
0.5
,
-
0.5
,
1.0
,
0.0
,
0.0
,
1.0
,
0.5
,
0.5
,
-
0.5
,
1.0
,
0.0
,
0.0
,
1.0
,
0.5
,
-
0.5
,
-
0.5
,
1.0
,
0.0
,
0.0
,
1.0
,
-
0.5
,
-
0.5
,
-
0.5
,
1.0
,
0.0
,
0.0
,
1.0
,
-
0.5
,
0.5
,
-
0.5
,
1.0
,
0.0
,
0.0
,
1.0
,
0.5
,
0.5
,
-
0.5
,
1.0
,
1.0
,
1.0
,
1.0
,
// Front (BLUE/WHITE) -> z = 0.5
-
0.5
,
-
0.5
,
0.5
,
0.0
,
0.0
,
1.0
,
1.0
,
0.5
,
0.5
,
0.5
,
0.0
,
0.0
,
1.0
,
1.0
,
0.5
,
-
0.5
,
0.5
,
0.0
,
0.0
,
1.0
,
1.0
,
-
0.5
,
-
0.5
,
0.5
,
0.0
,
0.0
,
1.0
,
1.0
,
-
0.5
,
0.5
,
0.5
,
0.0
,
0.0
,
1.0
,
1.0
,
0.5
,
0.5
,
0.5
,
1.0
,
1.0
,
1.0
,
1.0
,
// LEFT (GREEN/WHITE) -> z = 0.5
-
0.5
,
-
0.5
,
-
0.5
,
0.0
,
1.0
,
0.0
,
1.0
,
-
0.5
,
0.5
,
0.5
,
0.0
,
1.0
,
0.0
,
1.0
,
-
0.5
,
0.5
,
-
0.5
,
0.0
,
1.0
,
0.0
,
1.0
,
-
0.5
,
-
0.5
,
-
0.5
,
0.0
,
1.0
,
0.0
,
1.0
,
-
0.5
,
-
0.5
,
0.5
,
0.0
,
1.0
,
0.0
,
1.0
,
-
0.5
,
0.5
,
0.5
,
0.0
,
1.0
,
1.0
,
1.0
,
// RIGHT (YELLOW/WHITE) -> z = 0.5
0.5
,
-
0.5
,
-
0.5
,
1.0
,
1.0
,
0.0
,
1.0
,
0.5
,
0.5
,
0.5
,
1.0
,
1.0
,
0.0
,
1.0
,
0.5
,
0.5
,
-
0.5
,
1.0
,
1.0
,
0.0
,
1.0
,
0.5
,
-
0.5
,
-
0.5
,
1.0
,
1.0
,
0.0
,
1.0
,
0.5
,
-
0.5
,
0.5
,
1.0
,
1.0
,
0.0
,
1.0
,
0.5
,
0.5
,
0.5
,
1.0
,
1.0
,
1.0
,
1.0
,
// BOTTON (MAGENTA/WHITE) -> z = 0.5
-
0.5
,
-
0.5
,
-
0.5
,
1.0
,
0.0
,
1.0
,
1.0
,
0.5
,
-
0.5
,
0.5
,
1.0
,
0.0
,
1.0
,
1.0
,
0.5
,
-
0.5
,
-
0.5
,
1.0
,
0.0
,
1.0
,
1.0
,
-
0.5
,
-
0.5
,
-
0.5
,
1.0
,
0.0
,
1.0
,
1.0
,
-
0.5
,
-
0.5
,
0.5
,
1.0
,
0.0
,
1.0
,
1.0
,
0.5
,
-
0.5
,
0.5
,
1.0
,
1.0
,
1.0
,
1.0
,
// TOP (CYAN/WHITE) -> z = 0.5
-
0.5
,
0.5
,
-
0.5
,
0.0
,
1.0
,
1.0
,
1.0
,
0.5
,
0.5
,
0.5
,
0.0
,
1.0
,
1.0
,
1.0
,
0.5
,
0.5
,
-
0.5
,
0.0
,
1.0
,
1.0
,
1.0
,
-
0.5
,
0.5
,
-
0.5
,
0.0
,
1.0
,
1.0
,
1.0
,
-
0.5
,
0.5
,
0.5
,
0.0
,
1.0
,
1.0
,
1.0
,
0.5
,
0.5
,
0.5
,
1.0
,
1.0
,
1.0
,
1.0
];
function
initialiseBuffer
()
{
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 = 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
))
{
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;
uniform mediump mat4 transformationMatrix;
varying highp vec4 col;
void main(void)
{
gl_Position = transformationMatrix * myVertex;
gl_PointSize = 20.0;
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
))
{
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
flag_animation
=
0
;
function
toggleAnimation
()
{
flag_animation
^=
1
;
console
.
log
(
"
flag_animation=
"
,
flag_animation
);
}
var
xRot
=
0.0
;
var
yRot
=
0.0
;
var
zRot
=
0.0
;
var
draw_mode
=
4
;
var
speed
=
0.01
;
function
draw_mode_line
()
{
draw_mode
=
3
;
}
function
draw_mode_triangle
()
{
draw_mode
=
4
;
}
function
draw_mode_point
()
{
draw_mode
=
0
;
}
function
speed_plus
()
{
speed
*=
1.1
;
console
.
log
(
"
speed_up
"
);
}
function
speed_minus
()
{
speed
=
speed
/
1.1
;
console
.
log
(
"
speed_down
"
);
}
function
renderScene
()
{
gl
.
clearColor
(
0.0
,
0.0
,
0.0
,
1.0
);
gl
.
clearDepth
(
1.0
);
// Added for depth Test
// gl.clear(gl.COLOR_BUFFER_BIT);
gl
.
clear
(
gl
.
COLOR_BUFFER_BIT
|
gl
.
DEPTH_BUFFER_BIT
);
// Added for depth Test
gl
.
enable
(
gl
.
DEPTH_TEST
);
// Added for depth Test
var
matrixLocation
=
gl
.
getUniformLocation
(
gl
.
programObject
,
"
transformationMatrix
"
);
var
transformationMatrix
=
mat4
.
create
();
mat4
.
rotateX
(
transformationMatrix
,
transformationMatrix
,
xRot
);
mat4
.
rotateY
(
transformationMatrix
,
transformationMatrix
,
yRot
);
mat4
.
rotateZ
(
transformationMatrix
,
transformationMatrix
,
zRot
);
if
(
flag_animation
==
0
)
{
xRot
+=
speed
;
yRot
+=
speed
;
zRot
+=
speed
;
}
gl
.
uniformMatrix4fv
(
matrixLocation
,
gl
.
FALSE
,
transformationMatrix
);
if
(
!
testGLError
(
"
gl.uniformMatrix4fv
"
))
{
return
false
;
}
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
);
if
(
!
testGLError
(
"
gl.vertexAttribPointer
"
))
{
return
false
;
}
gl
.
drawArrays
(
draw_mode
,
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
;
}
// renderScene();
// 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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