twgl.js/examples/concat.html
Gregg Tavares 67551111b4 Fix CSS
There was a time when 100vh was correct but mobile browsers changed.
2025-10-13 14:54:12 -07:00

259 lines
8.6 KiB
HTML

<!DOCTYPE html>
<html>
<head>
<meta charset="utf8">
<!--
@license twgl.js Copyright (c) 2015, Gregg Tavares All Rights Reserved.
Available via the MIT license.
see: http://github.com/greggman/twgl.js for details
-->
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<meta property="og:title" content="TWGL.js - concat" />
<meta property="og:type" content="website" />
<meta property="og:image" content="http://twgljs.org/examples/screenshots/concat.png" />
<meta property="og:description" content="TWGL.js - concat" />
<meta property="og:url" content="http://twgljs.org" />
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<link href="/resources/images/twgljs-icon.png" rel="shortcut icon" type="image/png">
<title>twgl.js - concat</title>
<style>
html, body {
margin: 0;
font-family: monospace;
height: 100%;
}
canvas {
display: block;
width: 100%;
height: 100%;
}
#b {
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 2;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
<div id="b"><a href="http://twgljs.org">twgl.js</a> - concat</div>
</body>
<script id="vs" type="notjs">
uniform mat4 u_worldViewProjection;
uniform vec3 u_lightWorldPos;
uniform mat4 u_world;
uniform mat4 u_viewInverse;
uniform mat4 u_worldInverseTranspose;
attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec2 a_texcoord;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
void main() {
v_texCoord = a_texcoord;
v_position = (u_worldViewProjection * a_position);
v_normal = (u_worldInverseTranspose * vec4(a_normal, 0)).xyz;
v_surfaceToLight = u_lightWorldPos - (u_world * a_position).xyz;
v_surfaceToView = (u_viewInverse[3] - (u_world * a_position)).xyz;
gl_Position = v_position;
}
</script>
<script id="fs" type="notjs">
precision mediump float;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
uniform vec4 u_lightColor;
uniform vec4 u_diffuseMult;
uniform sampler2D u_diffuse;
uniform vec4 u_specular;
uniform float u_shininess;
uniform float u_specularFactor;
vec4 lit(float l ,float h, float m) {
return vec4(1.0,
abs(l),//max(l, 0.0),
(l > 0.0) ? pow(max(0.0, h), m) : 0.0,
1.0);
}
void main() {
vec4 diffuseColor = texture2D(u_diffuse, v_texCoord) * u_diffuseMult;
vec3 a_normal = normalize(v_normal);
vec3 surfaceToLight = normalize(v_surfaceToLight);
vec3 surfaceToView = normalize(v_surfaceToView);
vec3 halfVector = normalize(surfaceToLight + surfaceToView);
vec4 litR = lit(dot(a_normal, surfaceToLight),
dot(a_normal, halfVector), u_shininess);
vec4 outColor = vec4((
u_lightColor * (diffuseColor * litR.y +
u_specular * litR.z * u_specularFactor)).rgb,
diffuseColor.a);
gl_FragColor = outColor;
}
</script>
<script src="../3rdparty/chroma.min.js"></script>
<script type="module">
import * as twgl from '../dist/7.x/twgl-full.module.js';
twgl.setDefaults({attribPrefix: "a_"});
const m4 = twgl.m4;
const gl = document.querySelector("#c").getContext("webgl");
const programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
const cubeVertices = twgl.primitives.createCubeVertices(2);
const sphereVertices = twgl.primitives.createSphereVertices(1, 10, 10);
// move the sphere 2 units up
twgl.primitives.reorientVertices(
sphereVertices, twgl.m4.translation([0, 2, 0]));
// merge the sphere with the cube
const cubeSphereVertices = twgl.primitives.concatVertices(
[cubeVertices, sphereVertices]);
// turn them into WebGL buffers and attrib data
const cubeSphereBufferInfo = twgl.createBufferInfoFromArrays(gl, cubeSphereVertices);
const cubeArrays = {
position: [1, 1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, -1, 1, 1, -1, 1, -1, -1, -1, -1, -1, -1, 1, -1, 1, 1, 1, 1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, -1, 1, -1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, -1, 1, -1, 1, 1, -1, 1, -1, -1, -1, -1, -1],
normal: [1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1],
texcoord: {
type: Uint8Array,
normalize: false,
data: [1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1],
},
indices: [0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23],
};
const cubes = [];
for (let zz = 0; zz < 2; ++zz) {
for (let yy = 0; yy < 2; ++yy) {
for (let xx = 0; xx < 2; ++xx) {
cubes.push(twgl.primitives.reorientVertices(
twgl.primitives.duplicateVertices(cubeArrays), twgl.m4.translation([xx * 2.5, yy * 2.5, zz * 2.5])));
}
}
}
const cubeCubeVertices = twgl.primitives.concatVertices(cubes);
const cubeCubeBufferInfo = twgl.createBufferInfoFromArrays(gl, cubeCubeVertices);
const shapes = [
cubeSphereBufferInfo,
cubeCubeBufferInfo,
];
function rand(min, max) {
return min + Math.random() * (max - min);
}
// Shared values
const lightWorldPosition = [1, 8, -10];
const lightColor = [1, 1, 1, 1];
const camera = m4.identity();
const view = m4.identity();
const viewProjection = m4.identity();
const tex = twgl.createTexture(gl, {
min: gl.NEAREST,
mag: gl.NEAREST,
src: [
255, 255, 255, 255,
192, 192, 192, 255,
192, 192, 192, 255,
255, 255, 255, 255,
],
});
const objects = [];
const drawObjects = [];
const numObjects = 100;
const baseHue = rand(0, 360);
for (let ii = 0; ii < numObjects; ++ii) {
const uniforms = {
u_lightWorldPos: lightWorldPosition,
u_lightColor: lightColor,
u_diffuseMult: chroma.hsv((baseHue + rand(0, 60)) % 360, 0.4, 0.8).gl(),
u_specular: [1, 1, 1, 1],
u_shininess: 50,
u_specularFactor: 1,
u_diffuse: tex,
u_viewInverse: camera,
u_world: m4.identity(),
u_worldInverseTranspose: m4.identity(),
u_worldViewProjection: m4.identity(),
};
drawObjects.push({
programInfo: programInfo,
bufferInfo: shapes[ii % shapes.length],
uniforms: uniforms,
});
objects.push({
translation: [rand(-10, 10), rand(-10, 10), rand(-10, 10)],
ySpeed: rand(0.1, 0.3),
zSpeed: rand(0.1, 0.3),
uniforms: uniforms,
});
}
function render(time) {
time *= 0.001;
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.enable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const projection = m4.perspective(30 * Math.PI / 180, gl.canvas.clientWidth / gl.canvas.clientHeight, 0.5, 100);
const eye = [1, 4, -20];
const target = [0, 0, 0];
const up = [0, 1, 0];
m4.lookAt(eye, target, up, camera);
m4.inverse(camera, view);
m4.multiply(projection, view, viewProjection);
objects.forEach(function(obj) {
const uni = obj.uniforms;
const world = uni.u_world;
m4.identity(world);
m4.rotateY(world, time * obj.ySpeed, world);
m4.rotateZ(world, time * obj.zSpeed, world);
m4.translate(world, obj.translation, world);
m4.rotateX(world, time, world);
m4.transpose(m4.inverse(world, uni.u_worldInverseTranspose), uni.u_worldInverseTranspose);
m4.multiply(viewProjection, uni.u_world, uni.u_worldViewProjection);
});
twgl.drawObjectList(gl, drawObjects);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
</script>
</html>