mirror of
https://github.com/greggman/twgl.js.git
synced 2025-12-08 19:26:07 +00:00
259 lines
8.6 KiB
HTML
259 lines
8.6 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf8">
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<!--
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@license twgl.js Copyright (c) 2015, Gregg Tavares All Rights Reserved.
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Available via the MIT license.
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see: http://github.com/greggman/twgl.js for details
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-->
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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<meta property="og:title" content="TWGL.js - concat" />
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<meta property="og:type" content="website" />
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<meta property="og:image" content="http://twgljs.org/examples/screenshots/concat.png" />
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<meta property="og:description" content="TWGL.js - concat" />
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<meta property="og:url" content="http://twgljs.org" />
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<meta name="twitter:card" content="summary_large_image">
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<meta name="twitter:site" content="@greggman">
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<meta name="twitter:creator" content="@greggman">
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<meta name="twitter:domain" content="twgljs.org">
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<meta name="twitter:title" content="TWGL.js - concat">
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<meta name="twitter:url" content="http://twgljs.org/examples/concat.html">
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<meta name="twitter:description" content="TWGL.js - concat">
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<meta name="twitter:image:src" content="http://twgljs.org/examples/screenshots/concat.png">
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<link href="/resources/images/twgljs-icon.png" rel="shortcut icon" type="image/png">
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<title>twgl.js - concat</title>
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<style>
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html, body {
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margin: 0;
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font-family: monospace;
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height: 100%;
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}
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canvas {
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display: block;
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width: 100%;
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height: 100%;
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}
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#b {
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position: absolute;
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top: 10px;
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width: 100%;
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text-align: center;
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z-index: 2;
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}
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</style>
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</head>
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<body>
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<canvas id="c"></canvas>
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<div id="b"><a href="http://twgljs.org">twgl.js</a> - concat</div>
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</body>
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<script id="vs" type="notjs">
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uniform mat4 u_worldViewProjection;
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uniform vec3 u_lightWorldPos;
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uniform mat4 u_world;
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uniform mat4 u_viewInverse;
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uniform mat4 u_worldInverseTranspose;
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attribute vec4 a_position;
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attribute vec3 a_normal;
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attribute vec2 a_texcoord;
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varying vec4 v_position;
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varying vec2 v_texCoord;
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varying vec3 v_normal;
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varying vec3 v_surfaceToLight;
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varying vec3 v_surfaceToView;
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void main() {
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v_texCoord = a_texcoord;
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v_position = (u_worldViewProjection * a_position);
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v_normal = (u_worldInverseTranspose * vec4(a_normal, 0)).xyz;
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v_surfaceToLight = u_lightWorldPos - (u_world * a_position).xyz;
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v_surfaceToView = (u_viewInverse[3] - (u_world * a_position)).xyz;
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gl_Position = v_position;
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}
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</script>
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<script id="fs" type="notjs">
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precision mediump float;
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varying vec4 v_position;
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varying vec2 v_texCoord;
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varying vec3 v_normal;
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varying vec3 v_surfaceToLight;
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varying vec3 v_surfaceToView;
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uniform vec4 u_lightColor;
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uniform vec4 u_diffuseMult;
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uniform sampler2D u_diffuse;
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uniform vec4 u_specular;
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uniform float u_shininess;
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uniform float u_specularFactor;
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vec4 lit(float l ,float h, float m) {
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return vec4(1.0,
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abs(l),//max(l, 0.0),
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(l > 0.0) ? pow(max(0.0, h), m) : 0.0,
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1.0);
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}
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void main() {
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vec4 diffuseColor = texture2D(u_diffuse, v_texCoord) * u_diffuseMult;
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vec3 a_normal = normalize(v_normal);
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vec3 surfaceToLight = normalize(v_surfaceToLight);
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vec3 surfaceToView = normalize(v_surfaceToView);
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vec3 halfVector = normalize(surfaceToLight + surfaceToView);
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vec4 litR = lit(dot(a_normal, surfaceToLight),
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dot(a_normal, halfVector), u_shininess);
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vec4 outColor = vec4((
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u_lightColor * (diffuseColor * litR.y +
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u_specular * litR.z * u_specularFactor)).rgb,
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diffuseColor.a);
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gl_FragColor = outColor;
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}
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</script>
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<script src="../3rdparty/chroma.min.js"></script>
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<script type="module">
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import * as twgl from '../dist/7.x/twgl-full.module.js';
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twgl.setDefaults({attribPrefix: "a_"});
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const m4 = twgl.m4;
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const gl = document.querySelector("#c").getContext("webgl");
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const programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
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const cubeVertices = twgl.primitives.createCubeVertices(2);
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const sphereVertices = twgl.primitives.createSphereVertices(1, 10, 10);
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// move the sphere 2 units up
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twgl.primitives.reorientVertices(
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sphereVertices, twgl.m4.translation([0, 2, 0]));
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// merge the sphere with the cube
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const cubeSphereVertices = twgl.primitives.concatVertices(
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[cubeVertices, sphereVertices]);
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// turn them into WebGL buffers and attrib data
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const cubeSphereBufferInfo = twgl.createBufferInfoFromArrays(gl, cubeSphereVertices);
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const cubeArrays = {
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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],
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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],
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texcoord: {
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type: Uint8Array,
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normalize: false,
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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],
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},
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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],
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};
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const cubes = [];
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for (let zz = 0; zz < 2; ++zz) {
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for (let yy = 0; yy < 2; ++yy) {
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for (let xx = 0; xx < 2; ++xx) {
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cubes.push(twgl.primitives.reorientVertices(
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twgl.primitives.duplicateVertices(cubeArrays), twgl.m4.translation([xx * 2.5, yy * 2.5, zz * 2.5])));
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}
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}
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}
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const cubeCubeVertices = twgl.primitives.concatVertices(cubes);
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const cubeCubeBufferInfo = twgl.createBufferInfoFromArrays(gl, cubeCubeVertices);
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const shapes = [
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cubeSphereBufferInfo,
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cubeCubeBufferInfo,
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];
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function rand(min, max) {
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return min + Math.random() * (max - min);
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}
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// Shared values
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const lightWorldPosition = [1, 8, -10];
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const lightColor = [1, 1, 1, 1];
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const camera = m4.identity();
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const view = m4.identity();
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const viewProjection = m4.identity();
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const tex = twgl.createTexture(gl, {
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min: gl.NEAREST,
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mag: gl.NEAREST,
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src: [
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255, 255, 255, 255,
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192, 192, 192, 255,
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192, 192, 192, 255,
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255, 255, 255, 255,
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],
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});
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const objects = [];
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const drawObjects = [];
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const numObjects = 100;
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const baseHue = rand(0, 360);
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for (let ii = 0; ii < numObjects; ++ii) {
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const uniforms = {
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u_lightWorldPos: lightWorldPosition,
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u_lightColor: lightColor,
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u_diffuseMult: chroma.hsv((baseHue + rand(0, 60)) % 360, 0.4, 0.8).gl(),
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u_specular: [1, 1, 1, 1],
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u_shininess: 50,
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u_specularFactor: 1,
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u_diffuse: tex,
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u_viewInverse: camera,
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u_world: m4.identity(),
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u_worldInverseTranspose: m4.identity(),
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u_worldViewProjection: m4.identity(),
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};
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drawObjects.push({
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programInfo: programInfo,
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bufferInfo: shapes[ii % shapes.length],
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uniforms: uniforms,
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});
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objects.push({
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translation: [rand(-10, 10), rand(-10, 10), rand(-10, 10)],
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ySpeed: rand(0.1, 0.3),
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zSpeed: rand(0.1, 0.3),
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uniforms: uniforms,
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});
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}
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function render(time) {
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time *= 0.001;
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twgl.resizeCanvasToDisplaySize(gl.canvas);
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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gl.enable(gl.DEPTH_TEST);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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const projection = m4.perspective(30 * Math.PI / 180, gl.canvas.clientWidth / gl.canvas.clientHeight, 0.5, 100);
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const eye = [1, 4, -20];
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const target = [0, 0, 0];
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const up = [0, 1, 0];
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m4.lookAt(eye, target, up, camera);
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m4.inverse(camera, view);
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m4.multiply(projection, view, viewProjection);
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objects.forEach(function(obj) {
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const uni = obj.uniforms;
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const world = uni.u_world;
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m4.identity(world);
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m4.rotateY(world, time * obj.ySpeed, world);
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m4.rotateZ(world, time * obj.zSpeed, world);
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m4.translate(world, obj.translation, world);
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m4.rotateX(world, time, world);
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m4.transpose(m4.inverse(world, uni.u_worldInverseTranspose), uni.u_worldInverseTranspose);
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m4.multiply(viewProjection, uni.u_world, uni.u_worldViewProjection);
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});
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twgl.drawObjectList(gl, drawObjects);
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requestAnimationFrame(render);
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}
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requestAnimationFrame(render);
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</script>
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</html>
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