twgl.js/examples/depthtexture-webgl1.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

167 lines
5.5 KiB
HTML

<!DOCTYPE html>
<html>
<head>
<meta charset="utf8">
<!--
@license twgl.js Copyright 2019 Gregg Tavares
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
-->
<meta name="viewport" content="width=device-width, target-densitydpi=160dpi, initial-scale=1.0, user-scalable=yes">
<meta property="og:title" content="TWGL.js - depth texture webgl1" />
<meta property="og:type" content="website" />
<meta property="og:image" content="http://twgljs.org/examples/screenshots/depthtexture-webgl1.png" />
<meta property="og:description" content="TWGL.js - depth texture webgl1" />
<meta property="og:url" content="http://twgljs.org" />
<meta name="twitter:card" content="summary_large_image">
<meta name="twitter:site" content="@greggman">
<meta name="twitter:creator" content="@greggman">
<meta name="twitter:domain" content="twgljs.org">
<meta name="twitter:title" content="TWGL.js - depth texture webgl1">
<meta name="twitter:url" content="http://twgljs.org/examples/depthtexture-webgl1.html">
<meta name="twitter:description" content="TWGL.js - depth texture webgl1">
<meta name="twitter:image:src" content="http://twgljs.org/examples/screenshots/depthtextrue-webgl1.png">
<link href="/resources/images/twgljs-icon.png" rel="shortcut icon" type="image/png">
<title>twgl.js - depth texture webgl1</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> - depth texture webgl1</div>
</body>
<script type="module">
import * as twgl from '../src/twgl-full.js';
function main() {
const m4 = twgl.m4;
const gl = document.querySelector("canvas").getContext("webgl");
const ext = gl.getExtension('WEBGL_depth_texture');
if (!ext) {
alert('need WEBGL_depth_texture'); // eslint-disable-line
return;
}
const attachments = [
{ format: gl.RGBA, },
{ format: gl.DEPTH_COMPONENT },
];
const fbi = twgl.createFramebufferInfo(gl, attachments, 256, 256);
const vs = `
attribute vec4 position;
attribute vec2 texcoord;
uniform mat4 u_worldViewProjection;
varying vec2 v_texcoord;
void main() {
gl_Position = u_worldViewProjection * position;
v_texcoord = texcoord;
}
`;
const fs = `
precision mediump float;
uniform sampler2D u_tex;
varying vec2 v_texcoord;
void main() {
gl_FragColor = texture2D(u_tex, v_texcoord);
}
`;
// compile shaders, links program, looks up locations
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
// calls gl.createBuffer, gl.bindBuffer, gl.bufferData
const cubeBufferInfo = twgl.primitives.createCubeBufferInfo(gl);
const green = twgl.createTexture(gl, { src: [0, 255, 0, 255]});
function drawCube(gl, u_tex, aspect, time) {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const fov = Math.PI * 0.25;
const zNear = 1;
const zFar = 4;
const projection = m4.perspective(fov, aspect, zNear, zFar);
const world = m4.translation([0, 0, -3]);
m4.rotateY(world, Math.PI * .1 * time, world);
m4.rotateX(world, Math.PI * .15 * time, world);
// calls gl.uniformXXX
twgl.setUniforms(programInfo, {
u_tex,
u_worldViewProjection: m4.multiply(projection, world),
});
// calls gl.drawArrays or gl.drawElements
twgl.drawBufferInfo(gl, cubeBufferInfo);
}
function render(time) {
time *= 0.001; // seconds
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
gl.useProgram(programInfo.program);
// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
twgl.setBuffersAndAttributes(gl, programInfo, cubeBufferInfo);
// call gl.bindFramebuffer, gl.viewport
twgl.bindFramebufferInfo(gl, fbi);
gl.clearColor(0, 0, 1, 1);
drawCube(gl, green, fbi.width / fbi.height, time);
// call gl.bindFramebuffer, gl.viewport
twgl.bindFramebufferInfo(gl, null);
gl.clearColor(0.2, 0.2, 0.2, 0);
drawCube(gl, fbi.attachments[(time + 1 | 0) % 2], gl.canvas.clientWidth / gl.canvas.clientHeight, time);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
</script>
</html>