mirror of
https://github.com/greggman/twgl.js.git
synced 2025-12-08 19:26:07 +00:00
167 lines
5.5 KiB
HTML
167 lines
5.5 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 2019 Gregg Tavares
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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-->
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<meta name="viewport" content="width=device-width, target-densitydpi=160dpi, initial-scale=1.0, user-scalable=yes">
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<meta property="og:title" content="TWGL.js - depth texture webgl1" />
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<meta property="og:type" content="website" />
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<meta property="og:image" content="http://twgljs.org/examples/screenshots/depthtexture-webgl1.png" />
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<meta property="og:description" content="TWGL.js - depth texture webgl1" />
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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 - depth texture webgl1">
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<meta name="twitter:url" content="http://twgljs.org/examples/depthtexture-webgl1.html">
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<meta name="twitter:description" content="TWGL.js - depth texture webgl1">
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<meta name="twitter:image:src" content="http://twgljs.org/examples/screenshots/depthtextrue-webgl1.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 - depth texture webgl1</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> - depth texture webgl1</div>
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</body>
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<script type="module">
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import * as twgl from '../src/twgl-full.js';
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function main() {
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const m4 = twgl.m4;
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const gl = document.querySelector("canvas").getContext("webgl");
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const ext = gl.getExtension('WEBGL_depth_texture');
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if (!ext) {
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alert('need WEBGL_depth_texture'); // eslint-disable-line
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return;
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}
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const attachments = [
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{ format: gl.RGBA, },
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{ format: gl.DEPTH_COMPONENT },
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];
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const fbi = twgl.createFramebufferInfo(gl, attachments, 256, 256);
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const vs = `
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attribute vec4 position;
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attribute vec2 texcoord;
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uniform mat4 u_worldViewProjection;
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varying vec2 v_texcoord;
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void main() {
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gl_Position = u_worldViewProjection * position;
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v_texcoord = texcoord;
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}
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`;
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const fs = `
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precision mediump float;
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uniform sampler2D u_tex;
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varying vec2 v_texcoord;
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void main() {
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gl_FragColor = texture2D(u_tex, v_texcoord);
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}
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`;
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// compile shaders, links program, looks up locations
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const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
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// calls gl.createBuffer, gl.bindBuffer, gl.bufferData
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const cubeBufferInfo = twgl.primitives.createCubeBufferInfo(gl);
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const green = twgl.createTexture(gl, { src: [0, 255, 0, 255]});
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function drawCube(gl, u_tex, aspect, time) {
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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const fov = Math.PI * 0.25;
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const zNear = 1;
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const zFar = 4;
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const projection = m4.perspective(fov, aspect, zNear, zFar);
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const world = m4.translation([0, 0, -3]);
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m4.rotateY(world, Math.PI * .1 * time, world);
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m4.rotateX(world, Math.PI * .15 * time, world);
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// calls gl.uniformXXX
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twgl.setUniforms(programInfo, {
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u_tex,
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u_worldViewProjection: m4.multiply(projection, world),
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});
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// calls gl.drawArrays or gl.drawElements
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twgl.drawBufferInfo(gl, cubeBufferInfo);
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}
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function render(time) {
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time *= 0.001; // seconds
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twgl.resizeCanvasToDisplaySize(gl.canvas);
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gl.enable(gl.DEPTH_TEST);
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gl.enable(gl.CULL_FACE);
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gl.useProgram(programInfo.program);
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// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
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twgl.setBuffersAndAttributes(gl, programInfo, cubeBufferInfo);
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// call gl.bindFramebuffer, gl.viewport
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twgl.bindFramebufferInfo(gl, fbi);
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gl.clearColor(0, 0, 1, 1);
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drawCube(gl, green, fbi.width / fbi.height, time);
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// call gl.bindFramebuffer, gl.viewport
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twgl.bindFramebufferInfo(gl, null);
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gl.clearColor(0.2, 0.2, 0.2, 0);
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drawCube(gl, fbi.attachments[(time + 1 | 0) % 2], gl.canvas.clientWidth / gl.canvas.clientHeight, time);
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requestAnimationFrame(render);
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}
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requestAnimationFrame(render);
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}
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main();
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</script>
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</html>
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