mirror of
https://github.com/greggman/twgl.js.git
synced 2025-12-08 19:26:07 +00:00
112 lines
3.1 KiB
JavaScript
112 lines
3.1 KiB
JavaScript
"use strict";
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/* global require */
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// this would be require('twgl') in a real example
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const twgl = require('../../dist/7.x/twgl-full'); /* eslint-disable-line */
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const chroma = require('../../3rdparty/chroma.min'); /* eslint-disable-line */
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const m4 = twgl.m4;
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const primitives = twgl.primitives;
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twgl.setDefaults({attribPrefix: "a_"});
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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 shapes = [
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primitives.createCubeBufferInfo(gl, 2),
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primitives.createSphereBufferInfo(gl, 1, 24, 12),
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primitives.createPlaneBufferInfo(gl, 2, 2),
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primitives.createTruncatedConeBufferInfo(gl, 1, 0, 2, 24, 1),
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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.enable(gl.CULL_FACE);
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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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