mirror of
https://github.com/greggman/twgl.js.git
synced 2025-12-08 19:26:07 +00:00
272 lines
7.6 KiB
HTML
272 lines
7.6 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 - samplers" />
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<meta property="og:type" content="website" />
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<meta property="og:image" content="http://twgljs.org/examples/screenshots/samplers.png" />
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<meta property="og:description" content="TWGL.js - samplers" />
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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 - samplers">
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<meta name="twitter:url" content="http://twgljs.org/examples/samplers.html">
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<meta name="twitter:description" content="TWGL.js - samplers">
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<meta name="twitter:image:src" content="http://twgljs.org/examples/screenshots/samplers.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 - samplers</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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#no-webgl2 {
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position: absolute;
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left: 0;
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top: 0;
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background: red;
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color: white;
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width: 100%;
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height: 100%;
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display: flex;
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justify-content: center;
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align-items: center;
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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> - samplers</div>
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<div id="no-webgl2" style="display: none;">
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<div>Sorry but your browser doesn't appear to support WebGL2</div>
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</div>
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</body>
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<script id="one-point-vs" type="notjs">
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#version 300 es
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uniform mat4 u_worldViewProjection;
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uniform mat4 u_texMatrix;
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in vec4 a_position;
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in vec2 a_texcoord;
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out vec4 v_position;
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out vec2 v_texCoord;
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void main() {
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v_texCoord = (u_texMatrix * vec4(a_texcoord, 0, 1)).xy;
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gl_Position = u_worldViewProjection * a_position;
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}
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</script>
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<script id="one-point-fs" type="notjs">
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#version 300 es
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precision mediump float;
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in vec4 v_position;
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in vec2 v_texCoord;
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uniform vec4 u_diffuseMult;
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uniform sampler2D u_diffuse;
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out vec4 outColor;
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void main() {
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vec4 diffuseColor = texture(u_diffuse, v_texCoord) * u_diffuseMult;
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if (diffuseColor.a < 0.1) {
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discard;
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}
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outColor = diffuseColor;
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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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function main() {
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twgl.setDefaults({attribPrefix: "a_"});
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const m4 = twgl.m4;
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const gl = document.getElementById("c").getContext("webgl2");
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if (!gl) {
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document.querySelector("#no-webgl2").style.display = "";
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return;
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}
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const onePointProgramInfo = twgl.createProgramInfo(gl, ["one-point-vs", "one-point-fs"], ["a_texcoord", "a_position"]);
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const shapes = [
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twgl.primitives.createCubeBufferInfo(gl, 2),
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// twgl.primitives.createSphereBufferInfo(gl, 1, 24, 12),
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// twgl.primitives.createPlaneBufferInfo(gl, 2, 2),
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// twgl.primitives.createTruncatedConeBufferInfo(gl, 1, 0, 2, 24, 1),
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];
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function rand(min, max) {
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if (max === undefined) {
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max = min;
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min = 0;
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}
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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 baseHue = rand(360);
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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 ctx = document.createElement("canvas").getContext("2d");
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ctx.canvas.width = 8;
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ctx.canvas.height = 8;
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ctx.fillStyle = "#777";
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ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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ctx.fillStyle = "#fff";
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ctx.beginPath();
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ctx.arc(ctx.canvas.width / 2, ctx.canvas.height / 2, ctx.canvas.width / 2 - 1, 0, Math.PI * 2);
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ctx.fill();
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const textures = twgl.createTextures(gl, {
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checker: {
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src: ctx.canvas,
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},
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});
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const samplers = twgl.createSamplers(gl, {
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nearest: {
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minMag: gl.NEAREST,
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},
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nearestClampS: {
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minMag: gl.NEAREST,
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wrapS: gl.CLAMP_TO_NEAREST,
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},
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linear: {
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minMag: gl.LINEAR,
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},
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nearestClamp: {
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minMag: gl.NEAREST,
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wrap: gl.CLAMP_TO_EDGE,
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},
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linearClamp: {
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minMag: gl.LINEAR,
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wrap: gl.CLAMP_TO_EDGE,
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},
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linearClampT: {
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minMag: gl.LINEAR,
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wrapT: gl.CLAMP_TO_EDGE,
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},
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});
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// This is soley to make it easy to pick textures at random
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const twoDTextureNames = Object.keys(textures);
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const allSamplers = Object.keys(samplers).map(name => samplers[name]);
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const objects = [];
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const drawObjects = [];
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const numObjects = 200;
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for (let ii = 0; ii < numObjects; ++ii) {
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const shape = shapes[ii % shapes.length];
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const texName = twoDTextureNames[ii % twoDTextureNames.length];
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const texture = textures[texName];
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const sampler = allSamplers[(ii / 2) % allSamplers.length | 0];
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const programInfo = onePointProgramInfo;
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let tx = m4.identity();
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tx = m4.translate(tx, [-.5, -.5, 0]);
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tx = m4.scale(tx, [2, 2, 0]);
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const uniforms = {
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u_diffuseMult: chroma.hsv((baseHue + rand(0, 60)) % 360, 0.7, 0.8).gl(),
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u_diffuse: {
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texture: texture,
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sampler: sampler,
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},
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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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u_texMatrix: tx,
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// u_texMatrix: m4.scale(m4.translation([-1, -1, 0]), [3, 3, 3]),
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};
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drawObjects.push({
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programInfo: programInfo,
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bufferInfo: shape,
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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.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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const radius = 20;
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const orbitSpeed = time * 0.1;
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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 = [Math.cos(orbitSpeed) * radius, 4, Math.sin(orbitSpeed) * radius];
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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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}
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main();
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</script>
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</html>
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