twgl.js/examples/samplers.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

272 lines
7.6 KiB
HTML

<!DOCTYPE html>
<html>
<head>
<meta charset="utf8">
<!--
@license twgl.js Copyright (c) 2015, Gregg Tavares All Rights Reserved.
Available via the MIT license.
see: http://github.com/greggman/twgl.js for details
-->
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<meta property="og:title" content="TWGL.js - samplers" />
<meta property="og:type" content="website" />
<meta property="og:image" content="http://twgljs.org/examples/screenshots/samplers.png" />
<meta property="og:description" content="TWGL.js - samplers" />
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<link href="/resources/images/twgljs-icon.png" rel="shortcut icon" type="image/png">
<title>twgl.js - samplers</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;
}
#no-webgl2 {
position: absolute;
left: 0;
top: 0;
background: red;
color: white;
width: 100%;
height: 100%;
display: flex;
justify-content: center;
align-items: center;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
<div id="b"><a href="http://twgljs.org">twgl.js</a> - samplers</div>
<div id="no-webgl2" style="display: none;">
<div>Sorry but your browser doesn't appear to support WebGL2</div>
</div>
</body>
<script id="one-point-vs" type="notjs">
#version 300 es
uniform mat4 u_worldViewProjection;
uniform mat4 u_texMatrix;
in vec4 a_position;
in vec2 a_texcoord;
out vec4 v_position;
out vec2 v_texCoord;
void main() {
v_texCoord = (u_texMatrix * vec4(a_texcoord, 0, 1)).xy;
gl_Position = u_worldViewProjection * a_position;
}
</script>
<script id="one-point-fs" type="notjs">
#version 300 es
precision mediump float;
in vec4 v_position;
in vec2 v_texCoord;
uniform vec4 u_diffuseMult;
uniform sampler2D u_diffuse;
out vec4 outColor;
void main() {
vec4 diffuseColor = texture(u_diffuse, v_texCoord) * u_diffuseMult;
if (diffuseColor.a < 0.1) {
discard;
}
outColor = diffuseColor;
}
</script>
<script src="../3rdparty/chroma.min.js"></script>
<script type="module">
import * as twgl from '../dist/7.x/twgl-full.module.js';
function main() {
twgl.setDefaults({attribPrefix: "a_"});
const m4 = twgl.m4;
const gl = document.getElementById("c").getContext("webgl2");
if (!gl) {
document.querySelector("#no-webgl2").style.display = "";
return;
}
const onePointProgramInfo = twgl.createProgramInfo(gl, ["one-point-vs", "one-point-fs"], ["a_texcoord", "a_position"]);
const shapes = [
twgl.primitives.createCubeBufferInfo(gl, 2),
// twgl.primitives.createSphereBufferInfo(gl, 1, 24, 12),
// twgl.primitives.createPlaneBufferInfo(gl, 2, 2),
// twgl.primitives.createTruncatedConeBufferInfo(gl, 1, 0, 2, 24, 1),
];
function rand(min, max) {
if (max === undefined) {
max = min;
min = 0;
}
return min + Math.random() * (max - min);
}
// Shared values
const baseHue = rand(360);
const camera = m4.identity();
const view = m4.identity();
const viewProjection = m4.identity();
const ctx = document.createElement("canvas").getContext("2d");
ctx.canvas.width = 8;
ctx.canvas.height = 8;
ctx.fillStyle = "#777";
ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
ctx.fillStyle = "#fff";
ctx.beginPath();
ctx.arc(ctx.canvas.width / 2, ctx.canvas.height / 2, ctx.canvas.width / 2 - 1, 0, Math.PI * 2);
ctx.fill();
const textures = twgl.createTextures(gl, {
checker: {
src: ctx.canvas,
},
});
const samplers = twgl.createSamplers(gl, {
nearest: {
minMag: gl.NEAREST,
},
nearestClampS: {
minMag: gl.NEAREST,
wrapS: gl.CLAMP_TO_NEAREST,
},
linear: {
minMag: gl.LINEAR,
},
nearestClamp: {
minMag: gl.NEAREST,
wrap: gl.CLAMP_TO_EDGE,
},
linearClamp: {
minMag: gl.LINEAR,
wrap: gl.CLAMP_TO_EDGE,
},
linearClampT: {
minMag: gl.LINEAR,
wrapT: gl.CLAMP_TO_EDGE,
},
});
// This is soley to make it easy to pick textures at random
const twoDTextureNames = Object.keys(textures);
const allSamplers = Object.keys(samplers).map(name => samplers[name]);
const objects = [];
const drawObjects = [];
const numObjects = 200;
for (let ii = 0; ii < numObjects; ++ii) {
const shape = shapes[ii % shapes.length];
const texName = twoDTextureNames[ii % twoDTextureNames.length];
const texture = textures[texName];
const sampler = allSamplers[(ii / 2) % allSamplers.length | 0];
const programInfo = onePointProgramInfo;
let tx = m4.identity();
tx = m4.translate(tx, [-.5, -.5, 0]);
tx = m4.scale(tx, [2, 2, 0]);
const uniforms = {
u_diffuseMult: chroma.hsv((baseHue + rand(0, 60)) % 360, 0.7, 0.8).gl(),
u_diffuse: {
texture: texture,
sampler: sampler,
},
u_viewInverse: camera,
u_world: m4.identity(),
u_worldInverseTranspose: m4.identity(),
u_worldViewProjection: m4.identity(),
u_texMatrix: tx,
// u_texMatrix: m4.scale(m4.translation([-1, -1, 0]), [3, 3, 3]),
};
drawObjects.push({
programInfo: programInfo,
bufferInfo: shape,
uniforms: uniforms,
});
objects.push({
translation: [rand(-10, 10), rand(-10, 10), rand(-10, 10)],
ySpeed: rand(0.1, 0.3),
zSpeed: rand(0.1, 0.3),
uniforms: uniforms,
});
}
function render(time) {
time *= 0.001;
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const radius = 20;
const orbitSpeed = time * 0.1;
const projection = m4.perspective(30 * Math.PI / 180, gl.canvas.clientWidth / gl.canvas.clientHeight, 0.5, 100);
const eye = [Math.cos(orbitSpeed) * radius, 4, Math.sin(orbitSpeed) * radius];
const target = [0, 0, 0];
const up = [0, 1, 0];
m4.lookAt(eye, target, up, camera);
m4.inverse(camera, view);
m4.multiply(projection, view, viewProjection);
objects.forEach(function(obj) {
const uni = obj.uniforms;
const world = uni.u_world;
m4.identity(world);
m4.rotateY(world, time * obj.ySpeed, world);
m4.rotateZ(world, time * obj.zSpeed, world);
m4.translate(world, obj.translation, world);
m4.rotateX(world, time, world);
m4.transpose(m4.inverse(world, uni.u_worldInverseTranspose), uni.u_worldInverseTranspose);
m4.multiply(viewProjection, uni.u_world, uni.u_worldViewProjection);
});
twgl.drawObjectList(gl, drawObjects);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
</script>
</html>