mirror of
https://github.com/greggman/twgl.js.git
synced 2025-12-08 19:26:07 +00:00
212 lines
7.1 KiB
HTML
212 lines
7.1 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 - SharedArrayBuffer" />
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<meta property="og:type" content="website" />
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<meta property="og:image" content="http://twgljs.org/examples/screenshots/sharedarraybuffer.png" />
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<meta property="og:description" content="TWGL.js - SharedArrayBuffer" />
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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 - twgl-cube">
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<meta name="twitter:url" content="http://twgljs.org/examples/sharedarraybuffer.html">
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<meta name="twitter:description" content="TWGL.js - SharedArrayBuffer">
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<meta name="twitter:image:src" content="http://twgljs.org/examples/screenshots/sharedarraybuffer.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 - sharedarraybuffer</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> - SharedArrayBuffer</div>
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</body>
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<script id="vs" type="notjs">
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uniform mat4 u_worldViewProjection;
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uniform vec3 u_lightWorldPos;
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uniform mat4 u_world;
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uniform mat4 u_viewInverse;
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uniform mat4 u_worldInverseTranspose;
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attribute vec4 position;
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attribute vec3 normal;
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attribute vec2 texcoord;
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varying vec4 v_position;
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varying vec2 v_texCoord;
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varying vec3 v_normal;
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varying vec3 v_surfaceToLight;
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varying vec3 v_surfaceToView;
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void main() {
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v_texCoord = texcoord;
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v_position = u_worldViewProjection * position;
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v_normal = (u_worldInverseTranspose * vec4(normal, 0)).xyz;
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v_surfaceToLight = u_lightWorldPos - (u_world * position).xyz;
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v_surfaceToView = (u_viewInverse[3] - (u_world * position)).xyz;
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gl_Position = v_position;
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}
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</script>
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<script id="fs" type="notjs">
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precision mediump float;
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varying vec4 v_position;
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varying vec2 v_texCoord;
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varying vec3 v_normal;
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varying vec3 v_surfaceToLight;
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varying vec3 v_surfaceToView;
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uniform vec4 u_lightColor;
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uniform vec4 u_ambient;
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uniform sampler2D u_diffuse;
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uniform vec4 u_specular;
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uniform float u_shininess;
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uniform float u_specularFactor;
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vec4 lit(float l ,float h, float m) {
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return vec4(1.0,
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max(l, 0.0),
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(l > 0.0) ? pow(max(0.0, h), m) : 0.0,
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1.0);
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}
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void main() {
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vec4 diffuseColor = texture2D(u_diffuse, v_texCoord);
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vec3 a_normal = normalize(v_normal);
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vec3 surfaceToLight = normalize(v_surfaceToLight);
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vec3 surfaceToView = normalize(v_surfaceToView);
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vec3 halfVector = normalize(surfaceToLight + surfaceToView);
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vec4 litR = lit(dot(a_normal, surfaceToLight),
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dot(a_normal, halfVector), u_shininess);
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vec4 outColor = vec4((
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u_lightColor * (diffuseColor * litR.y + diffuseColor * u_ambient +
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u_specular * litR.z * u_specularFactor)).rgb,
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diffuseColor.a);
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gl_FragColor = outColor;
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}
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</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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const m4 = twgl.m4;
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function main() {
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if (typeof SharedArrayBuffer === 'undefined') {
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return;
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}
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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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function makeShared(data, Type) {
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Type = Type || Float32Array;
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const size = Type.BYTES_PER_ELEMENT * data.length;
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const buf = new SharedArrayBuffer(size);
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const view = new Type(buf);
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view.set(data);
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return view;
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}
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const arrays = {
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position: makeShared([1, 1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, -1, 1, 1, -1, 1, -1, -1, -1, -1, -1, -1, 1, -1, 1, 1, 1, 1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, -1, 1, -1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, -1, 1, -1, 1, 1, -1, 1, -1, -1, -1, -1, -1]),
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normal: makeShared([1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1]),
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texcoord: makeShared([1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1]),
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indices: makeShared([0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23], Uint16Array),
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};
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const bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);
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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: makeShared([
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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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], Uint8Array),
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});
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const uniforms = {
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u_lightWorldPos: [1, 8, -10],
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u_lightColor: [1, 0.8, 0.8, 1],
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u_ambient: [0, 0, 0, 1],
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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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};
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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 fov = 30 * Math.PI / 180;
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const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
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const zNear = 0.5;
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const zFar = 10;
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const projection = m4.perspective(fov, aspect, zNear, zFar);
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const eye = [1, 4, -6];
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const target = [0, 0, 0];
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const up = [0, 1, 0];
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const camera = m4.lookAt(eye, target, up);
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const view = m4.inverse(camera);
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const viewProjection = m4.multiply(projection, view);
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const world = m4.rotationY(time);
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uniforms.u_viewInverse = camera;
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uniforms.u_world = world;
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uniforms.u_worldInverseTranspose = m4.transpose(m4.inverse(world));
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uniforms.u_worldViewProjection = m4.multiply(viewProjection, world);
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gl.useProgram(programInfo.program);
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twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
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twgl.setUniforms(programInfo, uniforms);
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gl.drawElements(gl.TRIANGLES, bufferInfo.numElements, gl.UNSIGNED_SHORT, 0);
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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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