twgl.js/examples/tunnel.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

385 lines
12 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
-->
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<meta property="og:title" content="TWGL.js - tunnel" />
<meta property="og:type" content="website" />
<meta property="og:image" content="http://twgljs.org/examples/screenshots/tunnel.png" />
<meta property="og:description" content="TWGL.js - tunnel" />
<meta property="og:url" content="http://twgljs.org" />
<meta name="twitter:card" content="summary_large_image">
<meta name="twitter:site" content="@greggman">
<meta name="twitter:creator" content="@greggman">
<meta name="twitter:domain" content="twgljs.org">
<meta name="twitter:title" content="TWGL.js - tunnel">
<meta name="twitter:url" content="http://twgljs.org/examples/tunnel.html">
<meta name="twitter:description" content="TWGL.js - tunnel">
<meta name="twitter:image:src" content="http://twgljs.org/examples/screenshots/tunnel.png">
<link href="/resources/images/twgljs-icon.png" rel="shortcut icon" type="image/png">
<title>twgl.js - tunnel</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;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
<div id="b"><a href="http://twgljs.org">twgl.js</a> - tunnel</div>
</body>
<script id="tex-vs" type="notjs">
attribute vec4 a_position;
attribute vec2 a_texcoord;
varying vec2 v_texcoord;
uniform mat4 u_matrix;
void main() {
gl_Position = u_matrix * a_position;
v_texcoord = a_texcoord;
}
</script>
<script id="tex-fs" type="notjs">
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_texture;
uniform vec4 u_color;
uniform mat4 u_texMatrix;
uniform vec2 u_texMod;
uniform float u_fogNear;
uniform float u_fogFar;
uniform vec4 u_fogColor;
void main() {
float depth = gl_FragCoord.z / gl_FragCoord.w;
float fogFactor = smoothstep(u_fogNear, u_fogFar, depth);
vec2 uv = (u_texMatrix * vec4(v_texcoord, 0, 1)).xy;
vec4 outColor = u_color * texture2D(u_texture, mod(uv, u_texMod));
gl_FragColor = mix(outColor, u_fogColor, fogFactor);
}
</script>
<script id="vs" type="notjs">
uniform mat4 u_worldViewProjection;
uniform vec3 u_lightWorldPos;
uniform mat4 u_world;
uniform mat4 u_viewInverse;
uniform mat4 u_worldInverseTranspose;
attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec2 a_texcoord;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
void main() {
v_texCoord = a_texcoord;
v_position = (u_worldViewProjection * a_position);
v_normal = (u_worldInverseTranspose * vec4(a_normal, 0)).xyz;
v_surfaceToLight = u_lightWorldPos - (u_world * a_position).xyz;
v_surfaceToView = (u_viewInverse[3] - (u_world * a_position)).xyz;
gl_Position = v_position;
}
</script>
<script id="fs" type="notjs">
precision mediump float;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
uniform vec4 u_lightColor;
uniform vec4 u_ambient;
uniform sampler2D u_diffuse;
uniform vec4 u_specular;
uniform float u_shininess;
uniform float u_specularFactor;
uniform float u_fogNear;
uniform float u_fogFar;
uniform vec4 u_fogColor;
vec4 lit(float l ,float h, float m) {
return vec4(1.0,
abs(l),
(l > 0.0) ? pow(max(0.0, h), m) : 0.0,
1.0);
}
void main() {
float depth = gl_FragCoord.z / gl_FragCoord.w;
float fogFactor = smoothstep(u_fogNear, u_fogFar, depth);
vec4 diffuseColor = texture2D(u_diffuse, v_texCoord);
vec3 a_normal = normalize(v_normal);
vec3 surfaceToLight = normalize(v_surfaceToLight);
vec3 surfaceToView = normalize(v_surfaceToView);
vec3 halfVector = normalize(surfaceToLight + surfaceToView);
vec4 litR = lit(dot(a_normal, surfaceToLight),
dot(a_normal, halfVector), u_shininess);
vec4 outColor = vec4((
u_lightColor * (diffuseColor * litR.y + diffuseColor * u_ambient +
u_specular * litR.z * u_specularFactor)).rgb,
diffuseColor.a);
gl_FragColor = mix(outColor, u_fogColor, fogFactor);
}
</script>
<script src="../3rdparty/chroma.min.js"></script>
<script type="module">
/*eslint no-unused-vars:0*/
import * as twgl from '../dist/7.x/twgl-full.module.js';
twgl.setDefaults({attribPrefix: "a_"});
const m4 = twgl.m4;
const gl = document.querySelector("#c").getContext("webgl");
const programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
const texProgramInfo = twgl.createProgramInfo(gl, ["tex-vs", "tex-fs"]);
function createUnitQuadsBufferInfo(gl, across, down) {
const numQuads = across * down;
const numVertices = 4 * numQuads;
const numIndices = 6 * numQuads;
const positions = twgl.primitives.createAugmentedTypedArray(3, numVertices);
const ids = twgl.primitives.createAugmentedTypedArray(2, numVertices, Uint16Array);
const indices = twgl.primitives.createAugmentedTypedArray(3, numIndices, Uint16Array);
const verts = [
-1, -1, -1,
1, -1, 0,
-1, 1, 0,
1, 1, 1,
];
let ndx = 0;
for (let yy = 0; yy < down; ++yy) {
for (let xx = 0; xx < across; ++xx) {
positions.push(verts);
ids.push(xx, yy, xx, yy, xx, yy, xx, yy);
indices.push(ndx + 0, ndx + 1, ndx + 2, ndx + 2, ndx + 1, ndx + 3);
ndx += 4;
}
}
return twgl.createBufferInfoFromArrays(gl, {
position: positions,
id: ids,
indices: indices,
});
}
const segments = 20;
const cyAcross = 12;
const cyDown = 25;
const bufferInfo = twgl.primitives.createCubeBufferInfo(gl, 2);
const cylinderBufferInfo = twgl.primitives.createCylinderBufferInfo(gl, 1, 200, cyAcross, cyDown, false, false);
const fbSize = 1024;
const framebufferInfo = twgl.createFramebufferInfo(gl, undefined, fbSize, fbSize);
const tex = twgl.createTexture(gl, {
min: gl.NEAREST,
mag: gl.NEAREST,
src: [
255, 255, 255, 255,
192, 192, 192, 255,
192, 192, 192, 255,
255, 255, 255, 255,
],
});
const uniforms = {
u_lightWorldPos: [1, 8, -10],
u_lightColor: [0.2, 0.5, 1.0, 1],
u_ambient: [0, 0, 0, 1],
u_specular: [1, 1, 1, 1],
u_shininess: 50,
u_specularFactor: 1,
u_diffuse: tex,
u_fogColor: [1, 1, 1, 1],
u_fogNear: 5,
u_fogFar: 25,
u_world: m4.identity(),
};
const cylinderUniforms = {
u_texture: framebufferInfo.attachments[0],
u_matrix: m4.identity(),
u_color: [1, 1, 1, 1],
u_texMod: [1, 1],
u_texMatrix: m4.identity(),
u_fogColor: [1, 1, 1, 1],
u_fogNear: 0.1,
u_fogFar: 190,
};
function lerp(a, b, t) {
return a + (b - a) * t;
}
let useFramebuffer = true;
function switchMode() {
useFramebuffer = !useFramebuffer;
}
window.addEventListener('keypress', switchMode, false);
window.addEventListener('click', switchMode, false);
window.addEventListener('touchstart', switchMode, false);
let currentBaseColor;
let targetBaseColor;
let baseColorScale;
const colorFadeDuration = 5;
const colorChangeDuration = 10;
let colorFadeTimer;
let colorChangeTimer;
function pickNewColor() {
currentBaseColor = targetBaseColor || chroma.hsv(Math.random() * 360, 1, 1);
targetBaseColor = chroma.hsv(Math.random() * 360, 1, 1);
baseColorScale = chroma.scale([currentBaseColor, targetBaseColor]).mode('lab');
colorFadeTimer = colorFadeDuration;
colorChangeTimer = colorChangeDuration;
}
pickNewColor();
let then = 0;
function render(time) {
time *= 0.001;
const deltaTime = time - then;
then = time;
twgl.resizeCanvasToDisplaySize(gl.canvas);
let aspect;
if (useFramebuffer) {
twgl.bindFramebufferInfo(gl, framebufferInfo);
aspect = 1;
} else {
twgl.bindFramebufferInfo(gl, null);
aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
}
colorFadeTimer -= deltaTime;
colorChangeTimer -= deltaTime;
if (colorChangeTimer <= 0) {
pickNewColor();
}
const colorLerp = 1 - Math.max(0, colorFadeTimer / colorFadeDuration);
const fadeColor = baseColorScale(colorLerp);
uniforms.u_fogColor = fadeColor.gl();
const fc = uniforms.u_fogColor;
cylinderUniforms.u_fogColor = fc;
gl.cullFace(gl.BACK);
gl.enable(gl.CULL_FACE);
gl.enable(gl.DEPTH_TEST);
gl.clearColor(fc[0], fc[1], fc[2], fc[3]);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const projection = m4.perspective(30 * Math.PI / 180, aspect, 0.5, 30);
const eye = [1, 0, -16];
const target = [0, 0, 0];
const up = [0, 1, 0];
const camera = m4.lookAt(eye, target, up);
const view = m4.inverse(camera);
const viewProjection = m4.multiply(projection, view);
uniforms.u_viewInverse = camera;
gl.useProgram(programInfo.program);
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
for (let ii = 0; ii < 25; ++ii) {
const x = ii % 5;
const y = ii / 5 | 0;
const world = uniforms.u_world;
m4.identity(world);
m4.translate(world, [0, 0, 0], world);
m4.rotateY(world, time * 0.43, world);
m4.rotateZ(world, time * 0.37, world);
m4.translate(world, [x * 3 - 7 - 3, y * 3 - 5 - 3, 0], world);
m4.rotateX(world, time * 0.21 + ii, world);
m4.rotateY(world, time * 0.53 + ii, world);
uniforms.u_world = world;
uniforms.u_worldInverseTranspose = m4.transpose(m4.inverse(world));
uniforms.u_worldViewProjection = m4.multiply(viewProjection, world);
// uniforms.u_lightColor[0] = x / 4;
// uniforms.u_lightColor[1] = y / 4;
// uniforms.u_lightColor[2] = 1 - (x + y) / 8;
// uniforms.u_lightColor[0] = Math.max(x, y) / 5;
// uniforms.u_lightColor[1] = Math.max(y, x) / 5;
// uniforms.u_lightColor[2] = 1;// - (x + y) / 8;
uniforms.u_lightColor = [2, 2, 2, 1];
twgl.setUniforms(programInfo, uniforms);
twgl.drawBufferInfo(gl, bufferInfo);
}
if (useFramebuffer) {
twgl.bindFramebufferInfo(gl, null);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.cullFace(gl.FRONT);
gl.useProgram(texProgramInfo.program);
aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const mat = cylinderUniforms.u_matrix;
m4.perspective(30 * Math.PI / 180, aspect, 0.5, 190, mat);
m4.translate(mat, [0, 0, -100], mat);
m4.rotateZ(mat, -time * 0.1, mat);
m4.rotateX(mat, Math.PI * 0.5, mat);
const cmat = cylinderUniforms.u_texMatrix;
m4.identity(cmat);
m4.translate(cmat, [time * 1, time * 2, 0], cmat);
m4.scale(cmat, [lerp(6, cyAcross, Math.sin(time) * 0.5 + 0.5), cyDown, 1], cmat);
m4.rotateZ(cmat, time * 0.1, cmat);
cylinderUniforms.u_texMod[0] = 0.5;
cylinderUniforms.u_texMod[1] = 0.5;
twgl.setBuffersAndAttributes(gl, texProgramInfo, cylinderBufferInfo);
twgl.setUniforms(texProgramInfo, cylinderUniforms);
twgl.drawBufferInfo(gl, cylinderBufferInfo);
}
requestAnimationFrame(render);
}
requestAnimationFrame(render);
</script>
</html>