mirror of
https://github.com/greggman/twgl.js.git
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320 lines
10 KiB
HTML
320 lines
10 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 - vertex-array-objects" />
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<meta property="og:type" content="website" />
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<meta property="og:image" content="http://twgljs.org/examples/screenshots/vertex-array-objects.png" />
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<meta property="og:description" content="TWGL.js - vertex-array-objects" />
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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 - vertex-array-objects">
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<meta name="twitter:url" content="http://twgljs.org/examples/vertex-array-objects.html">
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<meta name="twitter:description" content="TWGL.js - vertex-array-objects">
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<meta name="twitter:image:src" content="http://twgljs.org/examples/screenshots/vertex-array-objects.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 - vertex-array-objects</title>
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<style>
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body {
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margin: 0;
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font-family: monospace;
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}
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canvas {
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display: block;
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width: 100vw;
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height: 100vh;
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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> - vertex-array-objects</div>
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</body>
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<script id="textured-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 a_position;
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attribute vec3 a_normal;
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attribute vec2 a_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 = a_texcoord;
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v_position = (u_worldViewProjection * a_position);
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v_normal = (u_worldInverseTranspose * vec4(a_normal, 0)).xyz;
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v_surfaceToLight = u_lightWorldPos - (u_world * a_position).xyz;
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v_surfaceToView = (u_viewInverse[3] - (u_world * a_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="textured-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_diffuseMult;
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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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abs(l),//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) * u_diffuseMult;
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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 +
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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 id="ncolor-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 a_position;
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attribute vec3 a_normal;
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varying vec4 v_position;
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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_position = (u_worldViewProjection * a_position);
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v_normal = (u_worldInverseTranspose * vec4(a_normal, 0)).xyz;
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v_surfaceToLight = u_lightWorldPos - (u_world * a_position).xyz;
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v_surfaceToView = (u_viewInverse[3] - (u_world * a_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="ncolor-fs" type="notjs">
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precision mediump float;
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varying vec4 v_position;
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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_diffuseMult;
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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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abs(l),//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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vec3 normal = normalize(v_normal);
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vec4 diffuseColor = vec4(normal * 0.5 + 0.5, 1);
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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(normal, surfaceToLight),
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dot(normal, halfVector), u_shininess);
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vec4 outColor = vec4((
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u_lightColor * (diffuseColor * litR.y +
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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 src="../3rdparty/chroma.min.js"></script>
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<script type="module">
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import * as twgl from '../dist/5.x/twgl-full.module.js';
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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.createVertexArray) {
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alert("requires OES_vertex_array_object extension or WebGL 2"); // eslint-disable-line
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}
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// Passing in attribute names binds attribute location by index
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// In WebGL 2 we can also assign locations in GLSL (not sure which is better. This is global)
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//
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// We need to do this to make sure attirbute locations are consistent across
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// programs of else we'd need one vertex array object per program+bufferInfo combination
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const attributes = [
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"a_position",
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"a_normal",
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"a_texcoord",
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];
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const texturedProgramInfo = twgl.createProgramInfo(gl, ["textured-vs", "textured-fs"], attributes);
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const vcolorProgramInfo = twgl.createProgramInfo(gl, ["ncolor-vs", "ncolor-fs"], attributes);
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const programInfos = [
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texturedProgramInfo,
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vcolorProgramInfo,
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];
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const shapes = [
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twgl.createVertexArrayInfo(gl, programInfos, twgl.primitives.createCubeBufferInfo(gl, 2)),
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twgl.createVertexArrayInfo(gl, programInfos, twgl.primitives.createSphereBufferInfo(gl, 1, 24, 12)),
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twgl.createVertexArrayInfo(gl, programInfos, twgl.primitives.createPlaneBufferInfo(gl, 2, 2)),
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twgl.createVertexArrayInfo(gl, programInfos, twgl.primitives.createTruncatedConeBufferInfo(gl, 1, 0, 2, 24, 4)),
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twgl.createVertexArrayInfo(gl, programInfos, twgl.primitives.createCresentBufferInfo(gl, 1, 1, 0.5, 0.1, 24)),
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twgl.createVertexArrayInfo(gl, programInfos, twgl.primitives.createCylinderBufferInfo(gl, 1, 2, 24, 2)),
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twgl.createVertexArrayInfo(gl, programInfos, twgl.primitives.createDiscBufferInfo(gl, 1, 24, 4)),
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twgl.createVertexArrayInfo(gl, programInfos, twgl.primitives.createTorusBufferInfo(gl, 1, 0.4, 24, 12)),
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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 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: programInfos[rand(programInfos.length) | 0],
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vertexArrayInfo: 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(-0.3, 0.3),
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zSpeed: rand(-0.3, 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.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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drawObjects.forEach(function(obj) {
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const programInfo = obj.programInfo;
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gl.useProgram(programInfo.program);
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twgl.setUniforms(programInfo, obj.uniforms);
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twgl.setBuffersAndAttributes(gl, programInfo, obj.vertexArrayInfo);
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twgl.drawBufferInfo(gl, obj.vertexArrayInfo);
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});
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requestAnimationFrame(render);
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}
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requestAnimationFrame(render);
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</script>
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</html>
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