twgl.js/examples/vertex-array-objects.html
Gregg Tavares 2cd51db876 4.x => 5.x
2022-09-10 23:05:13 -07:00

320 lines
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<title>twgl.js - vertex-array-objects</title>
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canvas {
display: block;
width: 100vw;
height: 100vh;
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#b {
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 2;
}
</style>
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<body>
<canvas id="c"></canvas>
<div id="b"><a href="http://twgljs.org">twgl.js</a> - vertex-array-objects</div>
</body>
<script id="textured-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="textured-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_diffuseMult;
uniform sampler2D u_diffuse;
uniform vec4 u_specular;
uniform float u_shininess;
uniform float u_specularFactor;
vec4 lit(float l ,float h, float m) {
return vec4(1.0,
abs(l),//max(l, 0.0),
(l > 0.0) ? pow(max(0.0, h), m) : 0.0,
1.0);
}
void main() {
vec4 diffuseColor = texture2D(u_diffuse, v_texCoord) * u_diffuseMult;
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 +
u_specular * litR.z * u_specularFactor)).rgb,
diffuseColor.a);
gl_FragColor = outColor;
}
</script>
<script id="ncolor-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;
varying vec4 v_position;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
void main() {
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="ncolor-fs" type="notjs">
precision mediump float;
varying vec4 v_position;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
uniform vec4 u_lightColor;
uniform vec4 u_diffuseMult;
uniform vec4 u_specular;
uniform float u_shininess;
uniform float u_specularFactor;
vec4 lit(float l ,float h, float m) {
return vec4(1.0,
abs(l),//max(l, 0.0),
(l > 0.0) ? pow(max(0.0, h), m) : 0.0,
1.0);
}
void main() {
vec3 normal = normalize(v_normal);
vec4 diffuseColor = vec4(normal * 0.5 + 0.5, 1);
vec3 surfaceToLight = normalize(v_surfaceToLight);
vec3 surfaceToView = normalize(v_surfaceToView);
vec3 halfVector = normalize(surfaceToLight + surfaceToView);
vec4 litR = lit(dot(normal, surfaceToLight),
dot(normal, halfVector), u_shininess);
vec4 outColor = vec4((
u_lightColor * (diffuseColor * litR.y +
u_specular * litR.z * u_specularFactor)).rgb,
diffuseColor.a);
gl_FragColor = outColor;
}
</script>
<script src="../3rdparty/chroma.min.js"></script>
<script type="module">
import * as twgl from '../dist/5.x/twgl-full.module.js';
twgl.setDefaults({attribPrefix: "a_"});
const m4 = twgl.m4;
const gl = document.getElementById("c").getContext('webgl2');
if (!gl.createVertexArray) {
alert("requires OES_vertex_array_object extension or WebGL 2"); // eslint-disable-line
}
// Passing in attribute names binds attribute location by index
// In WebGL 2 we can also assign locations in GLSL (not sure which is better. This is global)
//
// We need to do this to make sure attirbute locations are consistent across
// programs of else we'd need one vertex array object per program+bufferInfo combination
const attributes = [
"a_position",
"a_normal",
"a_texcoord",
];
const texturedProgramInfo = twgl.createProgramInfo(gl, ["textured-vs", "textured-fs"], attributes);
const vcolorProgramInfo = twgl.createProgramInfo(gl, ["ncolor-vs", "ncolor-fs"], attributes);
const programInfos = [
texturedProgramInfo,
vcolorProgramInfo,
];
const shapes = [
twgl.createVertexArrayInfo(gl, programInfos, twgl.primitives.createCubeBufferInfo(gl, 2)),
twgl.createVertexArrayInfo(gl, programInfos, twgl.primitives.createSphereBufferInfo(gl, 1, 24, 12)),
twgl.createVertexArrayInfo(gl, programInfos, twgl.primitives.createPlaneBufferInfo(gl, 2, 2)),
twgl.createVertexArrayInfo(gl, programInfos, twgl.primitives.createTruncatedConeBufferInfo(gl, 1, 0, 2, 24, 4)),
twgl.createVertexArrayInfo(gl, programInfos, twgl.primitives.createCresentBufferInfo(gl, 1, 1, 0.5, 0.1, 24)),
twgl.createVertexArrayInfo(gl, programInfos, twgl.primitives.createCylinderBufferInfo(gl, 1, 2, 24, 2)),
twgl.createVertexArrayInfo(gl, programInfos, twgl.primitives.createDiscBufferInfo(gl, 1, 24, 4)),
twgl.createVertexArrayInfo(gl, programInfos, twgl.primitives.createTorusBufferInfo(gl, 1, 0.4, 24, 12)),
];
function rand(min, max) {
if (max === undefined) {
max = min;
min = 0;
}
return min + Math.random() * (max - min);
}
// Shared values
const lightWorldPosition = [1, 8, -10];
const lightColor = [1, 1, 1, 1];
const camera = m4.identity();
const view = m4.identity();
const viewProjection = m4.identity();
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 objects = [];
const drawObjects = [];
const numObjects = 100;
const baseHue = rand(0, 360);
for (let ii = 0; ii < numObjects; ++ii) {
const uniforms = {
u_lightWorldPos: lightWorldPosition,
u_lightColor: lightColor,
u_diffuseMult: chroma.hsv((baseHue + rand(0, 60)) % 360, 0.4, 0.8).gl(),
u_specular: [1, 1, 1, 1],
u_shininess: 50,
u_specularFactor: 1,
u_diffuse: tex,
u_viewInverse: camera,
u_world: m4.identity(),
u_worldInverseTranspose: m4.identity(),
u_worldViewProjection: m4.identity(),
};
drawObjects.push({
programInfo: programInfos[rand(programInfos.length) | 0],
vertexArrayInfo: shapes[ii % shapes.length],
uniforms: uniforms,
});
objects.push({
translation: [rand(-10, 10), rand(-10, 10), rand(-10, 10)],
ySpeed: rand(-0.3, 0.3),
zSpeed: rand(-0.3, 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.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const projection = m4.perspective(30 * Math.PI / 180, gl.canvas.clientWidth / gl.canvas.clientHeight, 0.5, 100);
const eye = [1, 4, -20];
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);
});
drawObjects.forEach(function(obj) {
const programInfo = obj.programInfo;
gl.useProgram(programInfo.program);
twgl.setUniforms(programInfo, obj.uniforms);
twgl.setBuffersAndAttributes(gl, programInfo, obj.vertexArrayInfo);
twgl.drawBufferInfo(gl, obj.vertexArrayInfo);
});
requestAnimationFrame(render);
}
requestAnimationFrame(render);
</script>
</html>