4230-hw-1/RotatingCube/RotatingCube.js

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// ColoredCube.js (c) 2012 matsuda
const vertex_shader = `
attribute vec4 a_Position;
attribute vec4 a_Color;
uniform mat4 u_MvpMatrix;
varying vec4 v_Color;
void main()
{
gl_Position = u_MvpMatrix * a_Position;
v_Color = a_Color;
} `;
const fragment_shader = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_Color;
void main()
{
gl_FragColor = v_Color;
} `;
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// gl = WebGL context, n = # vertices
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var gl, n;
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// v_rotate: {x: pitch, y: yaw, z: roll}
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var v_rotate = {x: 0, y:0, z:0};
function main() {
// Retrieve <canvas> element
var canvas = document.getElementById('webgl');
// Get the rendering context for WebGL
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gl = getWebGLContext(canvas);
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
// Initialize shaders
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if (!initShaders(gl, vertex_shader, fragment_shader)) {
console.log('Failed to intialize shaders.');
return;
}
// Set the vertex information
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n = initVertexBuffers(gl);
if (n < 0) {
console.log('Failed to set the vertex information');
return;
}
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draw(gl);
}
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function draw(gl) {
// Set the clear color and enable the depth test
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
// Get the storage location of u_MvpMatrix
var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix');
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if (!u_MvpMatrix) {
console.log('Failed to get the storage location of u_MvpMatrix');
return;
}
// Set the eye point and the viewing volume
var mvpMatrix = new Matrix4();
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// The longest measure of a cube is the furthest corner diagonal, with a size of sqrt(3)
// Here, we take the root of 3, and add a little extra, to make sure it doesn't clip
const root_three = Math.sqrt(3) + 0.01;
// Then, we define the ortho projection to use this value as the coordinate of each clipping plane.
mvpMatrix.setOrtho(-root_three, root_three, -root_three, root_three, -root_three, root_three);
// From there, we rotate
mvpMatrix.rotate(v_rotate.x, 1, 0, 0).rotate(v_rotate.y, 0, 1, 0).rotate(v_rotate.z, 0, 0, 1);
// Pass the model view projection matrix to u_MvpMatrix
gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix.elements);
// Clear color and depth buffer
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Draw the cube
gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
}
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function initVertexBuffers(gl) {
// Create a cube
// v6----- v5
// /| /|
// v1------v0|
// | | | |
// | |v7---|-|v4
// |/ |/
// v2------v3
var vertices = new Float32Array([ // Vertex coordinates
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1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, // v0-v1-v2-v3 front
1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, // v0-v3-v4-v5 right
1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, // v0-v5-v6-v1 up
-1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, // v1-v6-v7-v2 left
-1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, // v7-v4-v3-v2 down
1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0 // v4-v7-v6-v5 back
]);
var colors = new Float32Array([ // Colors
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0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, // v0-v1-v2-v3 front(blue)
0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, // v0-v3-v4-v5 right(green)
1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, // v0-v5-v6-v1 up(red)
1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, // v1-v6-v7-v2 left
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, // v7-v4-v3-v2 down
0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0 // v4-v7-v6-v5 back
]);
var indices = new Uint8Array([ // Indices of the vertices
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0, 1, 2, 0, 2, 3, // front
4, 5, 6, 4, 6, 7, // right
8, 9, 10, 8, 10, 11, // up
12, 13, 14, 12, 14, 15, // left
16, 17, 18, 16, 18, 19, // down
20, 21, 22, 20, 22, 23 // back
]);
// Create a buffer object
var indexBuffer = gl.createBuffer();
if (!indexBuffer)
return -1;
// Write the vertex coordinates and color to the buffer object
if (!initArrayBuffer(gl, vertices, 3, gl.FLOAT, 'a_Position'))
return -1;
if (!initArrayBuffer(gl, colors, 3, gl.FLOAT, 'a_Color'))
return -1;
// Write the indices to the buffer object
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
return indices.length;
}
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function initArrayBuffer(gl, data, num, type, attribute) {
var buffer = gl.createBuffer(); // Create a buffer object
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if (!buffer) {
console.log('Failed to create the buffer object');
return false;
}
// Write date into the buffer object
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
// Assign the buffer object to the attribute variable
var a_attribute = gl.getAttribLocation(gl.program, attribute);
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if (a_attribute < 0) {
console.log('Failed to get the storage location of ' + attribute);
return false;
}
gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);
// Enable the assignment of the buffer object to the attribute variable
gl.enableVertexAttribArray(a_attribute);
return true;
}
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function rotate(axis) {
if (axis in v_rotate) {
v_rotate[axis] += 15.0;
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v_rotate[axis] %= 360; // bound to [0, 360)\
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}
draw(gl);
}