167 lines
4.7 KiB
JavaScript
167 lines
4.7 KiB
JavaScript
// ColoredCube.js (c) 2012 matsuda
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const vertex_shader = `
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attribute vec4 a_Position;
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attribute vec4 a_Color;
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uniform mat4 u_MvpMatrix;
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varying vec4 v_Color;
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void main()
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{
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gl_Position = u_MvpMatrix * a_Position;
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v_Color = a_Color;
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} `;
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const fragment_shader = `
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec4 v_Color;
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void main()
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{
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gl_FragColor = v_Color;
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} `;
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function main()
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{
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// Retrieve <canvas> element
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var canvas = document.getElementById('webgl');
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// Get the rendering context for WebGL
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var gl = getWebGLContext(canvas);
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if (!gl)
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{
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console.log('Failed to get the rendering context for WebGL');
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return;
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}
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// Initialize shaders
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if (!initShaders(gl, vertex_shader, fragment_shader))
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{
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console.log('Failed to intialize shaders.');
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return;
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}
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// Set the vertex information
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var n = initVertexBuffers(gl);
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if (n < 0)
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{
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console.log('Failed to set the vertex information');
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return;
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}
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// Set the clear color and enable the depth test
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.enable(gl.DEPTH_TEST);
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// Get the storage location of u_MvpMatrix
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var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix');
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if (!u_MvpMatrix)
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{
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console.log('Failed to get the storage location of u_MvpMatrix');
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return;
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}
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// Set the eye point and the viewing volume
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var mvpMatrix = new Matrix4();
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mvpMatrix.setOrtho(-2, 2, -2, 2, -2, 2);
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// Pass the model view projection matrix to u_MvpMatrix
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gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix.elements);
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// Clear color and depth buffer
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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// Draw the cube
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gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
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}
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function initVertexBuffers(gl)
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{
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// Create a cube
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// v6----- v5
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// /| /|
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// v1------v0|
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// | | | |
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// | |v7---|-|v4
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// |/ |/
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// v2------v3
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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
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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-v3-v4-v5 right
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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-v5-v6-v1 up
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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, // v1-v6-v7-v2 left
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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, // v7-v4-v3-v2 down
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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 // v4-v7-v6-v5 back
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]);
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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)
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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)
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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)
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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
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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, // v7-v4-v3-v2 down
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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
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]);
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var indices = new Uint8Array([ // Indices of the vertices
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0, 1, 2, 0, 2, 3, // front
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4, 5, 6, 4, 6, 7, // right
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8, 9,10, 8,10,11, // up
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12,13,14, 12,14,15, // left
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16,17,18, 16,18,19, // down
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20,21,22, 20,22,23 // back
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]);
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// Create a buffer object
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var indexBuffer = gl.createBuffer();
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if (!indexBuffer)
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return -1;
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// Write the vertex coordinates and color to the buffer object
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if (!initArrayBuffer(gl, vertices, 3, gl.FLOAT, 'a_Position'))
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return -1;
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if (!initArrayBuffer(gl, colors, 3, gl.FLOAT, 'a_Color'))
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return -1;
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// Write the indices to the buffer object
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
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return indices.length;
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}
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function initArrayBuffer(gl, data, num, type, attribute)
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{
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var buffer = gl.createBuffer(); // Create a buffer object
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if (!buffer)
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{
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console.log('Failed to create the buffer object');
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return false;
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}
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// Write date into the buffer object
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
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// Assign the buffer object to the attribute variable
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var a_attribute = gl.getAttribLocation(gl.program, attribute);
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if (a_attribute < 0)
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{
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console.log('Failed to get the storage location of ' + attribute);
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return false;
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}
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gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);
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// Enable the assignment of the buffer object to the attribute variable
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gl.enableVertexAttribArray(a_attribute);
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return true;
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}
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