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webgl-2d-matrixstack-02.html
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<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>WebGL - 2D - DrawImage with MatrixStack rotation point in center of image</title>
<link type="text/css" href="resources/webgl-tutorials.css" rel="stylesheet" />
</head>
<body>
<canvas id="canvas"></canvas>
</body>
<!-- vertex shader -->
<script id="drawImage-vertex-shader" type="x-shader/x-vertex">
attribute vec4 a_position;
attribute vec2 a_texcoord;
uniform mat4 u_matrix;
uniform mat4 u_textureMatrix;
varying vec2 v_texcoord;
void main() {
gl_Position = u_matrix * a_position;
v_texcoord = (u_textureMatrix * vec4(a_texcoord, 0, 1)).xy;
}
</script>
<script id="drawImage-fragment-shader" type="x-shader/x-fragment">
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D texture;
void main() {
gl_FragColor = texture2D(texture, v_texcoord);
}
</script>
<!--
for most samples webgl-utils only provides shader compiling/linking and
canvas resizing because why clutter the examples with code that's the same in every sample.
See https://webglfundamentals.org/webgl/lessons/webgl-boilerplate.html
and https://webglfundamentals.org/webgl/lessons/webgl-resizing-the-canvas.html
for webgl-utils, m3, m4, and webgl-lessons-ui.
-->
<script src="resources/webgl-utils.js"></script>
<script src="resources/m4.js"></script>
<script>
"use strict";
function main() {
// Get A WebGL context
/** @type {HTMLCanvasElement} */
var canvas = document.querySelector("#canvas");
var gl = canvas.getContext("webgl");
if (!gl) {
return;
}
var matrixStack = new MatrixStack();
// setup GLSL program
var program = webglUtils.createProgramFromScripts(gl, ["drawImage-vertex-shader", "drawImage-fragment-shader"]);
// look up where the vertex data needs to go.
var positionLocation = gl.getAttribLocation(program, "a_position");
var texcoordLocation = gl.getAttribLocation(program, "a_texcoord");
// lookup uniforms
var matrixLocation = gl.getUniformLocation(program, "u_matrix");
var textureMatrixLocation = gl.getUniformLocation(program, "u_textureMatrix");
var textureLocation = gl.getUniformLocation(program, "u_texture");
// Create a buffer.
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Put a unit quad in the buffer
var positions = [
0, 0,
0, 1,
1, 0,
1, 0,
0, 1,
1, 1,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
// Create a buffer for texture coords
var texcoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
// Put texcoords in the buffer
var texcoords = [
0, 0,
0, 1,
1, 0,
1, 0,
0, 1,
1, 1,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoords), gl.STATIC_DRAW);
// creates a texture info { width: w, height: h, texture: tex }
// The texture will start with 1x1 pixels and be updated
// when the image has loaded
function loadImageAndCreateTextureInfo(url) {
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
// Fill the texture with a 1x1 blue pixel.
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
new Uint8Array([0, 0, 255, 255]));
// let's assume all images are not a power of 2
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
var textureInfo = {
width: 1, // we don't know the size until it loads
height: 1,
texture: tex,
};
var img = new Image();
img.addEventListener('load', function() {
textureInfo.width = img.width;
textureInfo.height = img.height;
gl.bindTexture(gl.TEXTURE_2D, textureInfo.texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);
});
img.src = url;
return textureInfo;
}
var textureInfo = loadImageAndCreateTextureInfo('resources/star.jpg');
function draw(time) {
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
// Tell WebGL how to convert from clip space to pixels
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT);
matrixStack.save();
matrixStack.translate(gl.canvas.width / 2, gl.canvas.height / 2);
matrixStack.rotateZ(time);
matrixStack.translate(textureInfo.width / -2, textureInfo.height / -2);
drawImage(
textureInfo.texture,
textureInfo.width,
textureInfo.height,
0, 0);
matrixStack.restore();
}
var then = 0;
function render(time) {
time *= 0.001;
var now = time;
var deltaTime = Math.min(0.1, now - then);
then = now;
draw(time);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
// Unlike images, textures do not have a width and height associated
// with them so we'll pass in the width and height of the texture
function drawImage(
tex, texWidth, texHeight,
srcX, srcY, srcWidth, srcHeight,
dstX, dstY, dstWidth, dstHeight) {
if (dstX === undefined) {
dstX = srcX;
}
if (dstY === undefined) {
dstY = srcY;
}
if (srcWidth === undefined) {
srcWidth = texWidth;
}
if (srcHeight === undefined) {
srcHeight = texHeight;
}
if (dstWidth === undefined) {
dstWidth = srcWidth;
}
if (dstHeight === undefined) {
dstHeight = srcHeight;
}
gl.bindTexture(gl.TEXTURE_2D, tex);
// Tell WebGL to use our shader program pair
gl.useProgram(program);
// Setup the attributes to pull data from our buffers
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
gl.enableVertexAttribArray(texcoordLocation);
gl.vertexAttribPointer(texcoordLocation, 2, gl.FLOAT, false, 0, 0);
// this matirx will convert from pixels to clip space
var matrix = m4.orthographic(0, gl.canvas.width, gl.canvas.height, 0, -1, 1);
// this matrix moves the origin to the one represented by
// the current matrix stack.
matrix = m4.multiply(matrix, matrixStack.getCurrentMatrix());
// this matrix will translate our quad to dstX, dstY
matrix = m4.translate(matrix, dstX, dstY, 0);
// this matrix will scale our 1 unit quad
// from 1 unit to texWidth, texHeight units
matrix = m4.scale(matrix, dstWidth, dstHeight, 1);
// Set the matrix.
gl.uniformMatrix4fv(matrixLocation, false, matrix);
// Because texture coordinates go from 0 to 1
// and because our texture coordinates are already a unit quad
// we can select an area of the texture by scaling the unit quad
// down
var texMatrix = m4.translation(srcX / texWidth, srcY / texHeight, 0);
texMatrix = m4.scale(texMatrix, srcWidth / texWidth, srcHeight / texHeight, 1);
// Set the texture matrix.
gl.uniformMatrix4fv(textureMatrixLocation, false, texMatrix);
// Tell the shader to get the texture from texture unit 0
gl.uniform1i(textureLocation, 0);
// draw the quad (2 triangles, 6 vertices)
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
}
function MatrixStack() {
this.stack = [];
// since the stack is empty this will put an initial matrix in it
this.restore();
}
// Pops the top of the stack restoring the previously saved matrix
MatrixStack.prototype.restore = function() {
this.stack.pop();
// Never let the stack be totally empty
if (this.stack.length < 1) {
this.stack[0] = m4.identity();
}
};
// Pushes a copy of the current matrix on the stack
MatrixStack.prototype.save = function() {
this.stack.push(this.getCurrentMatrix());
};
// Gets a copy of the current matrix (top of the stack)
MatrixStack.prototype.getCurrentMatrix = function() {
return this.stack[this.stack.length - 1].slice();
};
// Lets us set the current matrix
MatrixStack.prototype.setCurrentMatrix = function(m) {
this.stack[this.stack.length - 1] = m;
return m;
};
// Translates the current matrix
MatrixStack.prototype.translate = function(x, y, z) {
if (z === undefined) {
z = 0;
}
var m = this.getCurrentMatrix();
this.setCurrentMatrix(m4.translate(m, x, y, z));
};
// Rotates the current matrix around Z
MatrixStack.prototype.rotateZ = function(angleInRadians) {
var m = this.getCurrentMatrix();
this.setCurrentMatrix(m4.zRotate(m, angleInRadians));
};
// Scales the current matrix
MatrixStack.prototype.scale = function(x, y, z) {
if (z === undefined) {
z = 1;
}
var m = this.getCurrentMatrix();
this.setCurrentMatrix(m4.scale(m, x, y, z));
};
main();
</script>
</html>