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webgl-multiple-objects-manual.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 - Multiple Objects - Manual</title>
<link type="text/css" href="resources/webgl-tutorials.css" rel="stylesheet" />
</head>
<body>
<div class="description">
Draw multiple objects manually
</div>
<canvas id="canvas"></canvas>
</body>
<!--
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 src="resources/primitives.js"></script>
<!-- vertex shader -->
<script id="vertex-shader-3d" type="x-shader/x-vertex">
attribute vec4 a_position;
attribute vec4 a_color;
uniform mat4 u_matrix;
varying vec4 v_color;
void main() {
// Multiply the position by the matrix.
gl_Position = u_matrix * a_position;
// Pass the color to the fragment shader.
v_color = a_color;
}
</script>
<!-- fragment shader -->
<script id="fragment-shader-3d" type="x-shader/x-fragment">
precision mediump float;
// Passed in from the vertex shader.
varying vec4 v_color;
uniform vec4 u_colorMult;
void main() {
gl_FragColor = v_color * u_colorMult;
}
</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;
}
// creates buffers with position, normal, texcoord, and vertex color
// data for primitives by calling gl.createBuffer, gl.bindBuffer,
// and gl.bufferData
const sphereBufferInfo = primitives.createSphereWithVertexColorsBufferInfo(gl, 10, 12, 6);
const cubeBufferInfo = primitives.createCubeWithVertexColorsBufferInfo(gl, 20);
const coneBufferInfo = primitives.createTruncatedConeWithVertexColorsBufferInfo(gl, 10, 0, 20, 12, 1, true, false);
// setup GLSL program
var programInfo = webglUtils.createProgramInfo(gl, ["vertex-shader-3d", "fragment-shader-3d"]);
function degToRad(d) {
return d * Math.PI / 180;
}
var cameraAngleRadians = degToRad(0);
var fieldOfViewRadians = degToRad(60);
var cameraHeight = 50;
// Uniforms for each object.
var sphereUniforms = {
u_colorMult: [0.5, 1, 0.5, 1],
u_matrix: m4.identity(),
};
var cubeUniforms = {
u_colorMult: [1, 0.5, 0.5, 1],
u_matrix: m4.identity(),
};
var coneUniforms = {
u_colorMult: [0.5, 0.5, 1, 1],
u_matrix: m4.identity(),
};
var sphereTranslation = [ 0, 0, 0];
var cubeTranslation = [-40, 0, 0];
var coneTranslation = [ 40, 0, 0];
function computeMatrix(viewProjectionMatrix, translation, xRotation, yRotation) {
var matrix = m4.translate(viewProjectionMatrix,
translation[0],
translation[1],
translation[2]);
matrix = m4.xRotate(matrix, xRotation);
return m4.yRotate(matrix, yRotation);
}
requestAnimationFrame(drawScene);
// Draw the scene.
function drawScene(time) {
time *= 0.0005;
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.enable(gl.CULL_FACE);
gl.enable(gl.DEPTH_TEST);
// Clear the canvas AND the depth buffer.
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Compute the projection matrix
var aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
var projectionMatrix =
m4.perspective(fieldOfViewRadians, aspect, 1, 2000);
// Compute the camera's matrix using look at.
var cameraPosition = [0, 0, 100];
var target = [0, 0, 0];
var up = [0, 1, 0];
var cameraMatrix = m4.lookAt(cameraPosition, target, up);
// Make a view matrix from the camera matrix.
var viewMatrix = m4.inverse(cameraMatrix);
var viewProjectionMatrix = m4.multiply(projectionMatrix, viewMatrix);
var sphereXRotation = time;
var sphereYRotation = time;
var cubeXRotation = -time;
var cubeYRotation = time;
var coneXRotation = time;
var coneYRotation = -time;
// ------ Draw the sphere --------
gl.useProgram(programInfo.program);
// Setup all the needed attributes.
webglUtils.setBuffersAndAttributes(gl, programInfo, sphereBufferInfo);
sphereUniforms.u_matrix = computeMatrix(
viewProjectionMatrix,
sphereTranslation,
sphereXRotation,
sphereYRotation);
// Set the uniforms we just computed
webglUtils.setUniforms(programInfo, sphereUniforms);
gl.drawArrays(gl.TRIANGLES, 0, sphereBufferInfo.numElements);
// ------ Draw the cube --------
// Setup all the needed attributes.
webglUtils.setBuffersAndAttributes(gl, programInfo, cubeBufferInfo);
cubeUniforms.u_matrix = computeMatrix(
viewProjectionMatrix,
cubeTranslation,
cubeXRotation,
cubeYRotation);
// Set the uniforms we just computed
webglUtils.setUniforms(programInfo, cubeUniforms);
gl.drawArrays(gl.TRIANGLES, 0, cubeBufferInfo.numElements);
// ------ Draw the cone --------
// Setup all the needed attributes.
webglUtils.setBuffersAndAttributes(gl, programInfo, coneBufferInfo);
coneUniforms.u_matrix = computeMatrix(
viewProjectionMatrix,
coneTranslation,
coneXRotation,
coneYRotation);
// Set the uniforms we just computed
webglUtils.setUniforms(programInfo, coneUniforms);
gl.drawArrays(gl.TRIANGLES, 0, coneBufferInfo.numElements);
requestAnimationFrame(drawScene);
}
}
main();
</script>
</html>