-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathmain.js
264 lines (216 loc) · 7.9 KB
/
main.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
(async function () {
/*============= Creating a canvas ======================*/
var canvas = document.getElementById("my_Canvas");
gl = canvas.getContext("experimental-webgl");
/*========== Defining and storing the geometry ==========*/
var vertices = [
-1, -1, -1, 1, -1, -1, 1, 1, -1, -1, 1, -1, -1, -1, 1, 1,
-1, 1, 1, 1, 1, -1, 1, 1, -1, -1, -1, -1, 1, -1, -1, 1, 1,
-1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, 1, -1, 1, -1, -1,
-1, -1, -1, 1, 1, -1, 1, 1, -1, -1, -1, 1, -1, -1, 1, 1, 1,
1, 1, 1, 1, -1,
];
var colors = [
5, 3, 7, 5, 3, 7, 5, 3, 7, 5, 3, 7, 1, 1, 3, 1, 1, 3, 1, 1,
3, 1, 1, 3, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1,
0, 0, 1, 0, 0, 1, 0, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0,
0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0,
];
var indices = [
0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12,
13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20,
22, 23,
];
// Create and store data into vertex buffer
var vertex_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array(vertices),
gl.STATIC_DRAW
);
// Create and store data into color buffer
var color_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, color_buffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array(colors),
gl.STATIC_DRAW
);
// Create and store data into index buffer
var index_buffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, index_buffer);
gl.bufferData(
gl.ELEMENT_ARRAY_BUFFER,
new Uint16Array(indices),
gl.STATIC_DRAW
);
/*=================== SHADERS =================== */
var vertCode =
"attribute vec3 position;" +
"uniform mat4 Pmatrix;" +
"uniform mat4 Vmatrix;" +
"uniform mat4 Mmatrix;" +
"attribute vec3 color;" +
"varying vec3 vColor;" +
"void main(void) { " +
"gl_Position = Pmatrix*Vmatrix*Mmatrix*vec4(position, 1.);" +
"vColor = color;" +
"}";
// var fragCode =
// "precision mediump float;" +
// "uniform float time;" +
// "void main(void) {" +
// "vec3 color = vec3((sin(time) * 0.5) + 0.5, 1., 1.);" +
// "gl_FragColor = vec4(color,1.0);" +
// "}";
var file = 'MatrixGreen.frag';
var res = (await fetch(file)).text();
var fragCode = res;
console.log(fragCode);
var vertShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertShader, vertCode);
gl.compileShader(vertShader);
var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragShader, fragCode);
gl.compileShader(fragShader);
var shaderprogram = gl.createProgram();
gl.attachShader(shaderprogram, vertShader);
gl.attachShader(shaderprogram, fragShader);
gl.linkProgram(shaderprogram);
/*======== Associating attributes to vertex shader =====*/
var _Pmatrix = gl.getUniformLocation(shaderprogram, "Pmatrix");
var _Vmatrix = gl.getUniformLocation(shaderprogram, "Vmatrix");
var _Mmatrix = gl.getUniformLocation(shaderprogram, "Mmatrix");
var timeULoc = gl.getUniformLocation(shaderprogram, "time");
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
var _position = gl.getAttribLocation(shaderprogram, "position");
gl.vertexAttribPointer(_position, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(_position);
gl.bindBuffer(gl.ARRAY_BUFFER, color_buffer);
var _color = gl.getAttribLocation(shaderprogram, "color");
gl.vertexAttribPointer(_color, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(_color);
gl.useProgram(shaderprogram);
/*==================== MATRIX ====================== */
function get_projection(angle, a, zMin, zMax)
{
var ang = Math.tan((angle * 0.5 * Math.PI) / 180);
return [ 0.5 / ang, 0, 0, 0, 0,
(0.5 * a) / ang, 0, 0, 0, 0,
-(zMax + zMin) / (zMax - zMin), -1, 0, 0,
(-2 * zMax * zMin) / (zMax - zMin), 0,
];
}
var proj_matrix = get_projection(40, canvas.width / canvas.height, 1, 100);
var mo_matrix = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
var view_matrix = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
view_matrix[14] = view_matrix[14] - 3;
/*================= Mouse events ======================*/
var AMORTIZATION = 0.95;
var drag = false;
var old_x, old_y;
var dX = 0,
dY = 0;
var mouseDown = function (e) {
drag = true;
(old_x = e.pageX), (old_y = e.pageY);
e.preventDefault();
return false;
};
var mouseUp = function (e) {
drag = false;
};
var mouseMove = function (e) {
if (!drag) return false;
(dX = ((e.pageX - old_x) * 2 * Math.PI) / canvas.width),
(dY =
((e.pageY - old_y) * 2 * Math.PI) / canvas.height);
THETA += dX;
PHI += dY;
(old_x = e.pageX), (old_y = e.pageY);
e.preventDefault();
};
canvas.addEventListener("mousedown", mouseDown, false);
canvas.addEventListener("mouseup", mouseUp, false);
canvas.addEventListener("mouseout", mouseUp, false);
canvas.addEventListener("mousemove", mouseMove, false);
/*=========================rotation================*/
function rotateX(m, angle) {
var c = Math.cos(angle);
var s = Math.sin(angle);
var mv1 = m[1],
mv5 = m[5],
mv9 = m[9];
m[1] = m[1] * c - m[2] * s;
m[5] = m[5] * c - m[6] * s;
m[9] = m[9] * c - m[10] * s;
m[2] = m[2] * c + mv1 * s;
m[6] = m[6] * c + mv5 * s;
m[10] = m[10] * c + mv9 * s;
}
function rotateY(m, angle) {
var c = Math.cos(angle);
var s = Math.sin(angle);
var mv0 = m[0],
mv4 = m[4],
mv8 = m[8];
m[0] = c * m[0] + s * m[2];
m[4] = c * m[4] + s * m[6];
m[8] = c * m[8] + s * m[10];
m[2] = c * m[2] - s * mv0;
m[6] = c * m[6] - s * mv4;
m[10] = c * m[10] - s * mv8;
}
/*=================== Drawing =================== */
var THETA = 0,
PHI = 0;
var time_old = 0;
var animate = function (time) {
var dt = time - time_old;
if (!drag) {
(dX *= AMORTIZATION), (dY *= AMORTIZATION);
(THETA += dX), (PHI += dY);
}
//set model matrix to I4
(mo_matrix[0] = 1),
(mo_matrix[1] = 0),
(mo_matrix[2] = 0),
(mo_matrix[3] = 0),
(mo_matrix[4] = 0),
(mo_matrix[5] = 1),
(mo_matrix[6] = 0),
(mo_matrix[7] = 0),
(mo_matrix[8] = 0),
(mo_matrix[9] = 0),
(mo_matrix[10] = 1),
(mo_matrix[11] = 0),
(mo_matrix[12] = 0),
(mo_matrix[13] = 0),
(mo_matrix[14] = 0),
(mo_matrix[15] = 1);
var rot_speed = 0; //time;
rotateY(mo_matrix, THETA + rot_speed * 0.00084);
rotateX(mo_matrix, PHI + rot_speed * 0.0012);
time_old = time;
gl.enable(gl.DEPTH_TEST);
//gl.depthFunc(gl.LEQUAL);
gl.clearColor(0, 0, 0, 0.95);
gl.clearDepth(1.0);
gl.viewport(0.0, 0.0, canvas.width, canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.uniformMatrix4fv(_Pmatrix, false, proj_matrix);
gl.uniformMatrix4fv(_Vmatrix, false, view_matrix);
gl.uniformMatrix4fv(_Mmatrix, false, mo_matrix);
gl.uniform1f(timeULoc, time * 0.005);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, index_buffer);
gl.drawElements(
gl.TRIANGLES,
indices.length,
gl.UNSIGNED_SHORT,
0
);
window.requestAnimationFrame(animate);
};
animate(0);
})();