sawine@2
|
1 |
var machine;
|
sawine@8
|
2 |
var renderer;
|
sawine@11
|
3 |
var controller;
|
sawine@11
|
4 |
var camera;
|
sawine@11
|
5 |
|
sawine@2
|
6 |
|
sawine@2
|
7 |
function main()
|
sawine@2
|
8 |
{
|
sawine@2
|
9 |
var canvas = document.getElementById("machine");
|
sawine@2
|
10 |
var context = new Context(canvas);
|
sawine@10
|
11 |
context.expand();
|
sawine@2
|
12 |
var gl = context.gl;
|
sawine@7
|
13 |
var object = new Cube(1, context);
|
sawine@2
|
14 |
gl.clearColor(0.0, 0.0, 0.0, 1.0);
|
sawine@2
|
15 |
gl.enable(gl.DEPTH_TEST);
|
sawine@11
|
16 |
machine = new Machine(object);
|
sawine@11
|
17 |
camera = new Camera();
|
sawine@11
|
18 |
renderer = new Renderer(camera, context);
|
sawine@11
|
19 |
controller = new Controller(camera, machine, renderer);
|
sawine@6
|
20 |
update();
|
sawine@6
|
21 |
}
|
sawine@6
|
22 |
|
sawine@6
|
23 |
function update()
|
sawine@6
|
24 |
{
|
sawine@7
|
25 |
requestAnimFrame(update);
|
sawine@11
|
26 |
controller.update();
|
sawine@10
|
27 |
machine.scene.rotation.x += (random(0, 2) - 2) * 0.001;
|
sawine@10
|
28 |
machine.scene.rotation.y += (random(0, 3) - 1) * 0.001;
|
sawine@10
|
29 |
machine.scene.rotation.z += (random(0, 2) - 1) * 0.001;
|
sawine@8
|
30 |
machine.update(new Date().getTime());
|
sawine@8
|
31 |
renderer.update(machine.scene);
|
sawine@2
|
32 |
}
|
sawine@2
|
33 |
|
sawine@9
|
34 |
function random(min, max)
|
sawine@9
|
35 |
{
|
sawine@10
|
36 |
return (min + Math.random() * (max - min));
|
sawine@9
|
37 |
}
|
sawine@9
|
38 |
|
sawine@11
|
39 |
function Camera()
|
sawine@4
|
40 |
{
|
sawine@11
|
41 |
this.x = 0.0;
|
sawine@11
|
42 |
this.y = 0.0;
|
sawine@11
|
43 |
}
|
sawine@11
|
44 |
Camera.prototype.moveLeft = function()
|
sawine@11
|
45 |
{
|
sawine@11
|
46 |
camera.x += 0.1;
|
sawine@11
|
47 |
}
|
sawine@11
|
48 |
Camera.prototype.moveRight = function()
|
sawine@11
|
49 |
{
|
sawine@11
|
50 |
camera.x -= 0.1;
|
sawine@11
|
51 |
}
|
sawine@11
|
52 |
Camera.prototype.moveUp = function()
|
sawine@11
|
53 |
{
|
sawine@11
|
54 |
camera.y -= 0.1;
|
sawine@11
|
55 |
}
|
sawine@11
|
56 |
Camera.prototype.moveDown = function()
|
sawine@11
|
57 |
{
|
sawine@11
|
58 |
camera.y += 0.1;
|
sawine@11
|
59 |
}
|
sawine@11
|
60 |
|
sawine@11
|
61 |
function ucode(char)
|
sawine@11
|
62 |
{
|
sawine@11
|
63 |
return char.charCodeAt(0);
|
sawine@11
|
64 |
}
|
sawine@11
|
65 |
|
sawine@11
|
66 |
function Controller(camera, machine, renderer)
|
sawine@11
|
67 |
{
|
sawine@11
|
68 |
this.actionMap = {'A': camera.moveLeft,
|
sawine@11
|
69 |
'D': camera.moveRight,
|
sawine@11
|
70 |
'W': camera.moveUp,
|
sawine@11
|
71 |
'S': camera.moveDown};
|
sawine@11
|
72 |
this.keyboard = new Keyboard(this.actionMap);
|
sawine@11
|
73 |
this.mouse = new Mouse();
|
sawine@11
|
74 |
|
sawine@11
|
75 |
}
|
sawine@11
|
76 |
Controller.prototype.update = function()
|
sawine@11
|
77 |
{
|
sawine@11
|
78 |
this.keyboard.handle();
|
sawine@11
|
79 |
}
|
sawine@11
|
80 |
|
sawine@11
|
81 |
function Mouse()
|
sawine@11
|
82 |
{
|
sawine@11
|
83 |
}
|
sawine@11
|
84 |
function Keyboard(actionMap)
|
sawine@11
|
85 |
{
|
sawine@11
|
86 |
this.actionMap = actionMap;
|
sawine@11
|
87 |
this.pressed = {};
|
sawine@11
|
88 |
document.onkeydown = handleKeyDown;
|
sawine@11
|
89 |
document.onkeyup = handleKeyUp;
|
sawine@11
|
90 |
}
|
sawine@11
|
91 |
Keyboard.prototype.keyDown = function(event)
|
sawine@11
|
92 |
{
|
sawine@11
|
93 |
this.pressed[event.keyCode] = true;
|
sawine@11
|
94 |
}
|
sawine@11
|
95 |
Keyboard.prototype.keyUp = function(event)
|
sawine@11
|
96 |
{
|
sawine@11
|
97 |
this.pressed[event.keyCode] = false;
|
sawine@11
|
98 |
}
|
sawine@11
|
99 |
Keyboard.prototype.handle = function()
|
sawine@11
|
100 |
{
|
sawine@11
|
101 |
for (key in this.pressed)
|
sawine@11
|
102 |
{
|
sawine@11
|
103 |
if (this.pressed[key])
|
sawine@11
|
104 |
{
|
sawine@11
|
105 |
//alert(this.pressed[key]);
|
sawine@11
|
106 |
key = String.fromCharCode(key);
|
sawine@11
|
107 |
if (this.actionMap[key]) this.actionMap[key]();
|
sawine@11
|
108 |
}
|
sawine@11
|
109 |
}
|
sawine@11
|
110 |
}
|
sawine@11
|
111 |
|
sawine@11
|
112 |
function handleKeyDown(event)
|
sawine@11
|
113 |
{
|
sawine@11
|
114 |
controller.keyboard.keyDown(event);
|
sawine@11
|
115 |
}
|
sawine@11
|
116 |
|
sawine@11
|
117 |
function handleKeyUp(event)
|
sawine@11
|
118 |
{
|
sawine@11
|
119 |
controller.keyboard.keyUp(event);
|
sawine@11
|
120 |
}
|
sawine@11
|
121 |
|
sawine@11
|
122 |
function Renderer(camera, context)
|
sawine@11
|
123 |
{
|
sawine@11
|
124 |
this.camera = camera;
|
sawine@4
|
125 |
this.context = context;
|
sawine@4
|
126 |
this.gl = context.gl;
|
sawine@7
|
127 |
this.matrixStack = [];
|
sawine@4
|
128 |
}
|
sawine@8
|
129 |
Renderer.prototype.update = function(scene)
|
sawine@5
|
130 |
{
|
sawine@5
|
131 |
var gl = this.context.gl;
|
sawine@5
|
132 |
var viewport = this.context.viewport;
|
sawine@5
|
133 |
var shader = this.context.shader;
|
sawine@5
|
134 |
var mvMatrix = this.context.mvMatrix;
|
sawine@5
|
135 |
var pMatrix = this.context.pMatrix;
|
sawine@5
|
136 |
|
sawine@5
|
137 |
gl.viewport(0, 0, viewport.width, viewport.height);
|
sawine@5
|
138 |
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
sawine@5
|
139 |
mat4.perspective(45, viewport.width / viewport.height, 0.1, 100.0, pMatrix);
|
sawine@5
|
140 |
|
sawine@5
|
141 |
mat4.identity(mvMatrix);
|
sawine@11
|
142 |
mat4.translate(mvMatrix, [this.camera.x, this.camera.y, -7.0]);
|
sawine@7
|
143 |
|
sawine@7
|
144 |
this.pushMatrix(mvMatrix);
|
sawine@7
|
145 |
|
sawine@10
|
146 |
mat4.rotate(mvMatrix, scene.rotation.x, [1, 0, 0]);
|
sawine@10
|
147 |
mat4.rotate(mvMatrix, scene.rotation.y, [0, 1, 0]);
|
sawine@10
|
148 |
mat4.rotate(mvMatrix, scene.rotation.z, [0, 0, 1]);
|
sawine@7
|
149 |
|
sawine@5
|
150 |
gl.bindBuffer(gl.ARRAY_BUFFER, scene.positionBuffer);
|
sawine@5
|
151 |
gl.vertexAttribPointer(shader.vertexPosition, scene.positionBuffer.itemSize, gl.FLOAT, false, 0, 0);
|
sawine@5
|
152 |
|
sawine@5
|
153 |
gl.bindBuffer(gl.ARRAY_BUFFER, scene.colourBuffer);
|
sawine@5
|
154 |
gl.vertexAttribPointer(shader.vertexColour, scene.colourBuffer.itemSize, gl.FLOAT, false, 0, 0);
|
sawine@9
|
155 |
|
sawine@9
|
156 |
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, scene.indexBuffer);
|
sawine@5
|
157 |
this.context.updateMatrixUniforms();
|
sawine@9
|
158 |
gl.drawElements(gl.TRIANGLES, scene.indexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
|
sawine@9
|
159 |
//gl.drawArrays(gl.TRIANGLE_STRIP, 0, scene.positionBuffer.numItems);
|
sawine@7
|
160 |
|
sawine@7
|
161 |
mvMatrix = this.popMatrix();
|
sawine@5
|
162 |
|
sawine@5
|
163 |
if (this.next) this.next.draw(scene);
|
sawine@5
|
164 |
}
|
sawine@8
|
165 |
Renderer.prototype.pushMatrix = function(matrix)
|
sawine@7
|
166 |
{
|
sawine@7
|
167 |
var copy = mat4.create();
|
sawine@7
|
168 |
mat4.set(matrix, copy);
|
sawine@7
|
169 |
this.matrixStack.push(copy);
|
sawine@7
|
170 |
}
|
sawine@8
|
171 |
Renderer.prototype.popMatrix = function()
|
sawine@7
|
172 |
{
|
sawine@7
|
173 |
if (this.matrixStack.length > 0) return this.matrixStack.pop();
|
sawine@7
|
174 |
}
|
sawine@5
|
175 |
|
sawine@5
|
176 |
function Machine(scene)
|
sawine@4
|
177 |
{
|
sawine@5
|
178 |
this.scene = scene;
|
sawine@8
|
179 |
this.lastUpdate = 0;
|
sawine@5
|
180 |
}
|
sawine@8
|
181 |
Machine.prototype.update = function(time)
|
sawine@5
|
182 |
{
|
sawine@8
|
183 |
if (this.lastUpdate != 0)
|
sawine@8
|
184 |
{
|
sawine@9
|
185 |
var diff = time - this.lastUpdate;
|
sawine@8
|
186 |
|
sawine@8
|
187 |
}
|
sawine@8
|
188 |
this.lastUpdate = time;
|
sawine@4
|
189 |
}
|
sawine@4
|
190 |
|
sawine@2
|
191 |
function Context(canvas)
|
sawine@2
|
192 |
{
|
sawine@3
|
193 |
this.canvas = canvas;
|
sawine@2
|
194 |
try
|
sawine@2
|
195 |
{
|
sawine@2
|
196 |
this.gl = canvas.getContext("experimental-webgl");
|
sawine@2
|
197 |
this.viewport = {'width': canvas.width,
|
sawine@2
|
198 |
'height': canvas.height};
|
sawine@2
|
199 |
}
|
sawine@2
|
200 |
catch(e)
|
sawine@2
|
201 |
{
|
sawine@2
|
202 |
alert(e);
|
sawine@2
|
203 |
}
|
sawine@2
|
204 |
if (!this.gl) alert("Failed: WebGL init.");
|
sawine@2
|
205 |
this.mvMatrix = mat4.create();
|
sawine@2
|
206 |
this.pMatrix = mat4.create();
|
sawine@10
|
207 |
this.shader = new Shader(this);
|
sawine@10
|
208 |
window.onresize = this.expand();
|
sawine@2
|
209 |
}
|
sawine@2
|
210 |
Context.prototype.updateMatrixUniforms = function()
|
sawine@2
|
211 |
{
|
sawine@2
|
212 |
var gl = this.gl;
|
sawine@2
|
213 |
var program = this.shader;
|
sawine@2
|
214 |
var pMatrix = this.pMatrix;
|
sawine@2
|
215 |
var mvMatrix = this.mvMatrix;
|
sawine@2
|
216 |
gl.uniformMatrix4fv(program.pMatrixUniform, false, pMatrix);
|
sawine@2
|
217 |
gl.uniformMatrix4fv(program.mvMatrixUniform, false, mvMatrix);
|
sawine@2
|
218 |
}
|
sawine@10
|
219 |
Context.prototype.expand = function()
|
sawine@10
|
220 |
{
|
sawine@10
|
221 |
var width = window.innerWidth;
|
sawine@10
|
222 |
var height = window.innerHeight;
|
sawine@10
|
223 |
this.canvas.width = width;
|
sawine@10
|
224 |
this.canvas.height = height;
|
sawine@10
|
225 |
this.viewport.width = width;
|
sawine@10
|
226 |
this.viewport.height = height;
|
sawine@10
|
227 |
}
|
sawine@10
|
228 |
|
sawine@2
|
229 |
function Shader(context)
|
sawine@2
|
230 |
{
|
sawine@2
|
231 |
var gl = context.gl;
|
sawine@9
|
232 |
var fragment = loadShader(gl, "fragment-shader");
|
sawine@9
|
233 |
var vertex = loadShader(gl, "vertex-shader");
|
sawine@2
|
234 |
this.program = gl.createProgram();
|
sawine@2
|
235 |
gl.attachShader(this.program, vertex);
|
sawine@2
|
236 |
gl.attachShader(this.program, fragment);
|
sawine@2
|
237 |
gl.linkProgram(this.program);
|
sawine@2
|
238 |
|
sawine@2
|
239 |
if (!gl.getProgramParameter(this.program, gl.LINK_STATUS))
|
sawine@2
|
240 |
{
|
sawine@2
|
241 |
alert("Failed: Shader init.");
|
sawine@2
|
242 |
}
|
sawine@2
|
243 |
|
sawine@2
|
244 |
gl.useProgram(this.program);
|
sawine@2
|
245 |
this.vertexPosition = gl.getAttribLocation(this.program, "aVertexPosition");
|
sawine@2
|
246 |
gl.enableVertexAttribArray(this.vertexPosition);
|
sawine@4
|
247 |
|
sawine@4
|
248 |
this.vertexColour = gl.getAttribLocation(this.program, "aVertexColour");
|
sawine@4
|
249 |
gl.enableVertexAttribArray(this.vertexColour);
|
sawine@4
|
250 |
|
sawine@2
|
251 |
this.pMatrixUniform = gl.getUniformLocation(this.program, "uPMatrix");
|
sawine@2
|
252 |
this.mvMatrixUniform = gl.getUniformLocation(this.program, "uMVMatrix");
|
sawine@2
|
253 |
|
sawine@9
|
254 |
function loadShader(gl, id)
|
sawine@2
|
255 |
{
|
sawine@2
|
256 |
var script = document.getElementById(id);
|
sawine@2
|
257 |
if (!script) return null;
|
sawine@2
|
258 |
|
sawine@2
|
259 |
var str = "";
|
sawine@2
|
260 |
var child = script.firstChild;
|
sawine@2
|
261 |
while (child)
|
sawine@2
|
262 |
{
|
sawine@2
|
263 |
if (child.nodeType == 3) str += child.textContent;
|
sawine@2
|
264 |
child = child.nextSibling;
|
sawine@2
|
265 |
}
|
sawine@2
|
266 |
|
sawine@2
|
267 |
var shader;
|
sawine@2
|
268 |
var common = "x-shader/x-";
|
sawine@2
|
269 |
if (script.type == common + "fragment") shader = gl.createShader(gl.FRAGMENT_SHADER);
|
sawine@2
|
270 |
else if (script.type == common + "vertex") shader = gl.createShader(gl.VERTEX_SHADER);
|
sawine@2
|
271 |
else return null;
|
sawine@2
|
272 |
|
sawine@2
|
273 |
gl.shaderSource(shader, str);
|
sawine@2
|
274 |
gl.compileShader(shader);
|
sawine@2
|
275 |
|
sawine@2
|
276 |
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
|
sawine@2
|
277 |
{
|
sawine@2
|
278 |
alert(gl.getShaderInfoLog(shader));
|
sawine@2
|
279 |
return null;
|
sawine@2
|
280 |
}
|
sawine@2
|
281 |
|
sawine@2
|
282 |
return shader;
|
sawine@2
|
283 |
}
|
sawine@2
|
284 |
}
|
sawine@2
|
285 |
|
sawine@2
|
286 |
|
sawine@7
|
287 |
function Cube(size, context)
|
sawine@2
|
288 |
{
|
sawine@2
|
289 |
var gl = context.gl;
|
sawine@2
|
290 |
this.size = size || 1;
|
sawine@10
|
291 |
this.rotation = {'x': 0.0, 'y': 0.0, 'z': 0.0};
|
sawine@4
|
292 |
|
sawine@4
|
293 |
this.positionBuffer = gl.createBuffer();
|
sawine@4
|
294 |
gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBuffer);
|
sawine@9
|
295 |
var vertices = [
|
sawine@9
|
296 |
// Front face
|
sawine@9
|
297 |
-1.0, -1.0, 1.0,
|
sawine@9
|
298 |
1.0, -1.0, 1.0,
|
sawine@9
|
299 |
1.0, 1.0, 1.0,
|
sawine@9
|
300 |
-1.0, 1.0, 1.0,
|
sawine@9
|
301 |
|
sawine@9
|
302 |
// Back face
|
sawine@9
|
303 |
-1.0, -1.0, -1.0,
|
sawine@9
|
304 |
-1.0, 1.0, -1.0,
|
sawine@9
|
305 |
1.0, 1.0, -1.0,
|
sawine@9
|
306 |
1.0, -1.0, -1.0,
|
sawine@9
|
307 |
|
sawine@9
|
308 |
// Top face
|
sawine@9
|
309 |
-1.0, 1.0, -1.0,
|
sawine@9
|
310 |
-1.0, 1.0, 1.0,
|
sawine@9
|
311 |
1.0, 1.0, 1.0,
|
sawine@9
|
312 |
1.0, 1.0, -1.0,
|
sawine@9
|
313 |
|
sawine@9
|
314 |
// Bottom face
|
sawine@9
|
315 |
-1.0, -1.0, -1.0,
|
sawine@9
|
316 |
1.0, -1.0, -1.0,
|
sawine@9
|
317 |
1.0, -1.0, 1.0,
|
sawine@9
|
318 |
-1.0, -1.0, 1.0,
|
sawine@9
|
319 |
|
sawine@9
|
320 |
// Right face
|
sawine@9
|
321 |
1.0, -1.0, -1.0,
|
sawine@9
|
322 |
1.0, 1.0, -1.0,
|
sawine@9
|
323 |
1.0, 1.0, 1.0,
|
sawine@9
|
324 |
1.0, -1.0, 1.0,
|
sawine@9
|
325 |
|
sawine@9
|
326 |
// Left face
|
sawine@9
|
327 |
-1.0, -1.0, -1.0,
|
sawine@9
|
328 |
-1.0, -1.0, 1.0,
|
sawine@9
|
329 |
-1.0, 1.0, 1.0,
|
sawine@9
|
330 |
-1.0, 1.0, -1.0];
|
sawine@2
|
331 |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
|
sawine@4
|
332 |
this.positionBuffer.itemSize = 3;
|
sawine@9
|
333 |
this.positionBuffer.numItems = 24;
|
sawine@4
|
334 |
|
sawine@4
|
335 |
this.colourBuffer = gl.createBuffer();
|
sawine@4
|
336 |
gl.bindBuffer(gl.ARRAY_BUFFER, this.colourBuffer);
|
sawine@9
|
337 |
var alpha = 1.0;
|
sawine@9
|
338 |
var colours = [[1.0, 0.0, 0.0, alpha],
|
sawine@9
|
339 |
[0.0, 1.0, 0.0, alpha],
|
sawine@9
|
340 |
[0.0, 0.0, 1.0, alpha],
|
sawine@9
|
341 |
[1.0, 0.0, 1.0, alpha],
|
sawine@9
|
342 |
[1.0, 1.0, 0.0, alpha],
|
sawine@9
|
343 |
[0.0, 1.0, 1.0, alpha]];
|
sawine@9
|
344 |
var unpackedColours = [];
|
sawine@9
|
345 |
for (var i in colours)
|
sawine@4
|
346 |
{
|
sawine@9
|
347 |
var colour = colours[i];
|
sawine@9
|
348 |
for (var j = 0; j < 4; j++)
|
sawine@9
|
349 |
{
|
sawine@9
|
350 |
unpackedColours = unpackedColours.concat(colour);
|
sawine@9
|
351 |
}
|
sawine@9
|
352 |
//colours = colours.concat([0.5, 0.5, 1.0, 1.0]);
|
sawine@4
|
353 |
}
|
sawine@9
|
354 |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(unpackedColours), gl.STATIC_DRAW);
|
sawine@4
|
355 |
this.colourBuffer.itemSize = 4;
|
sawine@9
|
356 |
this.colourBuffer.numItems = 24;
|
sawine@9
|
357 |
|
sawine@9
|
358 |
this.indexBuffer = gl.createBuffer();
|
sawine@9
|
359 |
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
sawine@9
|
360 |
var indices = [0, 1, 2, 0, 2, 3,
|
sawine@9
|
361 |
4, 5, 6, 4, 6, 7,
|
sawine@9
|
362 |
8, 9, 10, 8, 10, 11,
|
sawine@9
|
363 |
12, 13, 14, 12, 14, 15,
|
sawine@9
|
364 |
16, 17, 18, 16, 18, 19,
|
sawine@9
|
365 |
20, 21, 22, 20, 22, 23];
|
sawine@9
|
366 |
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
|
sawine@9
|
367 |
this.indexBuffer.itemSize = 1;
|
sawine@9
|
368 |
this.indexBuffer.numItems = 36;
|
sawine@2
|
369 |
} |