sawine@2
|
1 |
var machine;
|
sawine@5
|
2 |
var render;
|
sawine@2
|
3 |
|
sawine@2
|
4 |
function main()
|
sawine@2
|
5 |
{
|
sawine@2
|
6 |
var canvas = document.getElementById("machine");
|
sawine@5
|
7 |
window.onresize = resize;
|
sawine@2
|
8 |
var context = new Context(canvas);
|
sawine@3
|
9 |
make_fullscreen(context);
|
sawine@2
|
10 |
var gl = context.gl;
|
sawine@2
|
11 |
var object = new Box(1, context);
|
sawine@2
|
12 |
gl.clearColor(0.0, 0.0, 0.0, 1.0);
|
sawine@2
|
13 |
gl.enable(gl.DEPTH_TEST);
|
sawine@5
|
14 |
machine = new Machine(object);
|
sawine@5
|
15 |
render = new Render(context);
|
sawine@5
|
16 |
render.draw(machine.scene);
|
sawine@2
|
17 |
}
|
sawine@2
|
18 |
|
sawine@5
|
19 |
function resize()
|
sawine@2
|
20 |
{
|
sawine@3
|
21 |
make_fullscreen(machine.context);
|
sawine@2
|
22 |
machine.draw();
|
sawine@2
|
23 |
}
|
sawine@2
|
24 |
|
sawine@3
|
25 |
function make_fullscreen(context)
|
sawine@2
|
26 |
{
|
sawine@3
|
27 |
var width = window.innerWidth;
|
sawine@3
|
28 |
var height = window.innerHeight;
|
sawine@3
|
29 |
context.canvas.width = width;
|
sawine@3
|
30 |
context.canvas.height = height;
|
sawine@3
|
31 |
context.viewport.width = width;
|
sawine@3
|
32 |
context.viewport.height = height;
|
sawine@2
|
33 |
}
|
sawine@2
|
34 |
|
sawine@5
|
35 |
function Render(context)
|
sawine@4
|
36 |
{
|
sawine@4
|
37 |
this.context = context;
|
sawine@4
|
38 |
this.gl = context.gl;
|
sawine@4
|
39 |
}
|
sawine@5
|
40 |
Render.prototype.draw = function(scene)
|
sawine@5
|
41 |
{
|
sawine@5
|
42 |
var gl = this.context.gl;
|
sawine@5
|
43 |
var viewport = this.context.viewport;
|
sawine@5
|
44 |
var shader = this.context.shader;
|
sawine@5
|
45 |
var mvMatrix = this.context.mvMatrix;
|
sawine@5
|
46 |
var pMatrix = this.context.pMatrix;
|
sawine@5
|
47 |
|
sawine@5
|
48 |
gl.viewport(0, 0, viewport.width, viewport.height);
|
sawine@5
|
49 |
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
sawine@5
|
50 |
mat4.perspective(45, viewport.width / viewport.height, 0.1, 100.0, pMatrix);
|
sawine@5
|
51 |
|
sawine@5
|
52 |
mat4.identity(mvMatrix);
|
sawine@5
|
53 |
mat4.translate(mvMatrix, [0.0, 0.0, -7.0]);
|
sawine@5
|
54 |
gl.bindBuffer(gl.ARRAY_BUFFER, scene.positionBuffer);
|
sawine@5
|
55 |
gl.vertexAttribPointer(shader.vertexPosition, scene.positionBuffer.itemSize, gl.FLOAT, false, 0, 0);
|
sawine@5
|
56 |
|
sawine@5
|
57 |
gl.bindBuffer(gl.ARRAY_BUFFER, scene.colourBuffer);
|
sawine@5
|
58 |
gl.vertexAttribPointer(shader.vertexColour, scene.colourBuffer.itemSize, gl.FLOAT, false, 0, 0);
|
sawine@5
|
59 |
|
sawine@5
|
60 |
this.context.updateMatrixUniforms();
|
sawine@5
|
61 |
gl.drawArrays(gl.TRIANGLE_STRIP, 0, scene.positionBuffer.numItems);
|
sawine@5
|
62 |
|
sawine@5
|
63 |
if (this.next) this.next.draw(scene);
|
sawine@5
|
64 |
}
|
sawine@5
|
65 |
|
sawine@5
|
66 |
function Machine(scene)
|
sawine@4
|
67 |
{
|
sawine@5
|
68 |
this.scene = scene;
|
sawine@5
|
69 |
}
|
sawine@5
|
70 |
Machine.prototype.draw = function(render)
|
sawine@5
|
71 |
{
|
sawine@5
|
72 |
render.draw(this.scene);
|
sawine@4
|
73 |
}
|
sawine@4
|
74 |
|
sawine@2
|
75 |
function Context(canvas)
|
sawine@2
|
76 |
{
|
sawine@3
|
77 |
this.canvas = canvas;
|
sawine@2
|
78 |
try
|
sawine@2
|
79 |
{
|
sawine@2
|
80 |
this.gl = canvas.getContext("experimental-webgl");
|
sawine@2
|
81 |
this.viewport = {'width': canvas.width,
|
sawine@2
|
82 |
'height': canvas.height};
|
sawine@2
|
83 |
}
|
sawine@2
|
84 |
catch(e)
|
sawine@2
|
85 |
{
|
sawine@2
|
86 |
alert(e);
|
sawine@2
|
87 |
}
|
sawine@2
|
88 |
if (!this.gl) alert("Failed: WebGL init.");
|
sawine@2
|
89 |
this.mvMatrix = mat4.create();
|
sawine@2
|
90 |
this.pMatrix = mat4.create();
|
sawine@2
|
91 |
this.shader = new Shader(this);
|
sawine@2
|
92 |
}
|
sawine@2
|
93 |
Context.prototype.updateMatrixUniforms = function()
|
sawine@2
|
94 |
{
|
sawine@2
|
95 |
var gl = this.gl;
|
sawine@2
|
96 |
var program = this.shader;
|
sawine@2
|
97 |
var pMatrix = this.pMatrix;
|
sawine@2
|
98 |
var mvMatrix = this.mvMatrix;
|
sawine@2
|
99 |
gl.uniformMatrix4fv(program.pMatrixUniform, false, pMatrix);
|
sawine@2
|
100 |
gl.uniformMatrix4fv(program.mvMatrixUniform, false, mvMatrix);
|
sawine@2
|
101 |
}
|
sawine@2
|
102 |
|
sawine@2
|
103 |
function Shader(context)
|
sawine@2
|
104 |
{
|
sawine@2
|
105 |
var gl = context.gl;
|
sawine@2
|
106 |
var fragment = load_shader(gl, "fragment-shader");
|
sawine@2
|
107 |
var vertex = load_shader(gl, "vertex-shader");
|
sawine@2
|
108 |
this.program = gl.createProgram();
|
sawine@2
|
109 |
gl.attachShader(this.program, vertex);
|
sawine@2
|
110 |
gl.attachShader(this.program, fragment);
|
sawine@2
|
111 |
gl.linkProgram(this.program);
|
sawine@2
|
112 |
|
sawine@2
|
113 |
if (!gl.getProgramParameter(this.program, gl.LINK_STATUS))
|
sawine@2
|
114 |
{
|
sawine@2
|
115 |
alert("Failed: Shader init.");
|
sawine@2
|
116 |
}
|
sawine@2
|
117 |
|
sawine@2
|
118 |
gl.useProgram(this.program);
|
sawine@2
|
119 |
this.vertexPosition = gl.getAttribLocation(this.program, "aVertexPosition");
|
sawine@2
|
120 |
gl.enableVertexAttribArray(this.vertexPosition);
|
sawine@4
|
121 |
|
sawine@4
|
122 |
this.vertexColour = gl.getAttribLocation(this.program, "aVertexColour");
|
sawine@4
|
123 |
gl.enableVertexAttribArray(this.vertexColour);
|
sawine@4
|
124 |
|
sawine@2
|
125 |
this.pMatrixUniform = gl.getUniformLocation(this.program, "uPMatrix");
|
sawine@2
|
126 |
this.mvMatrixUniform = gl.getUniformLocation(this.program, "uMVMatrix");
|
sawine@2
|
127 |
|
sawine@2
|
128 |
function load_shader(gl, id)
|
sawine@2
|
129 |
{
|
sawine@2
|
130 |
var script = document.getElementById(id);
|
sawine@2
|
131 |
if (!script) return null;
|
sawine@2
|
132 |
|
sawine@2
|
133 |
var str = "";
|
sawine@2
|
134 |
var child = script.firstChild;
|
sawine@2
|
135 |
while (child)
|
sawine@2
|
136 |
{
|
sawine@2
|
137 |
if (child.nodeType == 3) str += child.textContent;
|
sawine@2
|
138 |
child = child.nextSibling;
|
sawine@2
|
139 |
}
|
sawine@2
|
140 |
|
sawine@2
|
141 |
var shader;
|
sawine@2
|
142 |
var common = "x-shader/x-";
|
sawine@2
|
143 |
if (script.type == common + "fragment") shader = gl.createShader(gl.FRAGMENT_SHADER);
|
sawine@2
|
144 |
else if (script.type == common + "vertex") shader = gl.createShader(gl.VERTEX_SHADER);
|
sawine@2
|
145 |
else return null;
|
sawine@2
|
146 |
|
sawine@2
|
147 |
gl.shaderSource(shader, str);
|
sawine@2
|
148 |
gl.compileShader(shader);
|
sawine@2
|
149 |
|
sawine@2
|
150 |
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
|
sawine@2
|
151 |
{
|
sawine@2
|
152 |
alert(gl.getShaderInfoLog(shader));
|
sawine@2
|
153 |
return null;
|
sawine@2
|
154 |
}
|
sawine@2
|
155 |
|
sawine@2
|
156 |
return shader;
|
sawine@2
|
157 |
}
|
sawine@2
|
158 |
}
|
sawine@2
|
159 |
|
sawine@2
|
160 |
|
sawine@2
|
161 |
function Box(size, context)
|
sawine@2
|
162 |
{
|
sawine@2
|
163 |
var gl = context.gl;
|
sawine@2
|
164 |
this.size = size || 1;
|
sawine@4
|
165 |
|
sawine@4
|
166 |
this.positionBuffer = gl.createBuffer();
|
sawine@4
|
167 |
gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBuffer);
|
sawine@2
|
168 |
var vertices = [1.0, 1.0, 0.0,
|
sawine@2
|
169 |
-1.0, 1.0, 0.0,
|
sawine@2
|
170 |
1.0, -1.0, 0.0,
|
sawine@2
|
171 |
-1.0, -1.0, 0.0];
|
sawine@2
|
172 |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
|
sawine@4
|
173 |
this.positionBuffer.itemSize = 3;
|
sawine@4
|
174 |
this.positionBuffer.numItems = 4;
|
sawine@4
|
175 |
|
sawine@4
|
176 |
this.colourBuffer = gl.createBuffer();
|
sawine@4
|
177 |
gl.bindBuffer(gl.ARRAY_BUFFER, this.colourBuffer);
|
sawine@4
|
178 |
var colours = [1.0, 0.0, 0.0, .5,
|
sawine@4
|
179 |
0.0, 1.0, 0.0, .5,
|
sawine@4
|
180 |
0.0, 0.0, 1.0, .5,
|
sawine@4
|
181 |
1.0, 0.0, 1.0, .5];
|
sawine@4
|
182 |
//colours = [];
|
sawine@4
|
183 |
for (var i = 0; i < 4; i++)
|
sawine@4
|
184 |
{
|
sawine@4
|
185 |
// colours = colours.concat([0.5, 0.5, 1.0, 1.0]);
|
sawine@4
|
186 |
}
|
sawine@4
|
187 |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colours), gl.STATIC_DRAW);
|
sawine@4
|
188 |
this.colourBuffer.itemSize = 4;
|
sawine@4
|
189 |
this.colourBuffer.numItems = 4;
|
sawine@2
|
190 |
} |