texture.html 11 KB
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<html>
	<head>
		<title>My first animated and textured WebGL content.</title>

		<script src="./gl-matrix-min.js" type="text/javascript"></script>

		<script type="text/javascript">
			var projectionMatrix, modelViewMatrix;
			var rotationAxis;
			var shaderProgram, shaderVertexPositionAttribute
			var shaderTexCoordAttribute, shaderSamplerUniform;
			var shaderProjectionMatrixUniform, shaderModelViewMatrixUniform;

			var duration = 5000; // ms
			var currentTime = Date.now();

			var okToRun = false;
			var webGLTexture;

			function handleTextureLoaded(gl, texture) {
				gl.bindTexture(gl.TEXTURE_2D, texture);
				gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
				gl.texImage2D(
						gl.TEXTURE_2D,
						0,
						gl.RGBA,
						gl.RGBA,
						gl.UNSIGNED_BYTE,
						texture.image);
				gl.texParameteri(
						gl.TEXTURE_2D,
						gl.TEXTURE_MAG_FILTER,
						gl.NEAREST);
				gl.texParameteri(
						gl.TEXTURE_2D,
						gl.TEXTURE_MIN_FILTER,
						gl.NEAREST);
				gl.bindTexture(gl.TEXTURE_2D, null);
				okToRun = true;
			}

			function initTexture(gl) {
				webGLTexture = gl.createTexture();
				webGLTexture.image = new Image();
				webGLTexture.image.onload = function () {
					handleTextureLoaded(gl, webGLTexture)
				}
				//webGLTexture.image.src = "P3D/images/webgl-logo-256.jpg";
				webGLTexture.image.src = "gravatar-256.jpg";
			}

			function initWebGL(canvas) {
				var gl = null;
				var msg = "Your browser does not support WebGL, " +
					"or it is not enabled by default.";
				try {
					gl = canvas.getContext("experimental-webgl");
				}
				catch (e) {
					msg = "Error creating WebGL Context!: " + e.toString();
				}
				if (!gl) {
					alert(msg);
					throw new Error(msg);
				}

				return gl;
			}

			function initViewport(gl, canvas) {
				gl.viewport(0, 0, canvas.width, canvas.height);
			}

			// Create the vertex, color, and index data for a
			// multicolored cube
			function createCube(gl) {
				// Vertex Data
				var vertexBuffer;
				vertexBuffer = gl.createBuffer();
				gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
				var verts = [
					// Front face
					-1.0, -1.0, 1.0,
					1.0,  -1.0, 1.0,
					1.0,  1.0,  1.0,
					-1.0, 1.0,  1.0,
					// Back face
					-1.0, -1.0, -1.0,
					-1.0, 1.0,  -1.0,
					1.0,  1.0,  -1.0,
					1.0,  -1.0, -1.0,
					// Top face
					-1.0, 1.0, -1.0,
					-1.0, 1.0, 1.0,
					1.0,  1.0, 1.0,
					1.0,  1.0, -1.0,
					// Bottom face
					-1.0, -1.0, -1.0,
					1.0,  -1.0, -1.0,
					1.0,  -1.0, 1.0,
					-1.0, -1.0, 1.0,
					// Right face
					1.0, -1.0, -1.0,
					1.0, 1.0,  -1.0,
					1.0, 1.0,  1.0,
					1.0, -1.0, 1.0,
					// Left face
					-1.0, -1.0, -1.0,
					-1.0, -1.0, 1.0,
					-1.0, 1.0,  1.0,
					-1.0, 1.0,  -1.0
				];
				gl.bufferData(
						gl.ARRAY_BUFFER,
						new Float32Array(verts),
						gl.STATIC_DRAW);

				var texCoordBuffer = gl.createBuffer();
				gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
				var textureCoords = [
					// Front face
					0.0, 0.0,
					1.0, 0.0,
					1.0, 1.0,
					0.0, 1.0,

					// Back face
					1.0, 0.0,
					1.0, 1.0,
					0.0, 1.0,
					0.0, 0.0,

					// Top face
					0.0, 1.0,
					0.0, 0.0,
					1.0, 0.0,
					1.0, 1.0,

					// Bottom face
					1.0, 1.0,
					0.0, 1.0,
					0.0, 0.0,
					1.0, 0.0,

					// Right face
					1.0, 0.0,
					1.0, 1.0,
					0.0, 1.0,
					0.0, 0.0,

					// Left face
					0.0, 0.0,
					1.0, 0.0,
					1.0, 1.0,
					0.0, 1.0,
				];
				gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);

				// Index data (defines the triangles to be drawn)
				var cubeIndexBuffer = gl.createBuffer();
				gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeIndexBuffer);
				var cubeIndices = [
					0,  1,  2,  0,  2,  3,  // Front face
					4,  5,  6,  4,  6,  7,  // Back face
					8,  9,  10, 8,  10, 11, // Top face
					12, 13, 14, 12, 14, 15, // Bottom face
					16, 17, 18, 16, 18, 19, // Right face
					20, 21, 22, 20, 22, 23  // Left face
				];
				gl.bufferData(
						gl.ELEMENT_ARRAY_BUFFER,
						new Uint16Array(cubeIndices),
						gl.STATIC_DRAW);
				var cube = {
					buffer:vertexBuffer,
					texCoordBuffer:texCoordBuffer,
					indices:cubeIndexBuffer,
					vertSize:3,
					nVerts:24,
					texCoordSize:2,
					nTexCoords: 24,
					nIndices:36,
					primtype:gl.TRIANGLES};

				return cube;
			}

			function initMatrices(canvas) {
				modelViewMatrix = mat4.create();
				mat4.translate(
						modelViewMatrix, modelViewMatrix, [0, 0, -4.6]);

				// Create a project matrix with 45 degree field of view
				projectionMatrix = mat4.create();
				mat4.perspective(projectionMatrix, Math.PI / 4,
						canvas.width / canvas.height, 1, 10000);

				rotationAxis = vec3.create();
				vec3.normalize(rotationAxis, [1, 1, 1]);
			}

			function createShader(gl, id, type) {
				var shader;
				var str = document.getElementById(id).text;
				if (type == "fragment") {
					shader = gl.createShader(gl.FRAGMENT_SHADER);
				} else if (type == "vertex") {
					shader = gl.createShader(gl.VERTEX_SHADER);
				} else {
					return null;
				}

				gl.shaderSource(shader, str);
				gl.compileShader(shader);

				if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
					alert(gl.getShaderInfoLog(shader));
					return null;
				}

				return shader;
			}

			function initShader(gl, vertex, fragment) {
				// load and compile the fragment and vertex shader
				var fragmentShader = createShader(gl, fragment, "fragment");
				var vertexShader = createShader(gl, vertex, "vertex");

				// link them together into a new program
				shaderProgram = gl.createProgram();
				gl.attachShader(shaderProgram, vertexShader);
				gl.attachShader(shaderProgram, fragmentShader);
				gl.linkProgram(shaderProgram);

				// get pointers to the shader params
				shaderVertexPositionAttribute = gl.getAttribLocation(
						shaderProgram, "vertexPos");
				gl.enableVertexAttribArray(shaderVertexPositionAttribute);
				shaderTexCoordAttribute = gl.getAttribLocation(
						shaderProgram, "texCoord");
				gl.enableVertexAttribArray(shaderTexCoordAttribute);

				shaderProjectionMatrixUniform = gl.getUniformLocation(
						shaderProgram, "projectionMatrix");
				shaderModelViewMatrixUniform = gl.getUniformLocation(
						shaderProgram, "modelViewMatrix");
				shaderSamplerUniform = gl.getUniformLocation(
						shaderProgram, "uSampler");

				if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
					alert("Could not initialise shaders");
				}
			}

			function draw(gl, obj) {
				// clear the background (transparent)
				gl.clearColor(0.0, 0.0, 0.0, 0.0);
				// // clear the background (black)
				// gl.clearColor(0.0, 0.0, 0.0, 1.0);
				gl.enable(gl.DEPTH_TEST);
				gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

				// set the shader to use
				gl.useProgram(shaderProgram);

				// connect up the shader parameters: vertex position,
				// color, and projection/model matrices
				// set up the buffers
				gl.bindBuffer(gl.ARRAY_BUFFER, obj.buffer);
				gl.vertexAttribPointer(
						shaderVertexPositionAttribute,
						obj.vertSize,
						gl.FLOAT,
						false, 0, 0);
				gl.bindBuffer(gl.ARRAY_BUFFER, obj.texCoordBuffer);
				gl.vertexAttribPointer(
						shaderTexCoordAttribute,
						obj.texCoordSize,
						gl.FLOAT,
						false, 0, 0);
				gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, obj.indices);
				gl.uniformMatrix4fv(shaderProjectionMatrixUniform, false,
					  projectionMatrix);
				gl.uniformMatrix4fv(shaderModelViewMatrixUniform, false,
					  modelViewMatrix);

				gl.activeTexture(gl.TEXTURE0);
				gl.bindTexture(gl.TEXTURE_2D, webGLTexture);
				gl.uniform1i(shaderSamplerUniform, 0);

				// draw the object
				gl.drawElements(
						obj.primtype, obj.nIndices, gl.UNSIGNED_SHORT, 0);
			}

			function animate() {
				var now = Date.now();
				var deltat = now - currentTime;
				currentTime = now;
				var fract = deltat / duration;
				var angle = Math.PI * 2 * fract;
				mat4.rotate(
						modelViewMatrix,
						modelViewMatrix,
						angle,
						rotationAxis);
			}

			function run(gl, cube) {
				requestAnimationFrame(function() { run(gl, cube); });
				if (okToRun) {
					draw(gl, cube);
					animate();
				}
			}

			function startGl() {
				// Get A WebGL context
				var canvas = document.getElementById("cube");
				var gl = initWebGL(canvas);
				var obj = createCube(gl);

				initViewport(gl, canvas);
				initMatrices(canvas);
				initShader(
						gl,
						"texture-vertex-shader",
						"texture-fragment-shader");
		        initTexture(gl);
				run(gl, obj);
			}
		</script>

		<script id="texture-vertex-shader" type="x-shader/x-vertex">
			attribute vec3 vertexPos;
			attribute vec2 texCoord;
			uniform mat4 modelViewMatrix;
			uniform mat4 projectionMatrix;
			varying vec2 vTexCoord;
			void main(void) {
				// Return the transformed and projected vertex value
				gl_Position = projectionMatrix * modelViewMatrix * vec4(vertexPos, 1.0);
				// Output the texture coordinate in vTexCoord
				vTexCoord = texCoord;
			}
		</script>

		<script id="texture-fragment-shader" type="x-shader/x-fragment">
			precision mediump float;
			varying vec2 vTexCoord;
			uniform sampler2D uSampler;
			void main(void) {
				// Return the pixel color: always output white
				gl_FragColor = texture2D(uSampler, vec2(vTexCoord.s, vTexCoord.t));
			}
		</script>
		<style>
			* {
				font-family: Verdana, sans-serif;
			}
			.gl {
				position: absolute;
				top: 130px;
				left: 50%;
				transform: translate(-50%, 0);
				width: 200px;
				height: 200px;
				z-index: 2;
			}
			.content {
				position: fixed;
				top: 50%;
				left: 50%;
				/* bring your own prefixes */
				transform: translate(-50%, -50%);
				width: 800px;
				background: white;
				padding: 10px;
				border-style: solid;
				border-color: rgb(100, 190, 12);
				border-radius: 30px;
				border-width: 3px;
				z-index: 1;
			}
			#background {
				position: absolute;
				left: 0px;
				top: 0px;
				width: 1920px;
				height: 1200px;
				background-image: url(./background1.jpg);
				padding: 0px;
				margin: 0px;
				z-index: -1;
			}
			h1,h2,h3,h4,h5,h6 {
				font-weight: normal;
			}
			h1,h4 {
				text-decoration: underline;
			}
			h1 {
				font-size: x-large;
			}
		</style>
	</head>

	<body onLoad="startGl()">
		<div id="background"></div>
		<div class="content">
			<div class="gl">
				<canvas id="cube" width="200", height="200"></canvas>
			</div>
			<h1>My first animated and textured WebGL content.</h1>
			<p>
			Finally my first small steps in the new world of WebGL. It is
			pretty cool to have hardware accelerated, animated 3D objects
			in your page.
			</p>
			<h2>Hidden on purpose.</h2>
			<p>
			This paragraph is hidden on purpose to see how the transparent
			background of the GL canvas behaves if positioned above another
			element. Now, we just fill in some stuff to get the paragraph
			filled with some more stuff. Eventually we will have so much text
			that it becomes big enought for the height of the GL canvas. Well,
			as the canvas is transparant at least the maximum height of the
			cube.
			</p>
			<h2>More to come...</h2>
		</div>
	</body>
</html>
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