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- <!DOCTYPE html>
- <!--
- /*
- * Copyright (C) 2009 Apple Inc. All Rights Reserved.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions
- * are met:
- * 1. Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * 2. Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- *
- * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
- * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
- * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
- * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
- * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- -->
- <html>
- <head>
- <title>Earth and Mars</title>
- <script src="resources/J3DI.js"> </script>
- <script src="resources/J3DIMath.js" type="text/javascript"> </script>
-
- <script id="vshader" type="x-shader/x-vertex">
- uniform mat4 u_modelViewProjMatrix;
- uniform mat4 u_normalMatrix;
- uniform vec3 lightDir;
- attribute vec3 vNormal;
- attribute vec4 vTexCoord;
- attribute vec4 vPosition;
-
- varying float v_Dot;
- varying vec2 v_texCoord;
-
- void main()
- {
- gl_Position = u_modelViewProjMatrix * vPosition;
- v_texCoord = vTexCoord.st;
- vec4 transNormal = u_normalMatrix * vec4(vNormal,1);
- v_Dot = max(dot(transNormal.xyz, lightDir), 0.0);
- }
- </script>
- <script id="fshader" type="x-shader/x-fragment">
- #ifdef GL_ES
- precision mediump float;
- #endif
-
- uniform sampler2D sampler2d;
- varying float v_Dot;
- varying vec2 v_texCoord;
-
- void main()
- {
- vec4 color = texture2D(sampler2d,v_texCoord);
- color += vec4(0.1,0.1,0.1,1);
- gl_FragColor = vec4(color.xyz * v_Dot, color.a);
- }
- </script>
- <script>
- function init()
- {
- var gl = initWebGL("example", "vshader", "fshader",
- [ "vNormal", "vTexCoord", "vPosition"],
- [ 0, 0, 0, 1 ], 10000);
- gl.uniform3f(gl.getUniformLocation(gl.program, "lightDir"), 0, 0, 1);
- gl.uniform1i(gl.getUniformLocation(gl.program, "sampler2d"), 0);
- gl.enable(gl.TEXTURE_2D);
- gl.sphere = makeSphere(gl, 1, 30, 30);
-
- // get the images
- earthTexture = loadImageTexture(gl, "resources/earthmap1k.jpg");
- marsTexture = loadImageTexture(gl, "resources/mars500x250.png");
- return gl;
- }
-
- width = -1;
- height = -1;
-
- function reshape(ctx)
- {
- var canvas = document.getElementById('example');
- if (canvas.width == width && canvas.width == height)
- return;
- width = canvas.width;
- height = canvas.height;
-
- ctx.viewport(0, 0, width, height);
- ctx.perspectiveMatrix = new J3DIMatrix4();
- ctx.perspectiveMatrix.perspective(30, width/height, 1, 10000);
- ctx.perspectiveMatrix.lookat(0,0,6, 0, 0, 0, 0, 1, 0);
- }
-
- function drawOne(ctx, angle, x, y, z, scale, texture)
- {
- // setup VBOs
- ctx.enableVertexAttribArray(0);
- ctx.enableVertexAttribArray(1);
- ctx.enableVertexAttribArray(2);
- ctx.bindBuffer(ctx.ARRAY_BUFFER, ctx.sphere.vertexObject);
- ctx.vertexAttribPointer(2, 3, ctx.FLOAT, false, 0, 0);
-
- ctx.bindBuffer(ctx.ARRAY_BUFFER, ctx.sphere.normalObject);
- ctx.vertexAttribPointer(0, 3, ctx.FLOAT, false, 0, 0);
-
- ctx.bindBuffer(ctx.ARRAY_BUFFER, ctx.sphere.texCoordObject);
- ctx.vertexAttribPointer(1, 2, ctx.FLOAT, false, 0, 0);
- ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, ctx.sphere.indexObject);
- // generate the model-view matrix
- var mvMatrix = new J3DIMatrix4();
- mvMatrix.translate(x,y,z);
- mvMatrix.rotate(30, 1,0,0);
- mvMatrix.rotate(angle, 0,1,0);
- mvMatrix.scale(scale, scale, scale);
- // construct the normal matrix from the model-view matrix
- var normalMatrix = new J3DIMatrix4(mvMatrix);
- normalMatrix.invert();
- normalMatrix.transpose();
- normalMatrix.setUniform(ctx, ctx.getUniformLocation(ctx.program, "u_normalMatrix"), false);
-
- // construct the model-view * projection matrix
- var mvpMatrix = new J3DIMatrix4(ctx.perspectiveMatrix);
- mvpMatrix.multiply(mvMatrix);
- mvpMatrix.setUniform(ctx, ctx.getUniformLocation(ctx.program, "u_modelViewProjMatrix"), false);
- ctx.bindTexture(ctx.TEXTURE_2D, texture);
- ctx.drawElements(ctx.TRIANGLES, ctx.sphere.numIndices, ctx.UNSIGNED_SHORT, 0);
- }
-
- function drawPicture(ctx)
- {
- reshape(ctx);
- ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT);
-
- drawOne(ctx, currentAngle, -1, 0, 0, 1, earthTexture);
- drawOne(ctx, -currentAngle, 1, 0, 0, 0.6, marsTexture);
- ctx.flush();
-
- framerate.snapshot();
-
- currentAngle += incAngle;
- if (currentAngle > 360)
- currentAngle -= 360;
- }
-
- function start()
- {
- var c = document.getElementById("example");
- var w = Math.floor(window.innerWidth * 0.9);
- var h = Math.floor(window.innerHeight * 0.9);
- c.width = w;
- c.height = h;
- var ctx = init();
- currentAngle = 0;
- incAngle = 0.2;
- var f = function() { drawPicture(ctx) };
- setInterval(f, 10);
- framerate = new Framerate("framerate");
- }
- </script>
- <style type="text/css">
- canvas {
- border: 2px solid black;
- }
- </style>
- </head>
- <body onload="start()">
- <canvas id="example">
- There is supposed to be an example drawing here, but it's not important.
- </canvas>
- <div id="framerate"></div>
- <div id="console"></div>
- </body>
- </html>
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