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vao.js
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vao.js
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'use strict';
const { Document } = require('glfw-raub');
const webgl = require('..');
const { mat4 } = require('./libs/glMatrix-0.9.5.min');
Document.setWebgl(webgl);
const document = new Document({ vsync: true, autoEsc: true });
webgl.canvas = document;
const frame = document.requestAnimationFrame;
let xRot = 0;
let xSpeed = 5;
let yRot = 0;
let ySpeed = -5;
let z = -5;
let gl;
const shaders = {
vs: `
attribute vec3 aVertexPosition;
attribute vec4 aVertexColor;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying vec4 vColor;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vColor = aVertexColor;
}
`,
fs : `
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 vColor;
void main(void) {
gl_FragColor = vColor;
}
`,
};
const initContext = (canvas) => {
try {
gl = canvas.getContext('webgl');
} catch (e) {
console.error('Could not initialise WebGL, sorry :-(');
console.error(e);
process.exit(-1);
}
};
const getShader = (gl, id) => {
const shader = gl.createShader(id === 'vs' ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
gl.shaderSource(shader, shaders[id]);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(shader));
return null;
}
return shader;
};
let shaderProgram;
const initShaders = () => {
const fragmentShader = getShader(gl, 'fs');
const vertexShader = getShader(gl, 'vs');
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
console.error(
`Could not initialise shaders. Error: ${
gl.getProgramInfoLog(shaderProgram)
}`
);
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, 'aVertexPosition');
shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, 'aVertexColor');
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, 'uPMatrix');
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, 'uMVMatrix');
};
let mvMatrix = mat4.create();
let pMatrix = mat4.create();
const setMatrixUniforms = () => {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
const error = gl.getError();
if (error) {
console.error('setMatrixUniforms():', gl.drawingBufferWidth, gl.drawingBufferHeight, error);
}
};
const degToRad = (degrees) => degrees * Math.PI / 180;
const currentlyPressedKeys = {};
document.on('keydown', (evt) => {
// console.log('[KEYDOWN]:', evt);
currentlyPressedKeys[evt.keyCode] = true;
handleKeys();
});
document.on('keyup', (evt) => {
currentlyPressedKeys[evt.keyCode] = false;
});
const handleKeys = () => {
if (currentlyPressedKeys[219]) { // ]
z -= 0.05;
}
if (currentlyPressedKeys[221]) { // \
z += 0.05;
}
if (currentlyPressedKeys[37]) { // Left cursor key
ySpeed -= 1;
}
if (currentlyPressedKeys[39]) { // Right cursor key
ySpeed += 1;
}
if (currentlyPressedKeys[38]) { // Up cursor key
xSpeed -= 1;
}
if (currentlyPressedKeys[40]) { // Down cursor key
xSpeed += 1;
}
};
let cubeVertexPositionBuffer;
let cubeVerticesColorBuffer;
let cubeVertexIndexBuffer;
let vao;
const initBuffers = () => {
vao = gl.createVertexArray();
gl.bindVertexArray(vao);
const vertices = [
// 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
];
cubeVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
cubeVertexPositionBuffer.itemSize = 3;
cubeVertexPositionBuffer.numItems = 24;
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.vertexAttribPointer(
shaderProgram.vertexPositionAttribute,
cubeVertexPositionBuffer.itemSize,
gl.FLOAT,
false,
0,
0
);
const colors = [
[ 1.0, 1.0, 1.0, 0.5 ], // Front face: white
[ 1.0, 0.0, 0.0, 0.5 ], // Back face: red
[ 0.0, 1.0, 0.0, 0.5 ], // Top face: green
[ 0.0, 0.0, 1.0, 0.5 ], // Bottom face: blue
[ 1.0, 1.0, 0.0, 0.5 ], // Right face: yellow
[ 1.0, 0.0, 1.0, 0.5 ] // Left face: purple
];
let generatedColors = [];
for (let j = 0; j < 6; j++) {
const c = colors[j];
for (let i = 0; i < 4; i++) {
generatedColors = generatedColors.concat(c);
}
}
cubeVerticesColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVerticesColorBuffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array(generatedColors),
gl.STATIC_DRAW
);
gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, 4, gl.FLOAT, false, 0, 0);
const cubeVertexIndices = [
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
];
cubeVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeVertexIndices), gl.STATIC_DRAW);
cubeVertexIndexBuffer.itemSize = 1;
cubeVertexIndexBuffer.numItems = 36;
gl.bindVertexArray(null);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
const error = gl.getError();
if (error) {
console.error('initBuffers():', error);
}
};
const drawScene = () => {
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(45, gl.drawingBufferWidth / gl.drawingBufferHeight, 0.1, 100.0, pMatrix);
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, [0.0, 0.0, z]);
mat4.rotate(mvMatrix, degToRad(xRot), [1, 0, 0]);
mat4.rotate(mvMatrix, degToRad(yRot), [0, 1, 0]);
setMatrixUniforms();
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.enable(gl.BLEND);
gl.disable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
gl.cullFace(gl.FRONT);
gl.bindVertexArray(vao);
gl.drawElements(gl.TRIANGLES, cubeVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
gl.cullFace(gl.BACK);
gl.drawElements(gl.TRIANGLES, cubeVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
// cleanup GL state
gl.bindVertexArray(null);
};
let lastTime = 0;
// let fps = 0;
const animate = (timeNow) => {
if (lastTime) {
const elapsed = timeNow - lastTime;
// fps = Math.round(1000 / elapsed);
xRot += (xSpeed * elapsed) / 1000.0;
yRot += (ySpeed * elapsed) / 1000.0;
}
lastTime = timeNow;
};
const tick = (timeNow) => {
drawScene();
animate(timeNow);
gl.finish(); // for timing
frame(tick, 0);
};
const start = () => {
const canvas = document.createElement('canvas');
initContext(canvas);
initShaders();
initBuffers();
gl.clearColor(255, 0, 0, 1);
gl.enable(gl.DEPTH_TEST);
tick(Date.now());
};
start();