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ColoredCube.js
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ColoredCube.js
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// ColoredCube.js (c) 2012 matsuda
// Vertex shader program
class ColoredCube {
static VSHADER_SOURCE =
'attribute vec4 a_Position;\n' +
'attribute vec4 a_Color;\n' +
'uniform mat4 u_MvpMatrix;\n' +
'varying vec4 v_Color;\n' +
'void main() {\n' +
' gl_Position = u_MvpMatrix * a_Position;\n' +
' v_Color = a_Color;\n' +
'}\n';
// Fragment shader program
static FSHADER_SOURCE =
'#ifdef GL_ES\n' +
'precision mediump float;\n' +
'#endif\n' +
'varying vec4 v_Color;\n' +
'void main() {\n' +
' gl_FragColor = v_Color;\n' +
'}\n';
constructor() {
this.main();
}
main() {
// Retrieve <canvas> element
const canvas = document.getElementById('canvas');
// Get the rendering context for WebGL
const gl = canvas.getContext("webgl");
this.gl = gl;
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
// Initialize shaders
if (!initShaders(gl, ColoredCube.VSHADER_SOURCE, ColoredCube.FSHADER_SOURCE)) {
console.log('Failed to intialize shaders.');
return;
}
// Set the vertex information
const n = this.initVertexBuffers(gl);
this.n = n;
if (n < 0) {
console.log('Failed to set the vertex information');
return;
}
// Set the clear color and enable the depth test
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
// Get the storage location of u_MvpMatrix
const u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix');
this.u_MvpMatrix = u_MvpMatrix;
if (!u_MvpMatrix) {
console.log('Failed to get the storage location of u_MvpMatrix');
return;
}
let x = 0;
this.x = x;
let y = 0;
this.y = y;
let z = 10;
this.z = z;
let angle = 0;
this.angle = angle;
// Set the eye point and the viewing volume
const viewProjectionMatrix = new Matrix4();
this.viewProjectionMatrix = viewProjectionMatrix;
// const mvpMatrix = new Matrix4();
}
render(camera) {
// angle = Date.now() / 100 % 360;
// console.log(angle);
let cameraPos = camera.getPos();
this.viewProjectionMatrix.setPerspective(30, 1, 1, 100);
// this.viewProjectionMatrix.lookAt(cameraPos.getX(), cameraPos.getY(), cameraPos.getZ(), cameraPos.getX() - Math.cos(camera.getYaw() * (Math.PI / 180)), cameraPos.getY(), cameraPos.getZ() - Math.sin(camera.getYaw() * (Math.PI / 180)), 0, Math.sin(camera.getPitch() * (Math.PI / 180)), Math.cos(camera.getPitch() * (Math.PI / 180)));
// console.log(camera.getYaw());
this.viewProjectionMatrix.rotate(camera.getPitch(), 1, 0, 0);
this.viewProjectionMatrix.rotate(-(camera.getYaw() + 270), 0, 1, 0);
this.viewProjectionMatrix.translate(-cameraPos.getX(), -cameraPos.getY(), -cameraPos.getZ());
// this.viewProjectionMatrix.rotate(-camera.getPitch(), 1, 0, 0);
// mvpMatrix.set(viewProjectionMatrix);
// mvpMatrix.rotate(0.0, 0.0, 1.0, 0.0);
this.draw(this.gl, this.n, this.u_MvpMatrix, this.viewProjectionMatrix);
}
draw(gl, n, u_MvpMatrix, mvpMatrix) {
// Pass the model view projection matrix to u_MvpMatrix
gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix.elements);
// Clear color and depth buffer
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Draw the cube
gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
}
initVertexBuffers(gl) {
// Create a cube
// v6----- v5
// /| /|
// v1------v0|
// | | | |
// | |v7---|-|v4
// |/ |/
// v2------v3
const vertices = new Float32Array([ // Vertex coordinates
1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0,-1.0, 1.0, 1.0,-1.0, 1.0, // v0-v1-v2-v3 front
1.0, 1.0, 1.0, 1.0,-1.0, 1.0, 1.0,-1.0,-1.0, 1.0, 1.0,-1.0, // v0-v3-v4-v5 right
1.0, 1.0, 1.0, 1.0, 1.0,-1.0, -1.0, 1.0,-1.0, -1.0, 1.0, 1.0, // v0-v5-v6-v1 up
-1.0, 1.0, 1.0, -1.0, 1.0,-1.0, -1.0,-1.0,-1.0, -1.0,-1.0, 1.0, // v1-v6-v7-v2 left
-1.0,-1.0,-1.0, 1.0,-1.0,-1.0, 1.0,-1.0, 1.0, -1.0,-1.0, 1.0, // v7-v4-v3-v2 down
1.0,-1.0,-1.0, -1.0,-1.0,-1.0, -1.0, 1.0,-1.0, 1.0, 1.0,-1.0 // v4-v7-v6-v5 back
]);
const colors = new Float32Array([ // Colors
0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, // v0-v1-v2-v3 front(blue)
0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, // v0-v3-v4-v5 right(green)
1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, // v0-v5-v6-v1 up(red)
1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, // v1-v6-v7-v2 left
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, // v7-v4-v3-v2 down
0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0 // v4-v7-v6-v5 back
]);
const indices = new Uint8Array([ // Indices of the vertices
0, 1, 2, 0, 2, 3, // front
4, 5, 6, 4, 6, 7, // right
8, 9,10, 8,10,11, // up
12,13,14, 12,14,15, // left
16,17,18, 16,18,19, // down
20,21,22, 20,22,23 // back
]);
// Create a buffer object
const indexBuffer = gl.createBuffer();
if (!indexBuffer)
return -1;
// Write the vertex coordinates and color to the buffer object
if (!this.initArrayBuffer(gl, vertices, 3, gl.FLOAT, 'a_Position'))
return -1;
if (!this.initArrayBuffer(gl, colors, 3, gl.FLOAT, 'a_Color'))
return -1;
// Write the indices to the buffer object
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
return indices.length;
}
initArrayBuffer(gl, data, num, type, attribute) {
const buffer = gl.createBuffer(); // Create a buffer object
if (!buffer) {
console.log('Failed to create the buffer object');
return false;
}
// Write date into the buffer object
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
// Assign the buffer object to the attribute variable
const a_attribute = gl.getAttribLocation(gl.program, attribute);
if (a_attribute < 0) {
console.log('Failed to get the storage location of ' + attribute);
return false;
}
gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);
// Enable the assignment of the buffer object to the attribute variable
gl.enableVertexAttribArray(a_attribute);
return true;
}
}