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Added a useful file for debugging
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gpjt committed Apr 6, 2010
1 parent 31eb596 commit 47564a8
Showing 1 changed file with 286 additions and 0 deletions.
286 changes: 286 additions & 0 deletions example03/particles-01-noenable.html
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<html>

<head>
<title>Particles</title>
<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">


<script id="shader-fs" type="x-shader/x-fragment">
uniform vec4 uColor;

varying float vLifetime;

uniform sampler2D sTexture;


void main(void) {
vec4 texColor;
texColor = texture2D(sTexture, gl_PointCoord);
gl_FragColor = vec4(uColor) * texColor;
gl_FragColor.a *= vLifetime;
}
</script>

<script id="shader-vs" type="x-shader/x-vertex">
uniform float uTime;
uniform vec3 uCenterPosition;

attribute float aLifetime;
attribute vec3 aStartPosition;
attribute vec3 aEndPosition;

varying float vLifetime;


void main(void) {
if (uTime <= aLifetime) {
gl_Position.xyz = aStartPosition + (uTime * aEndPosition);
gl_Position.xyz += uCenterPosition;
gl_Position.w = 1.0;
} else {
gl_Position = vec4(-1000, -1000, 0, 0);
}

vLifetime = 1.0 - (uTime / aLifetime);
vLifetime = clamp(vLifetime, 0.0, 1.0);
gl_PointSize = (vLifetime * vLifetime) * 40.0;
}
</script>


<script type="text/javascript">

var viewportWidth;
var viewportHeight;
function initGL(canvas) {
try {
gl = canvas.getContext("experimental-webgl");
viewportWidth = canvas.width;
viewportHeight = canvas.height;
} catch(e) {
}
if (!gl) {
alert("Could not initialise WebGL, sorry :-(");
}
}


function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}

var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3) {
str += k.textContent;
}
k = k.nextSibling;
}

var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-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;
}


var shaderProgram;
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");

shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);

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

gl.useProgram(shaderProgram);

shaderProgram.pointLifetimeAttribute = gl.getAttribLocation(shaderProgram, "aLifetime");
gl.enableVertexAttribArray(shaderProgram.pointLifetimeAttribute);

shaderProgram.pointStartPositionAttribute = gl.getAttribLocation(shaderProgram, "aStartPosition");
gl.enableVertexAttribArray(shaderProgram.pointStartPositionAttribute);

shaderProgram.pointEndPositionAttribute = gl.getAttribLocation(shaderProgram, "aEndPosition");
gl.enableVertexAttribArray(shaderProgram.pointEndPositionAttribute);

shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "sTexture");
shaderProgram.centerPositionUniform = gl.getUniformLocation(shaderProgram, "uCenterPosition");
shaderProgram.colorUniform = gl.getUniformLocation(shaderProgram, "uColor");
shaderProgram.timeUniform = gl.getUniformLocation(shaderProgram, "uTime");
}


function handleLoadedTexture(texture) {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, texture.image, true);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

gl.bindTexture(gl.TEXTURE_2D, null);
}


var texture;
function initTexture() {
texture = gl.createTexture();
texture.image = new Image();
texture.image.onload = function() {
handleLoadedTexture(texture)
}

texture.image.src = "smoke.gif";
}


var pointLifetimesBuffer;
var pointStartPositionsBuffer;
var pointEndPositionsBuffer;
function initBuffers() {
var numParticles = 1000;

lifetimes = [];
startPositions = [];
endPositions = [];
for (var i=0; i < numParticles; i++) {
lifetimes.push(Math.random());

startPositions.push((Math.random() * 0.25) - 0.125);
startPositions.push((Math.random() * 0.25) - 0.125);
startPositions.push((Math.random() * 0.25) - 0.125);

endPositions.push((Math.random() * 2) - 1);
endPositions.push((Math.random() * 2) - 1);
endPositions.push((Math.random() * 2) - 1);
}

pointLifetimesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, pointLifetimesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray(lifetimes), gl.STATIC_DRAW);
pointLifetimesBuffer.itemSize = 1;
pointLifetimesBuffer.numItems = numParticles;

pointStartPositionsBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, pointStartPositionsBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray(startPositions), gl.STATIC_DRAW);
pointStartPositionsBuffer.itemSize = 3;
pointStartPositionsBuffer.numItems = numParticles;

pointEndPositionsBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, pointEndPositionsBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray(endPositions), gl.STATIC_DRAW);
pointEndPositionsBuffer.itemSize = 3;
pointEndPositionsBuffer.numItems = numParticles;

}

var time = 1.0;
var centerPos;
var color;
function drawScene() {
gl.viewport(0, 0, viewportWidth, viewportHeight);

gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

gl.bindBuffer(gl.ARRAY_BUFFER, pointLifetimesBuffer);
gl.vertexAttribPointer(shaderProgram.pointLifetimeAttribute, pointLifetimesBuffer.itemSize, gl.FLOAT, false, 0, 0);

gl.bindBuffer(gl.ARRAY_BUFFER, pointStartPositionsBuffer);
gl.vertexAttribPointer(shaderProgram.pointStartPositionAttribute, pointStartPositionsBuffer.itemSize, gl.FLOAT, false, 0, 0);

gl.bindBuffer(gl.ARRAY_BUFFER, pointEndPositionsBuffer);
gl.vertexAttribPointer(shaderProgram.pointEndPositionAttribute, pointEndPositionsBuffer.itemSize, gl.FLOAT, false, 0, 0);

gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE);

gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(shaderProgram.samplerUniform, 0);

gl.uniform3f(shaderProgram.centerPositionUniform, centerPos[0], centerPos[1], centerPos[2]);
gl.uniform4f(shaderProgram.colorUniform, color[0], color[1], color[2], color[3]);
gl.uniform1f(shaderProgram.timeUniform, time);

gl.drawArrays(gl.POINTS, 0, pointLifetimesBuffer.numItems);
}


var lastTime = 0;
function animate() {
var timeNow = new Date().getTime();
if (lastTime != 0) {
var elapsed = timeNow - lastTime;

time += elapsed / 3000;
}
if (time >= 1.0) {
time = 0;
centerPos = [Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5];
color = [Math.random() / 2 + 0.5, Math.random() / 2 + 0.5, Math.random() / 2 + 0.5, 0.5];
initBuffers();
}

lastTime = timeNow;
}


function tick() {
animate();
drawScene();
}


function webGLStart() {
var canvas = document.getElementById("canvas");
initGL(canvas);
initTexture();
initShaders();

// Hack!
// gl.enable(0x8642);

gl.clearColor(0.0, 0.0, 0.0, 1.0);

gl.clearDepth(1.0);

setInterval(tick, 15);
}



</script>


</head>


<body onload="webGLStart();">
<canvas id="canvas" style="border: none;" width="500" height="500"></canvas>
</body>

</html>

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