Mercurial > hg > Members > e085711
comparison webGL/dandy/dandy1.html~ @ 3:10344afb38a6
upload dandy
author | NOBUYASU Oshiro |
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date | Mon, 07 Jun 2010 17:58:31 +0900 |
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children | 7f615f5f5220 |
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2:be36da713ffd | 3:10344afb38a6 |
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1 <!DOCTYPE html> | |
2 <!-- | |
3 /* | |
4 * Copyright (C) 2009 Apple Inc. All Rights Reserved. | |
5 * | |
6 * Redistribution and use in source and binary forms, with or without | |
7 * modification, are permitted provided that the following conditions | |
8 * are met: | |
9 * 1. Redistributions of source code must retain the above copyright | |
10 * notice, this list of conditions and the following disclaimer. | |
11 * 2. Redistributions in binary form must reproduce the above copyright | |
12 * notice, this list of conditions and the following disclaimer in the | |
13 * documentation and/or other materials provided with the distribution. | |
14 * | |
15 * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY | |
16 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR | |
18 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR | |
19 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, | |
20 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | |
21 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | |
22 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY | |
23 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
25 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
26 */ | |
27 --> | |
28 <html> | |
29 <head> | |
30 <title>Earth and Mars</title> | |
31 <script src="resources/CanvasMatrix.js"> </script> | |
32 <script src="resources/utils3d.js"> </script> | |
33 <script src="resources/jkl-parsexml.js"> </script> | |
34 <script src="resources/makeXmlObj.js"> </script> | |
35 | |
36 <script id="vshader" type="x-shader/x-vertex"> | |
37 uniform mat4 u_modelViewProjMatrix; | |
38 uniform mat4 u_normalMatrix; | |
39 uniform vec3 lightDir; | |
40 | |
41 attribute vec3 vNormal; | |
42 attribute vec4 vTexCoord; | |
43 attribute vec4 vPosition; | |
44 | |
45 varying float v_Dot; | |
46 varying vec2 v_texCoord; | |
47 | |
48 void main() | |
49 { | |
50 gl_Position = u_modelViewProjMatrix * vPosition; | |
51 v_texCoord = vTexCoord.st; | |
52 vec4 transNormal = u_normalMatrix * vec4(vNormal,1); | |
53 v_Dot = max(dot(transNormal.xyz, lightDir), 0.0); | |
54 // v_Dot = min(dot(transNormal.xyz, lightDir), 1.0); | |
55 } | |
56 </script> | |
57 | |
58 <script id="fshader" type="x-shader/x-fragment"> | |
59 uniform sampler2D sampler2d; | |
60 | |
61 varying float v_Dot; | |
62 varying vec2 v_texCoord; | |
63 | |
64 void main() | |
65 { | |
66 vec4 color = texture2D(sampler2d,v_texCoord); | |
67 color += vec4(0.1,0.1,0.1,1); | |
68 gl_FragColor = vec4(color.xyz * v_Dot, color.a); | |
69 } | |
70 </script> | |
71 | |
72 <script> | |
73 function init() | |
74 { | |
75 var gl = initWebGL("example", "vshader", "fshader", | |
76 [ "vNormal", "vTexCoord", "vPosition"], | |
77 [ 0, 0, 0, 1 ], 10000); | |
78 | |
79 gl.uniform3f(gl.getUniformLocation(gl.program, "lightDir"), 0, 0, 1); | |
80 gl.uniform1i(gl.getUniformLocation(gl.program, "sampler2d"), 0); | |
81 | |
82 gl.enable(gl.TEXTURE_2D); | |
83 gl.obj = new Object(); | |
84 for (var name in xmlObj) { | |
85 gl.obj[name] = makeXmlObj(gl, xmlObj[name]); | |
86 gl.obj[name].texture = loadImageTexture(gl, xmlObj[name].image); | |
87 } | |
88 | |
89 | |
90 // get the images | |
91 earthTexture = loadImageTexture(gl, "resources/earthmap1k.jpg"); | |
92 marsTexture = loadImageTexture(gl, "resources/mars500x250.png"); | |
93 | |
94 | |
95 return gl; | |
96 } | |
97 | |
98 width = -1; | |
99 height = -1; | |
100 | |
101 function reshape(ctx) | |
102 { | |
103 var canvas = document.getElementById('example'); | |
104 if (canvas.width == width && canvas.width == height) | |
105 return; | |
106 | |
107 width = canvas.width; | |
108 height = canvas.height; | |
109 | |
110 ctx.viewport(0, 0, width, height); | |
111 | |
112 ctx.perspectiveMatrix = new CanvasMatrix4(); | |
113 ctx.perspectiveMatrix.lookat(0,0,6, 0, 0, 0, 0, 1, 0); | |
114 ctx.perspectiveMatrix.perspective(30, width/height, 1, 10000); | |
115 // ctx.perspectiveMatrix.ortho(10, 10, 10, 10, 1, 10000); | |
116 | |
117 } | |
118 | |
119 function drawOne(ctx, glObj, angle, x, y, z, scale) | |
120 { | |
121 // setup VBOs | |
122 ctx.enableVertexAttribArray(0); | |
123 ctx.enableVertexAttribArray(1); | |
124 ctx.enableVertexAttribArray(2); | |
125 | |
126 ctx.bindBuffer(ctx.ARRAY_BUFFER, glObj.vertexObject); | |
127 ctx.vertexAttribPointer(2, 3, ctx.FLOAT, false, 0, 0); | |
128 | |
129 ctx.bindBuffer(ctx.ARRAY_BUFFER, glObj.normalObject); | |
130 ctx.vertexAttribPointer(0, 3, ctx.FLOAT, false, 0, 0); | |
131 | |
132 ctx.bindBuffer(ctx.ARRAY_BUFFER, glObj.texCoordObject); | |
133 ctx.vertexAttribPointer(1, 2, ctx.FLOAT, false, 0, 0); | |
134 | |
135 ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, glObj.indexObject); | |
136 | |
137 // generate the model-view matrix | |
138 var mvMatrix = new CanvasMatrix4(); | |
139 mvMatrix.scale(scale, scale, scale); | |
140 // mvMatrix.rotate(angle, 0,1,0); | |
141 // mvMatrix.rotate(30, 1,0,0); | |
142 mvMatrix.translate(x,y,z); | |
143 /* | |
144 var mvNormalMatrix = new CanvasMatrix4(); | |
145 mvMatrix.rotate(angle, 0,1,0); | |
146 mvMatrix.rotate(30, 1,0,0); | |
147 mvMatrix.translate(x,y,z); | |
148 */ | |
149 // construct the normal matrix from the model-view matrix | |
150 var normalMatrix = new CanvasMatrix4(mvMatrix); | |
151 normalMatrix.invert(); | |
152 normalMatrix.transpose(); | |
153 ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_normalMatrix"), false, normalMatrix.getAsWebGLFloatArray()); | |
154 | |
155 // construct the model-view * projection matrix | |
156 var mvpMatrix = new CanvasMatrix4(mvMatrix); | |
157 mvpMatrix.multRight(ctx.perspectiveMatrix); | |
158 ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_modelViewProjMatrix"), false, mvpMatrix.getAsWebGLFloatArray()); | |
159 | |
160 // ctx.bindTexture(ctx.TEXTURE_2D, texture); | |
161 ctx.bindTexture(ctx.TEXTURE_2D, glObj.texture); | |
162 ctx.drawElements(ctx.TRIANGLES, glObj.numIndices, ctx.UNSIGNED_SHORT, 0); | |
163 } | |
164 | |
165 function drawPicture(ctx) | |
166 { | |
167 reshape(ctx); | |
168 ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT); | |
169 | |
170 for (var name in ctx.obj) { | |
171 drawOne(ctx, ctx.obj[name], currentAngle, 0, 0, 0, 0.005); | |
172 // drawOne(ctx, ctx.obj[name], currentAngle, 0, 0, -300, 0.8); | |
173 } | |
174 | |
175 ctx.flush(); | |
176 | |
177 framerate.snapshot(); | |
178 | |
179 currentAngle += incAngle; | |
180 if (currentAngle > 360) | |
181 currentAngle -= 360; | |
182 } | |
183 | |
184 function start() | |
185 { | |
186 //xmlファイル読み込み | |
187 // xmlObj = parseXml("./xml/Companioncube.xml"); | |
188 // xmlObj = parseXml("./xml/head.xml"); | |
189 xmlObj = parseXml("./xml/dandy/boss.xml"); | |
190 | |
191 | |
192 for (var name in xmlObj ){ | |
193 document.getElementById("test").src=xmlObj[name].image; | |
194 } | |
195 var c = document.getElementById("example"); | |
196 var w = Math.floor(window.innerWidth * 0.9); | |
197 var h = Math.floor(window.innerHeight * 0.9); | |
198 | |
199 c.width = w; | |
200 c.height = h; | |
201 | |
202 var ctx = init(); | |
203 currentAngle = 0; | |
204 incAngle = 0.2; | |
205 var f = function() { drawPicture(ctx) }; | |
206 setInterval(f, 10); | |
207 framerate = new Framerate("framerate"); | |
208 } | |
209 </script> | |
210 <style type="text/css"> | |
211 canvas { | |
212 border: 2px solid black; | |
213 } | |
214 </style> | |
215 </head> | |
216 <body onload="start()"> | |
217 <canvas id="example"> | |
218 There is supposed to be an example drawing here, but it's not important. | |
219 </canvas> | |
220 <div id="framerate"></div> | |
221 <div id="console"></div> | |
222 | |
223 <img id="test" style="border:1px solid red"> | |
224 | |
225 </body> | |
226 </html> |