Mercurial > hg > Members > e085711
diff webGL/dandy/dandy1.html~ @ 3:10344afb38a6
upload dandy
author | NOBUYASU Oshiro |
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date | Mon, 07 Jun 2010 17:58:31 +0900 |
parents | |
children | 7f615f5f5220 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/webGL/dandy/dandy1.html~ Mon Jun 07 17:58:31 2010 +0900 @@ -0,0 +1,226 @@ +<!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/CanvasMatrix.js"> </script> + <script src="resources/utils3d.js"> </script> + <script src="resources/jkl-parsexml.js"> </script> + <script src="resources/makeXmlObj.js"> </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); +// v_Dot = min(dot(transNormal.xyz, lightDir), 1.0); + } + </script> + + <script id="fshader" type="x-shader/x-fragment"> + 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.obj = new Object(); + for (var name in xmlObj) { + gl.obj[name] = makeXmlObj(gl, xmlObj[name]); + gl.obj[name].texture = loadImageTexture(gl, xmlObj[name].image); + } + + + // 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 CanvasMatrix4(); + ctx.perspectiveMatrix.lookat(0,0,6, 0, 0, 0, 0, 1, 0); + ctx.perspectiveMatrix.perspective(30, width/height, 1, 10000); +// ctx.perspectiveMatrix.ortho(10, 10, 10, 10, 1, 10000); + + } + + function drawOne(ctx, glObj, angle, x, y, z, scale) + { + // setup VBOs + ctx.enableVertexAttribArray(0); + ctx.enableVertexAttribArray(1); + ctx.enableVertexAttribArray(2); + + ctx.bindBuffer(ctx.ARRAY_BUFFER, glObj.vertexObject); + ctx.vertexAttribPointer(2, 3, ctx.FLOAT, false, 0, 0); + + ctx.bindBuffer(ctx.ARRAY_BUFFER, glObj.normalObject); + ctx.vertexAttribPointer(0, 3, ctx.FLOAT, false, 0, 0); + + ctx.bindBuffer(ctx.ARRAY_BUFFER, glObj.texCoordObject); + ctx.vertexAttribPointer(1, 2, ctx.FLOAT, false, 0, 0); + + ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, glObj.indexObject); + + // generate the model-view matrix + var mvMatrix = new CanvasMatrix4(); + mvMatrix.scale(scale, scale, scale); +// mvMatrix.rotate(angle, 0,1,0); +// mvMatrix.rotate(30, 1,0,0); + mvMatrix.translate(x,y,z); +/* + var mvNormalMatrix = new CanvasMatrix4(); + mvMatrix.rotate(angle, 0,1,0); + mvMatrix.rotate(30, 1,0,0); + mvMatrix.translate(x,y,z); +*/ + // construct the normal matrix from the model-view matrix + var normalMatrix = new CanvasMatrix4(mvMatrix); + normalMatrix.invert(); + normalMatrix.transpose(); + ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_normalMatrix"), false, normalMatrix.getAsWebGLFloatArray()); + + // construct the model-view * projection matrix + var mvpMatrix = new CanvasMatrix4(mvMatrix); + mvpMatrix.multRight(ctx.perspectiveMatrix); + ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_modelViewProjMatrix"), false, mvpMatrix.getAsWebGLFloatArray()); + +// ctx.bindTexture(ctx.TEXTURE_2D, texture); + ctx.bindTexture(ctx.TEXTURE_2D, glObj.texture); + ctx.drawElements(ctx.TRIANGLES, glObj.numIndices, ctx.UNSIGNED_SHORT, 0); + } + + function drawPicture(ctx) + { + reshape(ctx); + ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT); + + for (var name in ctx.obj) { + drawOne(ctx, ctx.obj[name], currentAngle, 0, 0, 0, 0.005); +// drawOne(ctx, ctx.obj[name], currentAngle, 0, 0, -300, 0.8); + } + + ctx.flush(); + + framerate.snapshot(); + + currentAngle += incAngle; + if (currentAngle > 360) + currentAngle -= 360; + } + + function start() + { + //xmlファイル読み込み +// xmlObj = parseXml("./xml/Companioncube.xml"); +// xmlObj = parseXml("./xml/head.xml"); + xmlObj = parseXml("./xml/dandy/boss.xml"); + + + for (var name in xmlObj ){ + document.getElementById("test").src=xmlObj[name].image; + } + 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> + + <img id="test" style="border:1px solid red"> + + </body> +</html>