diff webGL/dandy/dandy1.html~ @ 3:10344afb38a6

upload dandy
author NOBUYASU Oshiro
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>