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cube.html
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<!DOCTYPE html>
<!--
The MIT License (MIT)
Copyright (c) 2017 Tarek Sherif
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-->
<html>
<head>
<title>WebGL 2 Example: Phong-shaded Cube</title>
<meta charset="utf-8">
<script src="utils/gl-matrix.js"></script>
<script src="utils/utils.js"></script>
<link rel="stylesheet" href="css/webgl2examples.css">
</head>
<body>
<div id="example-title">
<header>WebGL 2 Example: Phong-shaded Cube</header>
<div id="features">
Features: Vertex Arrays, Uniform Buffers, Immutable Textures
</div>
<div>
<a href="https://github.com/tsherif/webgl2examples/blob/master/cube.html">Source code</a>
</div>
</div>
<canvas id="gl-canvas"></canvas>
<script type="x-shader/vs" id="vertex-draw">
#version 300 es
layout(std140, column_major) uniform;
layout(location=0) in vec4 position;
layout(location=1) in vec2 uv;
layout(location=2) in vec4 normal;
uniform SceneUniforms {
mat4 viewProj;
vec4 eyePosition;
vec4 lightPosition;
} uScene;
uniform mat4 uModel;
out vec3 vPosition;
out vec2 vUV;
out vec3 vNormal;
void main() {
vec4 worldPosition = uModel * position;
vPosition = worldPosition.xyz;
vUV = uv;
vNormal = (uModel * normal).xyz;
gl_Position = uScene.viewProj * worldPosition;
}
</script>
<script type="x-shader/vf" id="fragment-draw">
#version 300 es
precision highp float;
layout(std140, column_major) uniform;
uniform SceneUniforms {
mat4 viewProj;
vec4 eyePosition;
vec4 lightPosition;
} uScene;
uniform sampler2D tex;
in vec3 vPosition;
in vec2 vUV;
in vec3 vNormal;
out vec4 fragColor;
void main() {
vec3 color = texture(tex, vUV).rgb;
vec3 normal = normalize(vNormal);
vec3 eyeVec = normalize(uScene.eyePosition.xyz - vPosition);
vec3 incidentVec = normalize(vPosition - uScene.lightPosition.xyz);
vec3 lightVec = -incidentVec;
float diffuse = max(dot(lightVec, normal), 0.0);
float highlight = pow(max(dot(eyeVec, reflect(incidentVec, normal)), 0.0), 100.0);
float ambient = 0.1;
fragColor = vec4(color * (diffuse + highlight + ambient), 1.0);
}
</script>
<script type="text/javascript">
var canvas = document.getElementById("gl-canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var gl = canvas.getContext("webgl2");
if (!gl) {
console.error("WebGL 2 not available");
document.body.innerHTML = "This example requires WebGL 2 which is unavailable on this system."
}
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.clearColor(0.0, 0.0, 0.0, 1.0)
gl.enable(gl.DEPTH_TEST);
/////////////////////
// SET UP PROGRAM
/////////////////////
var vsSource = document.getElementById("vertex-draw").text.trim();
var fsSource = document.getElementById("fragment-draw").text.trim();
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vsSource);
gl.compileShader(vertexShader);
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(vertexShader));
}
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fsSource);
gl.compileShader(fragmentShader);
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(fragmentShader));
}
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error(gl.getProgramInfoLog(program));
}
/////////////////////////
// GET UNIFORM LOCATIONS
/////////////////////////
var sceneUniformsLocation = gl.getUniformBlockIndex(program, "SceneUniforms");
gl.uniformBlockBinding(program, sceneUniformsLocation, 0);
var modelMatrixLocation = gl.getUniformLocation(program, "uModel");
var texLocation = gl.getUniformLocation(program, "tex");
gl.useProgram(program);
/////////////////////
// SET UP GEOMETRY
/////////////////////
var box = utils.createBox({dimensions: [1.0, 1.0, 1.0]});
var numVertices = box.positions.length / 3;
var cubeArray = gl.createVertexArray();
gl.bindVertexArray(cubeArray);
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, box.positions, gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(0);
var uvBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, box.uvs, gl.STATIC_DRAW);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(1);
var normalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, box.normals, gl.STATIC_DRAW);
gl.vertexAttribPointer(2, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(2);
//////////////////////////
// UNIFORM DATA
//////////////////////////
var projMatrix = mat4.create();
mat4.perspective(projMatrix, Math.PI / 2, gl.drawingBufferWidth / gl.drawingBufferHeight, 0.1, 10.0);
var viewMatrix = mat4.create();
var eyePosition = vec3.fromValues(1, 1, 1);
mat4.lookAt(viewMatrix, eyePosition, vec3.fromValues(0, 0, 0), vec3.fromValues(0, 1, 0));
var viewProjMatrix = mat4.create();
mat4.multiply(viewProjMatrix, projMatrix, viewMatrix);
var lightPosition = vec3.fromValues(1, 1, 0.5);
var modelMatrix = mat4.create();
var rotateXMatrix = mat4.create();
var rotateYMatrix = mat4.create();
var sceneUniformData = new Float32Array(24);
sceneUniformData.set(viewProjMatrix);
sceneUniformData.set(eyePosition, 16);
sceneUniformData.set(lightPosition, 20);
var sceneUniformBuffer = gl.createBuffer();
gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, sceneUniformBuffer);
gl.bufferData(gl.UNIFORM_BUFFER, sceneUniformData, gl.STATIC_DRAW);
var angleX = 0;
var angleY = 0;
var image = new Image();
image.onload = function() {
var texture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
var levels = levels = Math.floor(Math.log2(Math.max(this.width, this.height))) + 1;
gl.texStorage2D(gl.TEXTURE_2D, levels, gl.RGBA8, image.width, image.height);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.generateMipmap(gl.TEXTURE_2D);
gl.uniform1i(texLocation, 0);
function draw() {
angleX += 0.01;
angleY += 0.02;
mat4.fromXRotation(rotateXMatrix, angleX);
mat4.fromYRotation(rotateYMatrix, angleY);
mat4.multiply(modelMatrix, rotateXMatrix, rotateYMatrix);
gl.uniformMatrix4fv(modelMatrixLocation, false, modelMatrix);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, numVertices);
requestAnimationFrame(draw);
}
requestAnimationFrame(draw);
}
image.src = "img/khronos_webgl.png";
</script>
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</body>
</html>