webgl/src/client/main.ts

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// @ts-ignore
import mat4 from 'gl-mat4';
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let squareRotation = 0.0;
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main();
/**
* The program purpose is encapsulated in a main function
*/
function main() {
const canvas: any = document.querySelector('#glCanvas')!;
const gl = canvas.getContext('webgl');
if (gl == null) {
canvas.parentNode.removeChild(canvas);
document.getElementById('root')!.insertAdjacentHTML('beforeend',
`<p>Unable to initialize WebGL. Your browser or machine may not
support it.</p>`);
}
const vsSource = `
attribute vec4 aVertexPosition;
attribute vec4 aVertexColor;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
varying lowp vec4 vColor;
void main() {
gl_Position = uProjectionMatrix *
uModelViewMatrix *
aVertexPosition;
vColor = aVertexColor;
}
`;
const fsSource = `
varying lowp vec4 vColor;
void main() {
gl_FragColor = vColor;
}
`;
const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
const programInfo: any = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram,
'aVertexPosition'),
vertexColor: gl.getAttribLocation(shaderProgram, 'aVertexColor'),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(
shaderProgram, 'uProjectionMatrix'),
modelViewMatrix: gl.getUniformLocation(
shaderProgram, 'uModelViewMatrix'),
},
};
const buffers = initBuffers(gl);
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let then = 0;
/**
* Draws the scene repeatedly
* @param {number} now the current time
*/
function render(now: any) {
now *= 0.001;
const deltaTime = now - then;
then = now;
drawScene(gl, programInfo, buffers, deltaTime);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
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}
/**
* Initialize a shader program, so WebGL knows how to draw our data
* @param {any} gl the WebGL context
* @param {string} vsSource the vertex shader source
* @param {string} fsSource the fragment shader source
* @return {any} the shader program
*/
function initShaderProgram(gl: any, vsSource: string, fsSource: string) {
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
// Create the shader program
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
// If creating the shader program failed, alert
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Unable to initialize the shader program: ' +
gl.getProgramInfoLog(shaderProgram));
return null;
}
return shaderProgram;
}
/**
* load a GL shader
* @param {any} gl the WebGL context
* @param {any} type type of shader to load
* @param {string} source source code of shader
* @return {any} the loaded shader
*/
function loadShader(gl: any, type: any, source: string) {
const shader = gl.createShader(type);
// Send the source to the shader object
gl.shaderSource(shader, source);
// Compile the shader program
gl.compileShader(shader);
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert('An error occurred compiling the shaders: ' +
gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
/**
* init buffers to create a square
* @param {any} gl the web gl context
* @return {any} the buffer
*/
function initBuffers(gl: any) {
// Create a buffer for the square's positions.
const positionBuffer = gl.createBuffer();
// Select the positionBuffer as the one to apply buffer
// operations to from here out.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Now create an array of positions for the square.
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const cube = [
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// Front face
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
// Back face
-1.0, -1.0, -1.0,
-1.0, 1.0, -1.0,
1.0, 1.0, -1.0,
1.0, -1.0, -1.0,
// Top face
-1.0, 1.0, -1.0,
-1.0, 1.0, 1.0,
1.0, 1.0, 1.0,
1.0, 1.0, -1.0,
// Bottom face
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, -1.0, 1.0,
-1.0, -1.0, 1.0,
// Right face
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
1.0, 1.0, 1.0,
1.0, -1.0, 1.0,
// Left face
-1.0, -1.0, -1.0,
-1.0, -1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, 1.0, -1.0,
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];
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const positions = [];
for (let j = -2; j < 3; j++) {
for (let i = 0; i < cube.length; i++) {
positions.push(cube[i] + j * 3);
}
}
for (let k = -1; k < 3; k++) {
for (let j = -2; j < 3; j++) {
if (j != 0) {
for (let i = 0; i < cube.length; i++) {
if (i % 3 != k) {
positions.push(cube[i] + j * 3);
} else {
positions.push(cube[i]);
}
}
for (let i = 0; i < cube.length; i++) {
if (i % 3 == k) {
positions.push(cube[i] + j * 3);
} else {
positions.push(cube[i]);
}
}
for (let i = 0; i < cube.length; i++) {
if (i % 3 == k) {
positions.push(cube[i] + j * 3);
} else {
positions.push(cube[i] - j * 3);
}
}
for (let i = 0; i < cube.length; i++) {
if (i % 3 == k) {
positions.push(cube[i] + j * 3);
} else {
positions.push(cube[i] - j * 3);
}
}
}
}
}
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// Now pass the list of positions into WebGL to build the
// shape. We do this by creating a Float32Array from the
// JavaScript array, then use it to fill the current buffer.
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array(positions),
gl.STATIC_DRAW);
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const myColors = [
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[1.0, 1.0, 1.0, 1.0],
[1.0, 0.0, 0.0, 1.0],
[0.0, 1.0, 0.0, 1.0],
[0.0, 0.0, 1.0, 1.0],
[1.0, 1.0, 0.0, 1.0],
[1.0, 0.0, 1.0, 1.0],
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[0.0, 0.0, 0.0, 1.0],
[0.0, 1.0, 1.0, 1.0],
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];
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let faceColors: any = [];
for (let i = 0; i < 70; i++) {
faceColors = faceColors.concat(myColors);
}
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// Convert the array of colors into a table for all the vertices.
let colors: any = [];
for (let j = 0; j < faceColors.length; ++j) {
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const c = [
faceColors[Math.floor(Math.random() * 8)],
faceColors[Math.floor(Math.random() * 8)],
faceColors[Math.floor(Math.random() * 8)],
faceColors[Math.floor(Math.random() * 8)],
];
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// Repeat each color four times for the four vertices of the face
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colors = colors.concat(c[0], c[1], c[2], c[3]);
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}
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const colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
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const indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
// This array defines each face as two triangles, using the
// indices into the vertex array to specify each triangle's
// position.
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const indicesTemplates = [
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0, 1, 2, 0, 2, 3,
4, 5, 6, 4, 6, 7,
8, 9, 10, 8, 10, 11,
12, 13, 14, 12, 14, 15,
16, 17, 18, 16, 18, 19,
20, 21, 22, 20, 22, 23,
];
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const indices = [];
for (let j = 0; j < 70; j++) {
for (let i = 0; i < indicesTemplates.length; i++) {
indices.push(indicesTemplates[i] + 24 * j);
}
}
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// Now send the element array to GL
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
new Uint16Array(indices), gl.STATIC_DRAW);
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return {
position: positionBuffer,
color: colorBuffer,
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indices: indexBuffer,
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};
}
/**
* Draw a webgl scene
* @param {any} gl the WebGL context
* @param {any} programInfo WebGL program information
* @param {any} buffers the buffers to draw
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* @param {number} deltaTime the difference in time since last call
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*/
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function drawScene(gl: any, programInfo: any, buffers: any, deltaTime: number) {
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
// Clear the canvas before we start drawing on it.
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Create a perspective matrix, a special matrix that is
// used to simulate the distortion of perspective in a camera.
// Our field of view is 45 degrees, with a width/height
// ratio that matches the display size of the canvas
// and we only want to see objects between 0.1 units
// and 100 units away from the camera.
const fieldOfView = 45 * Math.PI / 180;
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const zNear = 0.1;
const zFar = 100.0;
const projectionMatrix = mat4.create();
// note: glmatrix.js always has the first argument
// as the destination to receive the result.
mat4.perspective(
projectionMatrix,
fieldOfView,
aspect,
zNear,
zFar);
// Set the drawing position to the "identity" point, which is
// the center of the scene.
const modelViewMatrix = mat4.create();
// Now move the drawing position a bit to where we want to
// start drawing the square.
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mat4.rotate(modelViewMatrix,
modelViewMatrix,
Math.PI,
[0, 1, 0]);
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mat4.translate(
modelViewMatrix,
modelViewMatrix,
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[0.0, 0.0, 48]);
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mat4.rotate(modelViewMatrix,
modelViewMatrix,
squareRotation,
[Math.abs(squareRotation % 1.0 - 0.5), 1, 1]);
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// Tell WebGL how to pull out the positions from the position
// buffer into the vertexPosition attribute.
{
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const numComponents = 3;
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const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexPosition,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.vertexPosition);
}
// Tell WebGL how to pull out the positions from the position
// buffer into the vertexPosition attribute.
{
const numComponents = 4;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.color);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexColor,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.vertexColor);
}
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// Tell WebGL which indices to use to index the vertices
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);
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// Tell WebGL to use our program when drawing
gl.useProgram(programInfo.program);
// Set the shader uniforms
gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix,
false,
projectionMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.modelViewMatrix,
false,
modelViewMatrix);
{
const offset = 0;
const vertexCount = 4;
gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
}
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{
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const vertexCount = 36 * 69;
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const type = gl.UNSIGNED_SHORT;
const offset = 0;
gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
}
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squareRotation += deltaTime;
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}