// @ts-ignore import mat4 from 'gl-mat4'; // @ts-ignore import convert from './objparser'; let squareRotation = 0.0; 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', `

Unable to initialize WebGL. Your browser or machine may not support it.

`); } const vsSource = ` attribute vec4 aVertexPosition; attribute vec4 aVertexColor; uniform mat4 uProjectionMatrix; uniform mat4 uModelViewMatrix; varying lowp vec4 vColor; void main() { gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition; vColor = aVertexColor; } `; const fsSource = ` varying lowp vec4 vColor; void main() { gl_FragColor = vColor; }`; fetch('/static/objs/teapot.obj').then((response) => { return response.text(); }).then((data: any) => { const [positions, normals, uvs, indices] = convert(data); console.log(normals); console.log(uvs); 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, positions, indices); 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, indices.length); requestAnimationFrame(render); } requestAnimationFrame(render); }); } /** * 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 * @param {Array} positions the position buffer to be loaded * @param {Array} indices the index buffer to be loaded * @return {any} the buffer */ function initBuffers( gl: any, positions: Array, indices: Array) { const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData( gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const myColors = [ [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], [0.0, 0.0, 0.0, 1.0], [0.0, 1.0, 1.0, 1.0], ]; let faceColors: any = []; for (let i = 0; i < 70; i++) { faceColors = faceColors.concat(myColors); } // Convert the array of colors into a table for all the vertices. const colors: any = []; for (let j = 0; j < indices.length; ++j) { const c = [ myColors[Math.floor(Math.random() * 8)], faceColors[Math.floor(Math.random() * 8)], faceColors[Math.floor(Math.random() * 8)], faceColors[Math.floor(Math.random() * 8)], ]; // Repeat each color four times for the four vertices of the face // colors = colors.concat([1.0, 1.0, 1.0, 1.0]); colors.push(c[0][0]); colors.push(c[0][1]); colors.push(c[0][2]); colors.push(c[0][3]); } const colorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW); const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); // Now send the element array to GL return { position: positionBuffer, color: colorBuffer, indices: indexBuffer, }; } /** * Draw a webgl scene * @param {any} gl the WebGL context * @param {any} programInfo WebGL program information * @param {any} buffers the buffers to draw * @param {number} deltaTime the difference in time since last call * @param {number} length the index buffer length */ function drawScene(gl: any, programInfo: any, buffers: any, deltaTime: number, length: number) { 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. mat4.translate( modelViewMatrix, modelViewMatrix, [0.0, -1.0, 0]); mat4.rotate(modelViewMatrix, modelViewMatrix, Math.PI, [0, 1, 0]); mat4.translate( modelViewMatrix, modelViewMatrix, [0.0, -0.0, 10]); mat4.rotate(modelViewMatrix, modelViewMatrix, squareRotation, [ squareRotation * 0.5, squareRotation * 0.6, 0, ]); // Tell WebGL how to pull out the positions from the position // buffer into the vertexPosition attribute. { const numComponents = 3; 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); } // Tell WebGL which indices to use to index the vertices gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices); // 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 vertexCount = length; const type = gl.UNSIGNED_SHORT; const offset = 0; gl.drawElements(gl.TRIANGLES, vertexCount, type, offset); } squareRotation += deltaTime; }