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Lab 2

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# Lab2 IHM
* **docs**: contains the lab's statement
* **libs**: contains WebGL libraries and utilities
* **src**: contains the source code of the lab2 that you should complete (`main()` function in **lab2.js** file)
* **DO NOT CHANGE** the name of the file `lab2.html`, however, you are free to change its content.
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// cuon-utils.js (c) 2012 kanda and matsuda
/**
* Create a program object and make current
* @param gl GL context
* @param vshader a vertex shader program (string)
* @param fshader a fragment shader program (string)
* @return true, if the program object was created and successfully made current
*/
function initShaders(gl, vshader, fshader) {
var program = createProgram(gl, vshader, fshader);
if (!program) {
console.log('Failed to create program');
return false;
}
gl.useProgram(program);
gl.program = program;
return true;
}
/**
* Create the linked program object
* @param gl GL context
* @param vshader a vertex shader program (string)
* @param fshader a fragment shader program (string)
* @return created program object, or null if the creation has failed
*/
function createProgram(gl, vshader, fshader) {
// Create shader object
var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader);
var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader);
if (!vertexShader || !fragmentShader) {
return null;
}
// Create a program object
var program = gl.createProgram();
if (!program) {
return null;
}
// Attach the shader objects
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
// Link the program object
gl.linkProgram(program);
// Check the result of linking
var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked) {
var error = gl.getProgramInfoLog(program);
console.log('Failed to link program: ' + error);
gl.deleteProgram(program);
gl.deleteShader(fragmentShader);
gl.deleteShader(vertexShader);
return null;
}
return program;
}
/**
* Create a shader object
* @param gl GL context
* @param type the type of the shader object to be created
* @param source shader program (string)
* @return created shader object, or null if the creation has failed.
*/
function loadShader(gl, type, source) {
// Create shader object
var shader = gl.createShader(type);
if (shader == null) {
console.log('unable to create shader');
return null;
}
// Set the shader program
gl.shaderSource(shader, source);
// Compile the shader
gl.compileShader(shader);
// Check the result of compilation
var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled) {
var error = gl.getShaderInfoLog(shader);
console.log('Failed to compile shader: ' + error);
gl.deleteShader(shader);
return null;
}
return shader;
}
/**
* Initialize and get the rendering for WebglInstance
* @param canvas <cavnas> element
* @param opt_debug flag to initialize the context for debugging
* @return the rendering context for WebglInstance
*/
function getWebGLContext(canvas, opt_debug) {
// Get the rendering context for WebglInstance
var gl = WebGLUtils.setupWebGL(canvas);
if (!gl) return null;
// if opt_debug is explicitly false, create the context for debugging
if (arguments.length < 2 || opt_debug) {
gl = WebGLDebugUtils.makeDebugContext(gl);
}
return gl;
}
//Copyright (c) 2009 The Chromium Authors. All rights reserved.
//Use of this source code is governed by a BSD-style license that can be
//found in the LICENSE file.
// Various functions for helping debug WebglInstance apps.
WebGLDebugUtils = function() {
/**
* Wrapped logging function.
* @param {string} msg Message to log.
*/
var log = function(msg) {
if (window.console && window.console.log) {
window.console.log(msg);
}
};
/**
* Which arguements are enums.
* @type {!Object.<number, string>}
*/
var glValidEnumContexts = {
// Generic setters and getters
'enable': { 0:true },
'disable': { 0:true },
'getParameter': { 0:true },
// Rendering
'drawArrays': { 0:true },
'drawElements': { 0:true, 2:true },
// Shaders
'createShader': { 0:true },
'getShaderParameter': { 1:true },
'getProgramParameter': { 1:true },
// Vertex attributes
'getVertexAttrib': { 1:true },
'vertexAttribPointer': { 2:true },
// Textures
'bindTexture': { 0:true },
'activeTexture': { 0:true },
'getTexParameter': { 0:true, 1:true },
'texParameterf': { 0:true, 1:true },
'texParameteri': { 0:true, 1:true, 2:true },
'texImage2D': { 0:true, 2:true, 6:true, 7:true },
'texSubImage2D': { 0:true, 6:true, 7:true },
'copyTexImage2D': { 0:true, 2:true },
'copyTexSubImage2D': { 0:true },
'generateMipmap': { 0:true },
// Buffer objects
'bindBuffer': { 0:true },
'bufferData': { 0:true, 2:true },
'bufferSubData': { 0:true },
'getBufferParameter': { 0:true, 1:true },
// Renderbuffers and framebuffers
'pixelStorei': { 0:true, 1:true },
'readPixels': { 4:true, 5:true },
'bindRenderbuffer': { 0:true },
'bindFramebuffer': { 0:true },
'checkFramebufferStatus': { 0:true },
'framebufferRenderbuffer': { 0:true, 1:true, 2:true },
'framebufferTexture2D': { 0:true, 1:true, 2:true },
'getFramebufferAttachmentParameter': { 0:true, 1:true, 2:true },
'getRenderbufferParameter': { 0:true, 1:true },
'renderbufferStorage': { 0:true, 1:true },
// Frame buffer operations (clear, blend, depth test, stencil)
'clear': { 0:true },
'depthFunc': { 0:true },
'blendFunc': { 0:true, 1:true },
'blendFuncSeparate': { 0:true, 1:true, 2:true, 3:true },
'blendEquation': { 0:true },
'blendEquationSeparate': { 0:true, 1:true },
'stencilFunc': { 0:true },
'stencilFuncSeparate': { 0:true, 1:true },
'stencilMaskSeparate': { 0:true },
'stencilOp': { 0:true, 1:true, 2:true },
'stencilOpSeparate': { 0:true, 1:true, 2:true, 3:true },
// Culling
'cullFace': { 0:true },
'frontFace': { 0:true },
};
/**
* Map of numbers to names.
* @type {Object}
*/
var glEnums = null;
/**
* Initializes this module. Safe to call more than once.
* @param {!WebGLRenderingContext} ctx A WebglInstance context. If
* you have more than one context it doesn't matter which one
* you pass in, it is only used to pull out constants.
*/
function init(ctx) {
if (glEnums == null) {
glEnums = { };
for (var propertyName in ctx) {
if (typeof ctx[propertyName] == 'number') {
glEnums[ctx[propertyName]] = propertyName;
}
}
}
}
/**
* Checks the utils have been initialized.
*/
function checkInit() {
if (glEnums == null) {
throw 'WebGLDebugUtils.init(ctx) not called';
}
}
/**
* Returns true or false if value matches any WebglInstance enum
* @param {*} value Value to check if it might be an enum.
* @return {boolean} True if value matches one of the WebglInstance defined enums
*/
function mightBeEnum(value) {
checkInit();
return (glEnums[value] !== undefined);
}
/**
* Gets an string version of an WebglInstance enum.
*
* Example:
* var str = WebGLDebugUtil.glEnumToString(ctx.getError());
*
* @param {number} value Value to return an enum for
* @return {string} The string version of the enum.
*/
function glEnumToString(value) {
checkInit();
var name = glEnums[value];
return (name !== undefined) ? name :
("*UNKNOWN WebglInstance ENUM (0x" + value.toString(16) + ")");
}
/**
* Returns the string version of a WebglInstance argument.
* Attempts to convert enum arguments to strings.
* @param {string} functionName the name of the WebglInstance function.
* @param {number} argumentIndx the index of the argument.
* @param {*} value The value of the argument.
* @return {string} The value as a string.
*/
function glFunctionArgToString(functionName, argumentIndex, value) {
var funcInfo = glValidEnumContexts[functionName];
if (funcInfo !== undefined) {
if (funcInfo[argumentIndex]) {
return glEnumToString(value);
}
}
return value.toString();
}
/**
* Given a WebglInstance context returns a wrapped context that calls
* gl.getError after every command and calls a function if the
* result is not gl.NO_ERROR.
*
* @param {!WebGLRenderingContext} ctx The webgl context to
* wrap.
* @param {!function(err, funcName, args): void} opt_onErrorFunc
* The function to call when gl.getError returns an
* error. If not specified the default function calls
* console.log with a message.
*/
function makeDebugContext(ctx, opt_onErrorFunc) {
init(ctx);
opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) {
// apparently we can't do args.join(",");
var argStr = "";
for (var ii = 0; ii < args.length; ++ii) {
argStr += ((ii == 0) ? '' : ', ') +
glFunctionArgToString(functionName, ii, args[ii]);
}
log("WebglInstance error "+ glEnumToString(err) + " in "+ functionName +
"(" + argStr + ")");
};
// Holds booleans for each GL error so after we get the error ourselves
// we can still return it to the client app.
var glErrorShadow = { };
// Makes a function that calls a WebglInstance function and then calls getError.
function makeErrorWrapper(ctx, functionName) {
return function() {
var result = ctx[functionName].apply(ctx, arguments);
var err = ctx.getError();
if (err != 0) {
glErrorShadow[err] = true;
opt_onErrorFunc(err, functionName, arguments);
}
return result;
};
}
// Make a an object that has a copy of every property of the WebglInstance context
// but wraps all functions.
var wrapper = {};
for (var propertyName in ctx) {
if (typeof ctx[propertyName] == 'function') {
wrapper[propertyName] = makeErrorWrapper(ctx, propertyName);
} else {
wrapper[propertyName] = ctx[propertyName];
}
}
// Override the getError function with one that returns our saved results.
wrapper.getError = function() {
for (var err in glErrorShadow) {
if (glErrorShadow[err]) {
glErrorShadow[err] = false;
return err;
}
}
return ctx.NO_ERROR;
};
return wrapper;
}
function resetToInitialState(ctx) {
var numAttribs = ctx.getParameter(ctx.MAX_VERTEX_ATTRIBS);
var tmp = ctx.createBuffer();
ctx.bindBuffer(ctx.ARRAY_BUFFER, tmp);
for (var ii = 0; ii < numAttribs; ++ii) {
ctx.disableVertexAttribArray(ii);
ctx.vertexAttribPointer(ii, 4, ctx.FLOAT, false, 0, 0);
ctx.vertexAttrib1f(ii, 0);
}
ctx.deleteBuffer(tmp);
var numTextureUnits = ctx.getParameter(ctx.MAX_TEXTURE_IMAGE_UNITS);
for (var ii = 0; ii < numTextureUnits; ++ii) {
ctx.activeTexture(ctx.TEXTURE0 + ii);
ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, null);
ctx.bindTexture(ctx.TEXTURE_2D, null);
}
ctx.activeTexture(ctx.TEXTURE0);
ctx.useProgram(null);
ctx.bindBuffer(ctx.ARRAY_BUFFER, null);
ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null);
ctx.bindFramebuffer(ctx.FRAMEBUFFER, null);
ctx.bindRenderbuffer(ctx.RENDERBUFFER, null);
ctx.disable(ctx.BLEND);
ctx.disable(ctx.CULL_FACE);
ctx.disable(ctx.DEPTH_TEST);
ctx.disable(ctx.DITHER);
ctx.disable(ctx.SCISSOR_TEST);
ctx.blendColor(0, 0, 0, 0);
ctx.blendEquation(ctx.FUNC_ADD);
ctx.blendFunc(ctx.ONE, ctx.ZERO);
ctx.clearColor(0, 0, 0, 0);
ctx.clearDepth(1);
ctx.clearStencil(-1);
ctx.colorMask(true, true, true, true);
ctx.cullFace(ctx.BACK);
ctx.depthFunc(ctx.LESS);
ctx.depthMask(true);
ctx.depthRange(0, 1);
ctx.frontFace(ctx.CCW);
ctx.hint(ctx.GENERATE_MIPMAP_HINT, ctx.DONT_CARE);
ctx.lineWidth(1);
ctx.pixelStorei(ctx.PACK_ALIGNMENT, 4);
ctx.pixelStorei(ctx.UNPACK_ALIGNMENT, 4);
ctx.pixelStorei(ctx.UNPACK_FLIP_Y_WEBGL, false);
ctx.pixelStorei(ctx.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
// TODO: Delete this IF.
if (ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL) {
ctx.pixelStorei(ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL, ctx.BROWSER_DEFAULT_WEBGL);
}
ctx.polygonOffset(0, 0);
ctx.sampleCoverage(1, false);
ctx.scissor(0, 0, ctx.canvas.width, ctx.canvas.height);
ctx.stencilFunc(ctx.ALWAYS, 0, 0xFFFFFFFF);
ctx.stencilMask(0xFFFFFFFF);
ctx.stencilOp(ctx.KEEP, ctx.KEEP, ctx.KEEP);
ctx.viewport(0, 0, ctx.canvas.clientWidth, ctx.canvas.clientHeight);
ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT | ctx.STENCIL_BUFFER_BIT);
// TODO: This should NOT be needed but Firefox fails with 'hint'
while(ctx.getError());
}
function makeLostContextSimulatingContext(ctx) {
var wrapper_ = {};
var contextId_ = 1;
var contextLost_ = false;
var resourceId_ = 0;
var resourceDb_ = [];
var onLost_ = undefined;
var onRestored_ = undefined;
var nextOnRestored_ = undefined;
// Holds booleans for each GL error so can simulate errors.
var glErrorShadow_ = { };
function isWebGLObject(obj) {
//return false;
return (obj instanceof WebGLBuffer ||
obj instanceof WebGLFramebuffer ||
obj instanceof WebGLProgram ||
obj instanceof WebGLRenderbuffer ||
obj instanceof WebGLShader ||
obj instanceof WebGLTexture);
}
function checkResources(args) {
for (var ii = 0; ii < args.length; ++ii) {
var arg = args[ii];
if (isWebGLObject(arg)) {
return arg.__webglDebugContextLostId__ == contextId_;
}
}
return true;
}
function clearErrors() {
var k = Object.keys(glErrorShadow_);
for (var ii = 0; ii < k.length; ++ii) {
delete glErrorShdow_[k];
}
}
// Makes a function that simulates WebglInstance when out of context.
function makeLostContextWrapper(ctx, functionName) {
var f = ctx[functionName];
return function() {
// Only call the functions if the context is not lost.
if (!contextLost_) {
if (!checkResources(arguments)) {
glErrorShadow_[ctx.INVALID_OPERATION] = true;
return;
}
var result = f.apply(ctx, arguments);
return result;
}
};
}
for (var propertyName in ctx) {
if (typeof ctx[propertyName] == 'function') {
wrapper_[propertyName] = makeLostContextWrapper(ctx, propertyName);
} else {
wrapper_[propertyName] = ctx[propertyName];
}
}
function makeWebGLContextEvent(statusMessage) {
return {statusMessage: statusMessage};
}
function freeResources() {
for (var ii = 0; ii < resourceDb_.length; ++ii) {
var resource = resourceDb_[ii];
if (resource instanceof WebGLBuffer) {
ctx.deleteBuffer(resource);
} else if (resource instanceof WebctxFramebuffer) {
ctx.deleteFramebuffer(resource);
} else if (resource instanceof WebctxProgram) {
ctx.deleteProgram(resource);
} else if (resource instanceof WebctxRenderbuffer) {
ctx.deleteRenderbuffer(resource);
} else if (resource instanceof WebctxShader) {
ctx.deleteShader(resource);
} else if (resource instanceof WebctxTexture) {
ctx.deleteTexture(resource);
}
}
}
wrapper_.loseContext = function() {
if (!contextLost_) {
contextLost_ = true;
++contextId_;
while (ctx.getError());
clearErrors();
glErrorShadow_[ctx.CONTEXT_LOST_WEBGL] = true;
setTimeout(function() {
if (onLost_) {
onLost_(makeWebGLContextEvent("context lost"));
}
}, 0);
}
};
wrapper_.restoreContext = function() {
if (contextLost_) {
if (onRestored_) {
setTimeout(function() {
freeResources();
resetToInitialState(ctx);
contextLost_ = false;
if (onRestored_) {
var callback = onRestored_;
onRestored_ = nextOnRestored_;
nextOnRestored_ = undefined;
callback(makeWebGLContextEvent("context restored"));
}
}, 0);
} else {
throw "You can not restore the context without a listener"
}
}
};
// Wrap a few functions specially.
wrapper_.getError = function() {
if (!contextLost_) {
var err;
while (err = ctx.getError()) {
glErrorShadow_[err] = true;
}
}
for (var err in glErrorShadow_) {
if (glErrorShadow_[err]) {
delete glErrorShadow_[err];
return err;
}
}
return ctx.NO_ERROR;
};
var creationFunctions = [
"createBuffer",
"createFramebuffer",
"createProgram",
"createRenderbuffer",
"createShader",
"createTexture"
];
for (var ii = 0; ii < creationFunctions.length; ++ii) {
var functionName = creationFunctions[ii];
wrapper_[functionName] = function(f) {
return function() {
if (contextLost_) {
return null;
}
var obj = f.apply(ctx, arguments);
obj.__webglDebugContextLostId__ = contextId_;
resourceDb_.push(obj);
return obj;
};
}(ctx[functionName]);
}
var functionsThatShouldReturnNull = [
"getActiveAttrib",
"getActiveUniform",
"getBufferParameter",
"getContextAttributes",
"getAttachedShaders",
"getFramebufferAttachmentParameter",
"getParameter",
"getProgramParameter",
"getProgramInfoLog",
"getRenderbufferParameter",
"getShaderParameter",
"getShaderInfoLog",
"getShaderSource",
"getTexParameter",
"getUniform",
"getUniformLocation",
"getVertexAttrib"
];
for (var ii = 0; ii < functionsThatShouldReturnNull.length; ++ii) {
var functionName = functionsThatShouldReturnNull[ii];
wrapper_[functionName] = function(f) {
return function() {
if (contextLost_) {
return null;
}
return f.apply(ctx, arguments);
}
}(wrapper_[functionName]);
}
var isFunctions = [
"isBuffer",
"isEnabled",
"isFramebuffer",
"isProgram",
"isRenderbuffer",
"isShader",
"isTexture"
];
for (var ii = 0; ii < isFunctions.length; ++ii) {
var functionName = isFunctions[ii];
wrapper_[functionName] = function(f) {
return function() {
if (contextLost_) {
return false;
}
return f.apply(ctx, arguments);
}
}(wrapper_[functionName]);
}
wrapper_.checkFramebufferStatus = function(f) {
return function() {
if (contextLost_) {
return ctx.FRAMEBUFFER_UNSUPPORTED;
}
return f.apply(ctx, arguments);
};
}(wrapper_.checkFramebufferStatus);
wrapper_.getAttribLocation = function(f) {
return function() {
if (contextLost_) {
return -1;
}
return f.apply(ctx, arguments);
};
}(wrapper_.getAttribLocation);
wrapper_.getVertexAttribOffset = function(f) {
return function() {
if (contextLost_) {
return 0;
}
return f.apply(ctx, arguments);
};
}(wrapper_.getVertexAttribOffset);
wrapper_.isContextLost = function() {
return contextLost_;
};
function wrapEvent(listener) {
if (typeof(listener) == "function") {
return listener;
} else {
return function(info) {
listener.handleEvent(info);
}
}
}
wrapper_.registerOnContextLostListener = function(listener) {
onLost_ = wrapEvent(listener);
};
wrapper_.registerOnContextRestoredListener = function(listener) {
if (contextLost_) {
nextOnRestored_ = wrapEvent(listener);
} else {
onRestored_ = wrapEvent(listener);
}
}
return wrapper_;
}
return {
/**
* Initializes this module. Safe to call more than once.
* @param {!WebGLRenderingContext} ctx A WebglInstance context. If
* you have more than one context it doesn't matter which one
* you pass in, it is only used to pull out constants.
*/
'init': init,
/**
* Returns true or false if value matches any WebglInstance enum
* @param {*} value Value to check if it might be an enum.
* @return {boolean} True if value matches one of the WebglInstance defined enums
*/
'mightBeEnum': mightBeEnum,
/**
* Gets an string version of an WebglInstance enum.
*
* Example:
* WebGLDebugUtil.init(ctx);
* var str = WebGLDebugUtil.glEnumToString(ctx.getError());
*
* @param {number} value Value to return an enum for
* @return {string} The string version of the enum.
*/
'glEnumToString': glEnumToString,
/**
* Converts the argument of a WebglInstance function to a string.
* Attempts to convert enum arguments to strings.
*
* Example:
* WebGLDebugUtil.init(ctx);
* var str = WebGLDebugUtil.glFunctionArgToString('bindTexture', 0, gl.TEXTURE_2D);
*
* would return 'TEXTURE_2D'
*
* @param {string} functionName the name of the WebglInstance function.
* @param {number} argumentIndx the index of the argument.
* @param {*} value The value of the argument.
* @return {string} The value as a string.
*/
'glFunctionArgToString': glFunctionArgToString,
/**
* Given a WebglInstance context returns a wrapped context that calls
* gl.getError after every command and calls a function if the
* result is not NO_ERROR.
*
* You can supply your own function if you want. For example, if you'd like
* an exception thrown on any GL error you could do this
*
* function throwOnGLError(err, funcName, args) {
* throw WebGLDebugUtils.glEnumToString(err) + " was caused by call to" +
* funcName;
* };
*
* ctx = WebGLDebugUtils.makeDebugContext(
* canvas.getContext("webgl"), throwOnGLError);
*
* @param {!WebGLRenderingContext} ctx The webgl context to wrap.
* @param {!function(err, funcName, args): void} opt_onErrorFunc The function
* to call when gl.getError returns an error. If not specified the default
* function calls console.log with a message.
*/
'makeDebugContext': makeDebugContext,
/**
* Given a WebglInstance context returns a wrapped context that adds 4
* functions.
*
* ctx.loseContext:
* simulates a lost context event.
*
* ctx.restoreContext:
* simulates the context being restored.
*
* ctx.registerOnContextLostListener(listener):
* lets you register a listener for context lost. Use instead
* of addEventListener('webglcontextlostevent', listener);
*
* ctx.registerOnContextRestoredListener(listener):
* lets you register a listener for context restored. Use
* instead of addEventListener('webglcontextrestored',
* listener);
*
* @param {!WebGLRenderingContext} ctx The webgl context to wrap.
*/
'makeLostContextSimulatingContext': makeLostContextSimulatingContext,
/**
* Resets a context to the initial state.
* @param {!WebGLRenderingContext} ctx The webgl context to
* reset.
*/
'resetToInitialState': resetToInitialState
};
}();
/*
* Copyright 2010, Google 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:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * 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.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "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 THE COPYRIGHT
* OWNER 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.
*/
/**
* @fileoverview This file contains functions every webgl program will need
* a version of one way or another.
*
* Instead of setting up a context manually it is recommended to
* use. This will check for success or failure. On failure it
* will attempt to present an approriate message to the user.
*
* gl = WebGLUtils.setupWebGL(canvas);
*
* For animated WebglInstance apps use of setTimeout or setInterval are
* discouraged. It is recommended you structure your rendering
* loop like this.
*
* function render() {
* window.requestAnimationFrame(render, canvas);
*
* // do rendering
* ...
* }
* render();
*
* This will call your rendering function up to the refresh rate
* of your display but will stop rendering if your app is not
* visible.
*/
WebGLUtils = function() {
/**
* Creates the HTLM for a failure message
* @param {string} canvasContainerId id of container of th
* canvas.
* @return {string} The html.
*/
var makeFailHTML = function(msg) {
return '' +
'<div style="margin: auto; width:500px;z-index:10000;margin-top:20em;text-align:center;">' + msg + '</div>';
return '' +
'<table style="background-color: #8CE; width: 100%; height: 100%;"><tr>' +
'<td align="center">' +
'<div style="display: table-cell; vertical-align: middle;">' +
'<div style="">' + msg + '</div>' +
'</div>' +
'</td></tr></table>';
};
/**
* Mesasge for getting a webgl browser
* @type {string}
*/
var GET_A_WEBGL_BROWSER = '' +
'This page requires a browser that supports WebglInstance.<br/>' +
'<a href="http://get.webgl.org">Click here to upgrade your browser.</a>';
/**
* Mesasge for need better hardware
* @type {string}
*/
var OTHER_PROBLEM = '' +
"It doesn't appear your computer can support WebglInstance.<br/>" +
'<a href="http://get.webgl.org">Click here for more information.</a>';
/**
* Creates a webgl context. If creation fails it will
* change the contents of the container of the <canvas>
* tag to an error message with the correct links for WebglInstance.
* @param {Element} canvas. The canvas element to create a
* context from.
* @param {WebGLContextCreationAttirbutes} opt_attribs Any
* creation attributes you want to pass in.
* @param {function:(msg)} opt_onError An function to call
* if there is an error during creation.
* @return {WebGLRenderingContext} The created context.
*/
var setupWebGL = function(canvas, opt_attribs, opt_onError) {
function handleCreationError(msg) {
var container = document.getElementsByTagName("body")[0];
//var container = canvas.parentNode;
if (container) {
var str = window.WebGLRenderingContext ?
OTHER_PROBLEM :
GET_A_WEBGL_BROWSER;
if (msg) {
str += "<br/><br/>Status: " + msg;
}
container.innerHTML = makeFailHTML(str);
}
};
opt_onError = opt_onError || handleCreationError;
if (canvas.addEventListener) {
canvas.addEventListener("webglcontextcreationerror", function(event) {
opt_onError(event.statusMessage);
}, false);
}
var context = create3DContext(canvas, opt_attribs);
if (!context) {
if (!window.WebGLRenderingContext) {
opt_onError("");
} else {
opt_onError("");
}
}
return context;
};
/**
* Creates a webgl context.
* @param {!Canvas} canvas The canvas tag to get context
* from. If one is not passed in one will be created.
* @return {!WebGLContext} The created context.
*/
var create3DContext = function(canvas, opt_attribs) {
var names = ["webgl", "experimental-webgl", "webkit-3d", "moz-webgl"];
var context = null;
for (var ii = 0; ii < names.length; ++ii) {
try {
context = canvas.getContext(names[ii], opt_attribs);
} catch(e) {}
if (context) {
break;
}
}
return context;
}
return {
create3DContext: create3DContext,
setupWebGL: setupWebGL
};
}();
/**
* Provides requestAnimationFrame in a cross browser
* way.
*/
if (!window.requestAnimationFrame) {
window.requestAnimationFrame = (function() {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(/* function FrameRequestCallback */ callback, /* DOMElement Element */ element) {
window.setTimeout(callback, 1000/60);
};
})();
}
/** * ERRATA: 'cancelRequestAnimationFrame' renamed to 'cancelAnimationFrame' to reflect an update to the W3C Animation-Timing Spec.
*
* Cancels an animation frame request.
* Checks for cross-browser support, falls back to clearTimeout.
* @param {number} Animation frame request. */
if (!window.cancelAnimationFrame) {
window.cancelAnimationFrame = (window.cancelRequestAnimationFrame ||
window.webkitCancelAnimationFrame || window.webkitCancelRequestAnimationFrame ||
window.mozCancelAnimationFrame || window.mozCancelRequestAnimationFrame ||
window.msCancelAnimationFrame || window.msCancelRequestAnimationFrame ||
window.oCancelAnimationFrame || window.oCancelRequestAnimationFrame ||
window.clearTimeout);
}
\ No newline at end of file
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Simple model</title>
</head>
<body onload="main()">
<canvas width="400" height="600" id="my-canvas">
Please use a browser that supports "canvas"
</canvas>
<script src="../lib/cuon-matrix.js"></script>
<script src="../lib/webgl-utils.js"></script>
<script src="../lib/webgl-debug.js"></script>
<script src="../lib/cuon-utils.js"></script>
<script src="lab2.js"></script>
</body>
</html>
\ No newline at end of file
// Vertex shader program
const VSHADER_SOURCE =
'attribute vec4 a_Position;\n' +
'attribute vec4 a_Color;\n' + // Attribute variable color to bind the effective vertex color from the model data
'uniform mat4 u_ModelViewMatrix;\n' +
'uniform mat4 u_ModelMatrixRotate;\n' +
'varying vec4 v_Color;\n' + // Varying variable color to pass the vertex color to the fragment shader
'void main() {\n' +
' gl_Position = u_ModelViewMatrix * u_ModelMatrixRotate * a_Position;\n' +
' v_Color = a_Color;\n' + // Set the varying color value with the attribute color value
'}\n';
// Fragment shader program
const FSHADER_SOURCE =
'precision mediump float;\n' + // This determines how much precision the GPU uses when calculating floats
'varying vec4 v_Color;\n' + // Varying variable color to get the vertex color from
// The vertex shader (!!same name as in the vertex shafer)
'void main() {\n' +
' gl_FragColor = v_Color;\n' + // Set the fragment color with the vertex shader
'}\n';
var ANGLE_STEP = 45.0;
var currentAngle = 0.0;
function main() {
// Retrieve <canvas> element
const canvas = document.getElementById('my-canvas');
// Get the rendering context for WebGL
const gl = getWebGLContext(canvas);
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
// Initialize shaders
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log('Failed to intialize shaders.');
return;
}
// Write the positions of vertices to a vertex shader
const n = initVertexBuffers(gl);
if (n < 0) {
console.log('Failed to set the positions of the vertices');
return;
}
// Specify the color for clearing <canvas>
gl.clearColor(0, 0, 0, 1);
// Get the storage location of u_ModelViewMatrix
var u_ModelViewMatrix = gl.getUniformLocation(gl.program, 'u_ModelViewMatrix');
if(!u_ModelViewMatrix) {
console.log('Failed to get the storage locations of u_ModelViewMatrix');
return;
}
// Get the storage location of u_ModelMatrixRotate
var u_ModelMatrixRotate = gl.getUniformLocation(gl.program, 'u_ModelMatrixRotate');
if(!u_ModelMatrixRotate) {
console.log('Failed to get the storage locations of u_ModelMatrixRotate');
return;
}
// Set the matrix to be used for to set the camera view
var viewMatrix = new Matrix4();
viewMatrix.setLookAt(0.0, 0.0, 1, 0, 0, 0, 0, 1, 0);
// Model matrix
var modelMatrixRotate = new Matrix4();
// Start drawing
var tick = function() {
currentAngle = animate(currentAngle); // Update the rotation angle
draw(gl, n, currentAngle, modelMatrixRotate, u_ModelMatrixRotate, viewMatrix, u_ModelViewMatrix); // Draw the triangle
requestAnimationFrame(tick, canvas); // Request that the browser calls tick
};
tick();
}
function initVertexBuffers(gl) {
// This is the model
const vertices = new Float32Array([
// x y z
-3/5, 3/7, 0.5, 1.0, 0.0, 0.0,
3/5, 3/7, 0.5, 1.0, 0.0, 0.0,
0.0, 0.0, 0.0, 1.0, 0.0, 0.0,
3/5, 3/7, 0.5, 0.0, 1.0, 0.0,
3/5, 3/7, -0.5, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 0.0, 1.0, 0.0,
-3/5, 3/7, 0.5, 1.0, 0.0, 1.0,
-3/5, 3/7, -0.5, 1.0, 0.0, 1.0,
0.0, 0.0, 0.0, 1.0, 0.0, 1.0,
-3/5, 3/7, -0.5, 0.0, 0.0, 1.0,
3/5, 3/7, -0.5, 0.0, 0.0, 1.0,
0.0, 0.0, 0.0, 0.0, 0.0, 1.0
]);
const n = vertices.length / 6; // The number of vertices
// Create a buffer object
const vertexBuffer = gl.createBuffer();
if (!vertexBuffer) {
console.log('Failed to create the buffer object');
return -1;
}
// Bind the buffer object to target
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
// Write date into the buffer object
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
// Get the storage location of a_Position, assign buffer and enable
const a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if (a_Position < 0) {
console.log('Failed to get the storage location of a_Position');
return -1;
}
// Assign the buffer object to a_Position variable
// Read 2 elements of type gl.FLOAT, starting at the offset 0.
// Next offset will be 20: after 5 elements (x, y, r, g, and b) of 4 bytes (32 bits) each
gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, 24, 0);
// Enable the assignment to a_Position variable
gl.enableVertexAttribArray(a_Position);
// Get the storage location of a_Color, assign buffer and enable
var a_Color = gl.getAttribLocation(gl.program, 'a_Color');
if(a_Color < 0) {
console.log('Failed to get the storage location of a_Color');
return -1;
}
// Assign the buffer object to a_Color variable
// Read 3 elements of type gl.FLOAT, starting at the offset 8 (after 2 elements (x and z) of 4 bytes each).
// Next offset will be 20: after 5 elements (x, y, r, g, and b) of 4 bytes (32 bits) each
gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, 24, 12);
// Enable the assignment to a_Color variable
gl.enableVertexAttribArray(a_Color);
// Unbind the buffer object
gl.bindBuffer(gl.ARRAY_BUFFER, null);
return n;
}
function draw(gl, n, currentAngle, modelMatrixRotate, u_ModelMatrixRotate, viewMatrix, u_ModelViewMatrix) {
viewMatrix.rotate(0.5, 0, 1, 0);
//console.log(currentAngle);
// Multiply model matrix to view matrix
// Set the view matrix
gl.uniformMatrix4fv(u_ModelViewMatrix, false, viewMatrix.elements);
// Set the rotation matrix
modelMatrixRotate.setRotate(0, 1, 0, 1); // Rotation angle, rotation axis (0, 0, 1)
var modelViewMatrix = viewMatrix.multiply(modelMatrixRotate);
gl.uniformMatrix4fv(u_ModelViewMatrix, false, modelViewMatrix.elements);
// Pass the rotation matrix to the vertex shader
gl.uniformMatrix4fv(u_ModelMatrixRotate, false, modelMatrixRotate.elements);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, n);
// Set the rotation matrix
modelMatrixRotate.setRotate(180, 1, 0, 1); // Rotation angle, rotation axis (0, 0, 1)
//modelViewMatrix = viewMatrix.multiply(modelMatrixRotate);
gl.uniformMatrix4fv(u_ModelMatrixRotate, false, modelMatrixRotate.elements);
//gl.uniformMatrix4fv(u_ModelViewMatrix, false, modelViewMatrix.elements);
gl.drawArrays(gl.TRIANGLES, 0, n);
}
// Last time that this function was called
var g_last = Date.now();
function animate(angle) {
// Calculate the elapsed time
var now = Date.now();
var elapsed = now - g_last;
g_last = now;
// Update the current rotation angle (adjusted by the elapsed time)
var newAngle = angle + (ANGLE_STEP * elapsed) / 1000.0;
return newAngle %= 360;
}
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