This commit is contained in:
parent
52f489c5b2
commit
eee4bbfc15
|
@ -14,6 +14,7 @@
|
|||
|
||||
<script src="/js/webgl.js"></script>
|
||||
<script src="/js/glmatrix.js"></script>
|
||||
<script src="/js/obj.js"></script>
|
||||
<script src="/js/main.js" type="module" defer></script>
|
||||
|
||||
<script>
|
||||
|
@ -22,7 +23,9 @@
|
|||
</head>
|
||||
|
||||
<body>
|
||||
<canvas></canvas>
|
||||
<!-- <canvas width="320" height="180"></canvas> -->
|
||||
<canvas width="640" height="360"></canvas>
|
||||
<!-- <canvas width="1920" height="1080"></canvas> -->
|
||||
</body>
|
||||
|
||||
</html>
|
89
js/main.js
89
js/main.js
|
@ -3,26 +3,14 @@ const canvas = document.getElementsByTagName("canvas")[0];
|
|||
const gl = canvas.getContext("webgl", { antialias: false, preserveDrawingBuffer: false });
|
||||
|
||||
var projectionMatrix = mat4.create();
|
||||
const resizeCanvas = () => {
|
||||
var width = gl.canvas.clientWidth;
|
||||
var height = gl.canvas.clientHeight;
|
||||
|
||||
if (gl.canvas.width != width || gl.canvas.height != height) {
|
||||
gl.canvas.width = width;
|
||||
gl.canvas.height = height;
|
||||
|
||||
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
|
||||
|
||||
mat4.perspective(
|
||||
projectionMatrix,
|
||||
(45 * Math.PI) / 180,
|
||||
gl.canvas.clientWidth / gl.canvas.clientHeight,
|
||||
gl.drawingBufferWidth / gl.drawingBufferHeight,
|
||||
0.1, 100.0
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
resizeCanvas();
|
||||
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
|
||||
|
||||
/* Load shaders */
|
||||
const fetchText = async url => (await fetch(url)).text();
|
||||
|
@ -33,60 +21,35 @@ const program = compile(gl, vsSrc, fsSrc);
|
|||
gl.useProgram(program);
|
||||
|
||||
/* WebGL set-up */
|
||||
gl.clearColor(0.0, 0.0, 0.0, 1.0);
|
||||
gl.clearColor(.1137, .1254, .1294, 1.0);
|
||||
gl.enable(gl.DEPTH_TEST);
|
||||
|
||||
/* Geometry */
|
||||
var verts = new Float32Array([
|
||||
1.0, 1.0, 1.0,
|
||||
-1.0, 1.0, 1.0,
|
||||
-1.0, -1.0, 1.0,
|
||||
1.0, -1.0, 1.0,
|
||||
1.0, -1.0, -1.0,
|
||||
1.0, 1.0, -1.0,
|
||||
-1.0, 1.0, -1.0,
|
||||
-1.0, -1.0, -1.0,
|
||||
]);
|
||||
|
||||
// var makeVerts = (szX, szZ) => {
|
||||
// var fverts = new Float32Array([]);
|
||||
// var findices = new Uint16Array([]);
|
||||
// for (var x = 0; x <= szX; x += 1) {
|
||||
// for (var z = 0; z <= szZ; z += 1) {
|
||||
// var cverts = new Float32Array([
|
||||
// /* Geometry */
|
||||
// var verts = new Float32Array([
|
||||
// 1.0, 1.0, 1.0,
|
||||
// -1.0, 1.0, 1.0,
|
||||
// -1.0, 0.0, 1.0,
|
||||
// 1.0, 0.0, 1.0,
|
||||
// 1.0, 0.0, -1.0,
|
||||
// -1.0, -1.0, 1.0,
|
||||
// 1.0, -1.0, 1.0,
|
||||
// 1.0, -1.0, -1.0,
|
||||
// 1.0, 1.0, -1.0,
|
||||
// -1.0, 1.0, -1.0,
|
||||
// -1.0, 0.0, -1.0,
|
||||
// -1.0, -1.0, -1.0,
|
||||
// ]);
|
||||
|
||||
// var cindices = new Uint8Array([
|
||||
// // Indices of the vertices for each triangle
|
||||
// var indices = new Uint8Array([
|
||||
// 0, 1, 2, 0, 2, 3, // front
|
||||
// 0, 3, 4, 0, 4, 5, // right
|
||||
// 0, 5, 6, 0, 6, 1, // up
|
||||
// 1, 6, 7, 1, 7, 2, // left
|
||||
// 7, 4, 3, 7, 3, 2, // down
|
||||
// 4, 7, 6, 4, 6, 5 // back
|
||||
// ]).map;
|
||||
// }
|
||||
// }
|
||||
// };
|
||||
// ]);
|
||||
|
||||
// var myVerts = makeVerts(5, 5);
|
||||
const mdlSrc = await fetchText("/model/Shinji.obj");
|
||||
const [verts, normals, indices] = parseObj(mdlSrc);
|
||||
|
||||
// Indices of the vertices for each triangle
|
||||
var indices = new Uint8Array([
|
||||
0, 1, 2, 0, 2, 3, // front
|
||||
0, 3, 4, 0, 4, 5, // right
|
||||
0, 5, 6, 0, 6, 1, // up
|
||||
1, 6, 7, 1, 7, 2, // left
|
||||
7, 4, 3, 7, 3, 2, // down
|
||||
4, 7, 6, 4, 6, 5 // back
|
||||
]);
|
||||
console.log(verts, normals, indices)
|
||||
|
||||
const modelViewMatrix = mat4.create();
|
||||
mat4.translate(
|
||||
|
@ -102,14 +65,13 @@ var u_modelViewMtx = gl.getUniformLocation(program, 'u_modelViewMtx');
|
|||
var u_clock = gl.getUniformLocation(program, 'u_clock');
|
||||
|
||||
/* Create buffers */
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
|
||||
gl.bufferData(gl.ARRAY_BUFFER, verts, gl.STATIC_DRAW);
|
||||
buffer(gl, verts, program, 'a_position', 3, gl.FLOAT);
|
||||
buffer(gl, normals, program, 'a_normal', 3, gl.FLOAT);
|
||||
|
||||
/* Indices */
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
|
||||
|
||||
gl.vertexAttribPointer(a_position, 3, gl.FLOAT, false, verts.BYTES_PER_ELEMENT * 3, 0);
|
||||
gl.enableVertexAttribArray(a_position);
|
||||
|
||||
/* Utility function */
|
||||
const rotate3D = (mtx, x, y, z) => {
|
||||
mat4.rotate(
|
||||
|
@ -129,14 +91,13 @@ const rotate3D = (mtx, x, y, z) => {
|
|||
);
|
||||
};
|
||||
|
||||
rotate3D(modelViewMatrix, 0.4, 0, 0);
|
||||
|
||||
/* Render */
|
||||
var lastDraw = performance.now();
|
||||
const draw = () => {
|
||||
requestAnimationFrame(draw);
|
||||
|
||||
// Resize if needed
|
||||
resizeCanvas(gl);
|
||||
|
||||
// Rotate camera
|
||||
var delta = performance.now() - lastDraw + 0.001;
|
||||
lastDraw = performance.now();
|
||||
|
@ -144,17 +105,17 @@ const draw = () => {
|
|||
var r1 = 1 / delta;
|
||||
var r2 = r1 * 2;
|
||||
r1 = (r1 * Math.PI) / 180;
|
||||
r2 = (r1 * Math.PI) / 180;
|
||||
// rotate3D(modelViewMatrix, r1, r2, r1);
|
||||
r2 = (r2 * Math.PI) / 180;
|
||||
rotate3D(modelViewMatrix, 0, r1, 0);
|
||||
|
||||
// Set uniforms
|
||||
gl.uniformMatrix4fv(u_projectionMtx, false, projectionMatrix);
|
||||
gl.uniformMatrix4fv(u_modelViewMtx, false, modelViewMatrix);
|
||||
gl.uniform1f(u_clock, performance.now() % 16384);
|
||||
gl.uniform1f(u_clock, performance.now() % 4096);
|
||||
|
||||
// Draw triangles
|
||||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||||
gl.drawElements(gl.LINE_LOOP, indices.length, gl.UNSIGNED_BYTE, 0);
|
||||
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
|
||||
}
|
||||
|
||||
/* Start */
|
||||
|
|
|
@ -0,0 +1,60 @@
|
|||
function parseObj(docStr) {
|
||||
const positions = [];
|
||||
const normals = [];
|
||||
const indices = [];
|
||||
|
||||
const ops = {
|
||||
v(str) {
|
||||
var xyz = str.match(/[0-9.-]+/g).map(Number);
|
||||
positions.push(xyz);
|
||||
},
|
||||
vn(str) {
|
||||
var xyz = str.match(/[0-9.-]+/g).map(Number);
|
||||
normals.push(xyz);
|
||||
},
|
||||
f(str) {
|
||||
const ind = [];
|
||||
|
||||
for (var faceStr of str.split(" ")) {
|
||||
var [iV, iVt, iVn] = faceStr.split("/").map(Number);
|
||||
|
||||
/* obj uses 1-based indices */
|
||||
iV--; iVt--; iVn--;
|
||||
|
||||
ind.push({
|
||||
iV: iV,
|
||||
// iVt: iVt,
|
||||
iVn: iVn,
|
||||
});
|
||||
}
|
||||
|
||||
/* triangulate. */
|
||||
for (var i = 0; i < ind.length - 2; i++) {
|
||||
indices.push(
|
||||
ind[0].iV,
|
||||
ind[i + 1].iV,
|
||||
ind[i + 2].iV,
|
||||
);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
for (var line of docStr.split("\n")) { /* if you use crlf that sucks lol */
|
||||
if (line == "" || line.startsWith("#")) {
|
||||
continue;
|
||||
}
|
||||
|
||||
var tks = line.split(" ");
|
||||
var op = tks.shift();
|
||||
var cont = tks.join(" ");
|
||||
|
||||
var opFunc = ops[op];
|
||||
if (opFunc) opFunc(cont);
|
||||
}
|
||||
|
||||
return [
|
||||
new Float32Array(positions.flat()),
|
||||
new Float32Array(normals.flat()),
|
||||
new Uint16Array(indices),
|
||||
]
|
||||
}
|
|
@ -2,14 +2,6 @@ precision mediump float;
|
|||
|
||||
uniform float u_clock;
|
||||
|
||||
vec3 hsv2rgb(vec3 c) {
|
||||
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
||||
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
|
||||
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
||||
}
|
||||
|
||||
|
||||
void main() {
|
||||
float color = mod(u_clock, 4096.0) / 4096.0;
|
||||
gl_FragColor = vec4(hsv2rgb(vec3(color, 0.8, 1.0)), 1.0);
|
||||
gl_FragColor = vec4(.9215, .8588, .698, 1.0);
|
||||
}
|
||||
|
|
|
@ -7,7 +7,5 @@ uniform mat4 u_modelViewMtx;
|
|||
uniform float u_clock;
|
||||
|
||||
void main() {
|
||||
float v = u_clock / 4096.0;
|
||||
|
||||
gl_Position = u_projectionMtx * u_modelViewMtx * a_position * vec4(1.0, mix(1.0, v, step(0.0, a_position.y)), 1.0, 1.0);
|
||||
gl_Position = u_projectionMtx * u_modelViewMtx * a_position;
|
||||
}
|
Loading…
Reference in New Issue