CS185c
Chris Pollett
Feb 27, 2019
<!doctype html> <html> <head> <meta charset="utf-8" /> <title>WebGL Demo</title> <style> canvas { // initially our canvas will be black border: 2px solid black; background-color: black; width: 640px; height: 320px; } </style> </head> <body> <canvas id="glcanvas" ></canvas> <!-- gl-matrix.js is an auxiliary javascript program with functions for the common computer graphics matrix transforms. It can be downloaded either at: http://http://www.cs.sjsu.edu/faculty/pollett/185c.1.19s/gl-matrix.js or from the Mozilla sample site. --> <script src="./gl-matrix.js"></script> <script> var cubeRotation = 0.0; //run our program main(); /* Here is the code to make a rotating cube */ function main() { const canvas = document.querySelector('#glcanvas'); const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl'); // If we don't have a GL context, give up now if (!gl) { alert('Unable to initialize WebGL. Your browser or machine '+ 'may not support it.'); return; } // Vertex shader program const vsSource = ` attribute vec4 aVertexPosition; attribute vec4 aVertexColor; uniform mat4 uModelViewMatrix; uniform mat4 uProjectionMatrix; varying lowp vec4 vColor; void main(void) { gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition; vColor = aVertexColor; } `; // Fragment shader program const fsSource = ` varying lowp vec4 vColor; void main(void) { gl_FragColor = vColor; } `; /* Initialize a shader program; this is where all the lighting for the vertices and so forth is established. */ const shaderProgram = initShaderProgram(gl, vsSource, fsSource); /* Collect all the info needed to use the shader program. Look up which attributes our shader program is using for aVertexPosition, aVertexColor and also look up uniform locations. */ const programInfo = { program: shaderProgram, attribLocations: { vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), vertexColor: gl.getAttribLocation(shaderProgram, 'aVertexColor'), }, uniformLocations: { projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'), modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'), }, }; /* Here's where we call the routine that builds all the objects we'll be drawing. */ const buffers = initBuffers(gl); var then = 0; // Draw the scene repeatedly function render(now) { now *= 0.001; // convert to seconds const deltaTime = now - then; then = now; drawScene(gl, programInfo, buffers, deltaTime); requestAnimationFrame(render); } requestAnimationFrame(render); } /* initBuffers Initialize the buffers we'll need. For this demo, we just have one object -- a simple three-dimensional cube. */ function initBuffers(gl) { // Create a buffer for the cube's vertex 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 cube. const positions = [ // 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, ]; /* 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); /* Now set up the colors for the faces. We'll use solid colors for each face. */ const faceColors = [ [1.0, 1.0, 1.0, 1.0], // Front face: white [1.0, 0.0, 0.0, 1.0], // Back face: red [0.0, 1.0, 0.0, 1.0], // Top face: green [0.0, 0.0, 1.0, 1.0], // Bottom face: blue [1.0, 1.0, 0.0, 1.0], // Right face: yellow [1.0, 0.0, 1.0, 1.0], // Left face: purple ]; // Convert the array of colors into a table for all the vertices. var colors = []; for (var j = 0; j < faceColors.length; ++j) { const c = faceColors[j]; // Repeat each color four times for the four vertices of the face colors = colors.concat(c, c, c, c); } const colorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW); /* Build the element array buffer; this specifies the indices into the vertex arrays for each face's vertices. */ 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. */ const indices = [ 0, 1, 2, 0, 2, 3, // front 4, 5, 6, 4, 6, 7, // back 8, 9, 10, 8, 10, 11, // top 12, 13, 14, 12, 14, 15, // bottom 16, 17, 18, 16, 18, 19, // right 20, 21, 22, 20, 22, 23, // left ]; // Now send the element array to GL gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); return { position: positionBuffer, color: colorBuffer, indices: indexBuffer, }; } /* Draw the scene. */ function drawScene(gl, programInfo, buffers, deltaTime) { gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque gl.clearDepth(1.0); // Clear everything gl.enable(gl.DEPTH_TEST); // Enable depth testing gl.depthFunc(gl.LEQUAL); // Near things obscure far things // 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; // in radians 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,// destination matrix modelViewMatrix, // matrix to translate [-0.0, 0.0, -6.0]); // amount to translate mat4.rotate(modelViewMatrix, // destination matrix modelViewMatrix, // matrix to rotate cubeRotation, // amount to rotate in radians [0, 0, 1]); // axis to rotate around (Z) mat4.rotate(modelViewMatrix, // destination matrix modelViewMatrix, // matrix to rotate cubeRotation * .7,// amount to rotate in radians [0, 1, 0]); // axis to rotate around (X) /* 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 colors from the color buffer // into the vertexColor 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 = 36; const type = gl.UNSIGNED_SHORT; const offset = 0; gl.drawElements(gl.TRIANGLES, vertexCount, type, offset); } // Update the rotation for the next draw cubeRotation += deltaTime; } /* Initialize a shader program, so WebGL knows how to draw our data */ function initShaderProgram(gl, vsSource, fsSource) { 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; } /* creates a shader of the given type, uploads the source and compiles it. */ function loadShader(gl, type, source) { 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; } </script> </body> </html>
<!doctype html> <html> <head> <meta charset="utf-8" /> <title>WebGL Demo</title> <style> canvas { // initially our canvas will be black border: 2px solid black; background-color: black; width: 640px; height: 320px; } </style> </head> <body> <canvas id="glcanvas" ></canvas> <!-- Two Javascript blocks we omit--> </body> </html>
<script src="./gl-matrix.js"></script>
main();
const canvas = document.querySelector('#glcanvas'); const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl'); // If we don't have a GL context, give up now if (!gl) { alert('Unable to initialize WebGL. Your browser or machine '+ 'may not support it.'); return; }
const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
const programInfo = { 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);
var then = 0; // Draw the scene repeatedly function render(now) { now *= 0.001; // convert to seconds const deltaTime = now - then; then = now; drawScene(gl, programInfo, buffers, deltaTime); requestAnimationFrame(render); } requestAnimationFrame(render);Here requestAnimationFrame is a method of the browser's window object that is used to tell the browser that you want to perform an animation and request that the browser call a specified function to update an animation before the next repaint.
const vsSource = ` attribute vec4 aVertexPosition; attribute vec4 aVertexColor; uniform mat4 uModelViewMatrix; uniform mat4 uProjectionMatrix; varying lowp vec4 vColor; void main(void) { gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition; vColor = aVertexColor; } `; // Fragment shader program const fsSource = ` varying lowp vec4 vColor; void main(void) { gl_FragColor = vColor; } `;
/* Initialize a shader program, so WebGL knows how to draw our data */ function initShaderProgram(gl, vsSource, fsSource) { 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; } /* creates a shader of the given type, uploads the source and compiles it. */ function loadShader(gl, type, source) { 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; }
/* initBuffers Initialize the buffers we'll need. For this demo, we just have one object -- a simple three-dimensional cube. */ function initBuffers(gl) { // Create a buffer for the cube's vertex 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 cube. const positions = [ // 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, ]; /* 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); /* Now set up the colors for the faces. We'll use solid colors for each face. */ const faceColors = [ [1.0, 1.0, 1.0, 1.0], // Front face: white [1.0, 0.0, 0.0, 1.0], // Back face: red [0.0, 1.0, 0.0, 1.0], // Top face: green [0.0, 0.0, 1.0, 1.0], // Bottom face: blue [1.0, 1.0, 0.0, 1.0], // Right face: yellow [1.0, 0.0, 1.0, 1.0], // Left face: purple ]; // Convert the array of colors into a table for all the vertices. var colors = []; for (var j = 0; j < faceColors.length; ++j) { const c = faceColors[j]; // Repeat each color four times for the four vertices of the face colors = colors.concat(c, c, c, c); } const colorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW); /* Build the element array buffer; this specifies the indices into the vertex arrays for each face's vertices. */ 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. */ const indices = [ 0, 1, 2, 0, 2, 3, // front 4, 5, 6, 4, 6, 7, // back 8, 9, 10, 8, 10, 11, // top 12, 13, 14, 12, 14, 15, // bottom 16, 17, 18, 16, 18, 19, // right 20, 21, 22, 20, 22, 23, // left ]; // Now send the element array to GL gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); return { position: positionBuffer, color: colorBuffer, indices: indexBuffer, }; }
gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);to actually draw the triangles.
/* Draw the scene. */ function drawScene(gl, programInfo, buffers, deltaTime) { gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque gl.clearDepth(1.0); // Clear everything gl.enable(gl.DEPTH_TEST); // Enable depth testing gl.depthFunc(gl.LEQUAL); // Near things obscure far things // 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; // in radians 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,// destination matrix modelViewMatrix, // matrix to translate [-0.0, 0.0, -6.0]); // amount to translate mat4.rotate(modelViewMatrix, // destination matrix modelViewMatrix, // matrix to rotate cubeRotation, // amount to rotate in radians [0, 0, 1]); // axis to rotate around (Z) mat4.rotate(modelViewMatrix, // destination matrix modelViewMatrix, // matrix to rotate cubeRotation * .7,// amount to rotate in radians [0, 1, 0]); // axis to rotate around (X) /* 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 colors from the color buffer into the vertexColor 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 = 36; const type = gl.UNSIGNED_SHORT; const offset = 0; gl.drawElements(gl.TRIANGLES, vertexCount, type, offset); } // Update the rotation for the next draw cubeRotation += deltaTime; }
gl.viewport(x, y, width, height);
gl.uniformMatrix4fv(programInfo.uniformLocations.projectionMatrix, false, rightProjectionMatrix); gl.uniformMatrix4fv(programInfo.uniformLocations.modelViewMatrix, false, modelViewMatrix); gl.viewport(320, 0, 320, 320); { const vertexCount = 36; const type = gl.UNSIGNED_SHORT; const offset = 0; gl.drawElements(gl.TRIANGLES, vertexCount, type, offset); } gl.uniformMatrix4fv(programInfo.uniformLocations.projectionMatrix, false, leftProjectionMatrix); gl.viewport(0, 0, 320, 320); { const vertexCount = 36; const type = gl.UNSIGNED_SHORT; const offset = 0; gl.drawElements(gl.TRIANGLES, vertexCount, type, offset); }