]>
Commit | Line | Data |
---|---|---|
1 | const internals = { | |
2 | ||
3 | // Constants | |
4 | ||
5 | kEntrypointElementId: 'entrypoint', // The id of the canvas element where we will render | |
6 | kWidthRatio: 2.76, | |
7 | kHeightRatio: 1, | |
8 | kTargetVerticalResolution: 32, | |
9 | kFieldOfView: 45, | |
10 | kNearLimit: 0.1, | |
11 | kFarLimit: 100, | |
12 | kBackgroundColor: [0.811, 0.73, 0.48, 1.0], | |
13 | kRotationValues: [Math.random(), Math.random(), Math.random()], | |
14 | kFPS: 30, | |
15 | ||
16 | // Constants: Shaders | |
17 | ||
18 | kVertexShader: ` | |
19 | ||
20 | attribute vec4 aVertexPosition; | |
21 | attribute vec4 aColor; | |
22 | ||
23 | varying vec4 vColor; | |
24 | ||
25 | uniform mat4 uModelViewMatrix; | |
26 | uniform mat4 uProjectionMatrix; | |
27 | ||
28 | void main() { | |
29 | ||
30 | gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition; | |
31 | vColor = aColor; | |
32 | } | |
33 | `, | |
34 | ||
35 | kFragmentShader: ` | |
36 | ||
37 | precision mediump float; | |
38 | varying vec4 vColor; | |
39 | ||
40 | void main() { | |
41 | ||
42 | gl_FragColor = vColor; | |
43 | } | |
44 | `, | |
45 | ||
46 | // Properties: Animation | |
47 | ||
48 | currentTime: 0, | |
49 | ||
50 | // Runs on load, Initializes WebGL and starts the animation loop. | |
51 | ||
52 | onLoad() { | |
53 | ||
54 | ||
55 | const canvas = internals.initializeCanvas(); | |
56 | const {gl, programInfo, buffers} = internals.initializeWebGL(canvas); | |
57 | ||
58 | window.requestAnimationFrame(internals.animate.bind(this, gl, programInfo, buffers)); | |
59 | }, | |
60 | ||
61 | // Gets a canvas element and sets up resizing events. | |
62 | ||
63 | initializeCanvas() { | |
64 | ||
65 | const canvas = document.getElementById(internals.kEntrypointElementId); | |
66 | internals.resizeCanvas(canvas); | |
67 | window.addEventListener('resize', () => internals.resizeCanvas(canvas)); | |
68 | ||
69 | return canvas; | |
70 | }, | |
71 | ||
72 | // Given a canvas, it will initialize the webgl context and set up the shaders. | |
73 | ||
74 | initializeWebGL(canvas) { | |
75 | ||
76 | const gl = canvas.getContext('webgl', { | |
77 | preserveDrawingBuffer: true | |
78 | }); | |
79 | const shaderProgram = internals.initializeShaderProgram(gl, internals.kVertexShader, internals.kFragmentShader); | |
80 | ||
81 | const programInfo = { | |
82 | program: shaderProgram, | |
83 | attribLocations: { | |
84 | vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), | |
85 | vertexColor: gl.getAttribLocation(shaderProgram, 'aColor') | |
86 | }, | |
87 | uniformLocations: { | |
88 | projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'), | |
89 | modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix') | |
90 | } | |
91 | }; | |
92 | ||
93 | const buffers = internals.initializeBuffers(gl); | |
94 | ||
95 | return { gl, programInfo, buffers}; | |
96 | }, | |
97 | ||
98 | // Methods: Canvas | |
99 | ||
100 | resizeCanvas(canvas) { | |
101 | ||
102 | let width = window.innerWidth; | |
103 | let height = Math.round(width * internals.kHeightRatio / internals.kWidthRatio); | |
104 | ||
105 | if (window.innerHeight < height) { | |
106 | height = window.innerHeight; | |
107 | width = Math.round(height * internals.kWidthRatio / internals.kHeightRatio); | |
108 | console.log(width, height); | |
109 | } | |
110 | ||
111 | canvas.style.width = `${width}px`; | |
112 | canvas.style.height = `${height}px`; | |
113 | ||
114 | canvas.width = internals.kTargetVerticalResolution * internals.kWidthRatio; | |
115 | canvas.height = internals.kTargetVerticalResolution; | |
116 | ||
117 | canvas.width = width; | |
118 | canvas.height = height; | |
119 | }, | |
120 | ||
121 | // Methods: Shader / GL Related | |
122 | ||
123 | initializeShaderProgram(gl, vertexShaderSource, fragmentShaderSource) { | |
124 | ||
125 | const vertexShader = internals.loadShader(gl, gl.VERTEX_SHADER, vertexShaderSource); | |
126 | const fragmentShader = internals.loadShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); | |
127 | ||
128 | const shaderProgram = gl.createProgram(); | |
129 | gl.attachShader(shaderProgram, vertexShader); | |
130 | gl.attachShader(shaderProgram, fragmentShader); | |
131 | ||
132 | gl.linkProgram(shaderProgram); | |
133 | ||
134 | if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { | |
135 | alert(`Unable to initialize shader program: ${gl.getProgramInfoLog(shaderProgram)}`); | |
136 | return null; | |
137 | } | |
138 | ||
139 | return shaderProgram; | |
140 | }, | |
141 | ||
142 | loadShader(gl, type, source) { | |
143 | ||
144 | const shader = gl.createShader(type); | |
145 | gl.shaderSource(shader, source); | |
146 | gl.compileShader(shader); | |
147 | ||
148 | if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { | |
149 | alert(`Unable to compile shader: ${gl.getShaderInfoLog(shader)}`); | |
150 | gl.deleteShader(shader); | |
151 | return null; | |
152 | } | |
153 | ||
154 | return shader; | |
155 | }, | |
156 | ||
157 | initializeBuffers(gl) { | |
158 | ||
159 | const positionBuffer = gl.createBuffer(); | |
160 | ||
161 | gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); | |
162 | ||
163 | const positions = [ | |
164 | -1.0, 1.0, 1.0, // Front-top-left | |
165 | 1.0, 1.0, 1.0, // Front-top-right | |
166 | -1.0, -1.0, 1.0, // Front-bottom-left | |
167 | 1.0, -1.0, 1.0, // Front-bottom-right | |
168 | 1.0, -1.0, -1.0, // Back-bottom-right | |
169 | 1.0, 1.0, 1.0, // Front-top-right | |
170 | 1.0, 1.0, -1.0, // Back-top-right | |
171 | -1.0, 1.0, 1.0, // Front-top-left | |
172 | -1.0, 1.0, -1.0, // Back-top-left | |
173 | -1.0, -1.0, 1.0, // Front-bottom-left | |
174 | -1.0, -1.0, -1.0, // Back-bottom-left | |
175 | 1.0, -1.0, -1.0, // Back-bottom-right | |
176 | -1.0, 1.0, -1.0, // Back-top-left | |
177 | 1.0, 1.0, -1.0 // Back-top-right | |
178 | ]; | |
179 | ||
180 | gl.bufferData(gl.ARRAY_BUFFER, | |
181 | new Float32Array(positions), | |
182 | gl.STATIC_DRAW); | |
183 | ||
184 | return { | |
185 | position: positionBuffer | |
186 | } | |
187 | }, | |
188 | ||
189 | // Methods: Utility | |
190 | ||
191 | createMatrix() { | |
192 | ||
193 | const matrix = mat4.create(); | |
194 | ||
195 | mat4.translate( | |
196 | matrix, | |
197 | matrix, | |
198 | [-0.0, 0.0, -6.0] | |
199 | ); | |
200 | ||
201 | return matrix; | |
202 | }, | |
203 | ||
204 | // Methods: Animation | |
205 | ||
206 | rotate(matrix) { | |
207 | ||
208 | mat4.rotate(internals.modelViewMatrix, internals.modelViewMatrix, internals.kRotationValues[0], [1, 0, 0]); | |
209 | mat4.rotate(internals.modelViewMatrix, internals.modelViewMatrix, internals.kRotationValues[1], [0, 1, 0]); | |
210 | mat4.rotate(internals.modelViewMatrix, internals.modelViewMatrix, internals.kRotationValues[2], [0, 0, 1]); | |
211 | }, | |
212 | ||
213 | drawScene(gl, programInfo, buffers) { | |
214 | ||
215 | gl.clearColor(...internals.kBackgroundColor); | |
216 | gl.clearDepth(1.0); | |
217 | gl.enable(gl.DEPTH_TEST); | |
218 | gl.depthFunc(gl.LEQUAL); | |
219 | ||
220 | const fieldOfView = internals.kFieldOfView * Math.PI / 180; | |
221 | const aspectRatio = internals.kWidthRatio / internals.kHeightRatio; | |
222 | const projectionMatrix = mat4.create(); | |
223 | ||
224 | mat4.perspective( | |
225 | projectionMatrix, | |
226 | fieldOfView, | |
227 | aspectRatio, | |
228 | internals.kNearLimit, | |
229 | internals.kFarLimit | |
230 | ); | |
231 | ||
232 | internals.modelViewMatrix = internals.modelViewMatrix || internals.createMatrix(); | |
233 | ||
234 | internals.rotate(internals.modelViewMatrix); | |
235 | ||
236 | { | |
237 | const numberOfComponents = 3; | |
238 | const type = gl.FLOAT; | |
239 | const normalize = false; | |
240 | const stride = 0; | |
241 | const offset = 0; | |
242 | ||
243 | gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); | |
244 | gl.vertexAttribPointer( | |
245 | programInfo.attribLocations.vertexPosition, | |
246 | numberOfComponents, | |
247 | type, | |
248 | normalize, | |
249 | stride, | |
250 | offset | |
251 | ); | |
252 | gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition); | |
253 | } | |
254 | ||
255 | { | |
256 | // ATTEMPT TO SEND COLOR DATA | |
257 | ||
258 | const colorBuffer = gl.createBuffer(); | |
259 | ||
260 | gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); | |
261 | ||
262 | const colors = [ | |
263 | 1.0, 0.0, 0.5, 1.0, // Front-top-left | |
264 | 1.0, 0.3, 0.8, 1.0, // Front-top-right | |
265 | 1.0, 1.0, 0.7, 1.0, // Front-bottom-left | |
266 | 0.0, 0.3, 0.5, 1.0, // Front-bottom-right | |
267 | 0.0, 0.3, 0.5, 1.0, // Back-bottom-right | |
268 | 1.0, 0.3, 0.8, 1.0, // Front-top-right | |
269 | 1.0, 0.3, 0.8, 1.0, // Back-top-right | |
270 | 1.0, 0.0, 0.5, 1.0, // Front-top-left | |
271 | 1.0, 0.0, 0.5, 1.0, // Back-top-left | |
272 | 1.0, 1.0, 0.7, 1.0, // Front-bottom-left | |
273 | 1.0, 1.0, 0.7, 1.0, // Back-bottom-left | |
274 | 0.0, 0.3, 0.5, 1.0, // Back-bottom-right | |
275 | 1.0, 0.0, 0.5, 1.0, // Back-top-left | |
276 | 1.0, 0.3, 0.8, 1.0 // Back-top-right | |
277 | ]; | |
278 | ||
279 | gl.bufferData(gl.ARRAY_BUFFER, | |
280 | new Float32Array(colors), | |
281 | gl.STATIC_DRAW); | |
282 | ||
283 | const numberOfComponents = 4; | |
284 | const type = gl.FLOAT; | |
285 | const normalize = false; | |
286 | const stride = 0; | |
287 | const offset = 0; | |
288 | ||
289 | gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); | |
290 | gl.vertexAttribPointer( | |
291 | programInfo.attribLocations.vertexColor, | |
292 | numberOfComponents, | |
293 | type, | |
294 | normalize, | |
295 | stride, | |
296 | offset | |
297 | ); | |
298 | gl.enableVertexAttribArray(programInfo.attribLocations.vertexColor); | |
299 | ||
300 | // END ATTEMPT | |
301 | } | |
302 | ||
303 | gl.useProgram(programInfo.program); | |
304 | ||
305 | gl.uniformMatrix4fv( | |
306 | programInfo.uniformLocations.projectionMatrix, | |
307 | false, | |
308 | projectionMatrix | |
309 | ); | |
310 | gl.uniformMatrix4fv( | |
311 | programInfo.uniformLocations.modelViewMatrix, | |
312 | false, | |
313 | internals.modelViewMatrix | |
314 | ); | |
315 | ||
316 | { | |
317 | const offset = 0; | |
318 | const vertexCount = 14; | |
319 | gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount); | |
320 | } | |
321 | }, | |
322 | ||
323 | animate(gl, programInfo, buffers, time) { | |
324 | ||
325 | const delta = time - internals.currentTime; | |
326 | const interval = 1000 / internals.kFPS; | |
327 | ||
328 | if (delta >= interval) { | |
329 | internals.drawScene(gl, programInfo, buffers, delta); | |
330 | internals.currentTime = time; | |
331 | } | |
332 | ||
333 | window.requestAnimationFrame(internals.animate.bind(this, gl, programInfo, buffers)); | |
334 | } | |
335 | }; | |
336 | ||
337 | window.addEventListener('load', internals.onLoad); |