webgl 翻译 javaScript
webgl translate javaScript
我在这里尝试使用 mat4 翻译对象..
我知道如何旋转对象,但未能平移对象。
我将非常感谢所有帮助我的人,因为我已经厌倦了为我的问题寻找解决方案。
javaScript中的重要代码:
var matWorldUniformLocation = gl.getUniformLocation(program, 'mWorld');
var matViewUniformLocation = gl.getUniformLocation(program, 'mView');
var matProjUniformLocation = gl.getUniformLocation(program, 'mProj');
var worldMatrix = new Float32Array(16);
var viewMatrix = new Float32Array(16);
var projMatrix = new Float32Array(16);
mat4.identity(worldMatrix);
mat4.lookAt(viewMatrix, [0, 0, -8], [0, 0, 0], [0, 1, 0]);
mat4.perspective(projMatrix, glMatrix.toRadian(45), canvas.clientWidth / canvas.clientHeight, 0.1, 1000.0);
gl.uniformMatrix4fv(matWorldUniformLocation, gl.FALSE, worldMatrix);
gl.uniformMatrix4fv(matViewUniformLocation, gl.FALSE, viewMatrix);
gl.uniformMatrix4fv(matProjUniformLocation, gl.FALSE, projMatrix);
var xRotationMatrix = new Float32Array(16);
var yRotationMatrix = new Float32Array(16);
var identityMatrix = new Float32Array(16);
mat4.identity(identityMatrix);
var angle = 0;
var looping = function () {
angle = performance.now() / 1000 / 6 * 2 * Math.PI;
mat4.rotate(yRotationMatrix, identityMatrix, angle, [0, 1, 0]);
mat4.rotate(xRotationMatrix, identityMatrix, angle / 4, [1, 0, 0]);
mat4.mul(worldMatrix, yRotationMatrix, xRotationMatrix);
gl.uniformMatrix4fv(matWorldUniformLocation, gl.FALSE, worldMatrix);
requestAnimationFrame(looping);
};
requestAnimationFrame(looping);
此处着色器代码:
shader.vs.glsl:
precision mediump float;
attribute vec3 vertPosition;
attribute vec2 vertTexCoord;
attribute vec3 vertNormal;
varying vec2 fragTexCoord;
varying vec3 fragNormal;
uniform mat4 mWorld;
uniform mat4 mView;
uniform mat4 mProj;
void main()
{
fragTexCoord = vertTexCoord;
fragNormal = (mWorld * vec4(vertNormal, 0.0)).xyz;
gl_Position = mProj * mView * mWorld * vec4(vertPosition, 1.0);
}
您可以添加类似旋转的翻译,请参阅mat4
的文档。
设置翻译矩阵:
var translationMat = mat4.create();
var translation = vec3.create();
vec3.set (translation, 1.5, 0, 0);
mat4.translate(translationMat, translationMat, translation);
然后将矩阵乘以你的worldMatrix
,就像你用旋转矩阵做的那样:
mat4.rotate(yRotationMatrix, identityMatrix, angle, [0, 1, 0]);
mat4.rotate(xRotationMatrix, identityMatrix, angle / 4, [1, 0, 0]);
worldMatrix = mat4.clone(yRotationMatrix);
mat4.mul(worldMatrix, worldMatrix, xRotationMatrix);
mat4.mul(worldMatrix, worldMatrix, translationMat);
gl.uniformMatrix4fv(matWorldUniformLocation, gl.FALSE, worldMatrix);
如果要先旋转然后平移旋转后的模型,则必须更改将矩阵应用于模型矩阵的顺序:
worldMatrix = mat4.clone(translationMat);
mat4.mul(worldMatrix, worldMatrix, yRotationMatrix);
mat4.mul(worldMatrix, worldMatrix, xRotationMatrix);
如果要实现动态定向运动,则必须动态更改平移向量:
例如
vec3.set (translation, Math.sin(performance.now() / 1000.0) * 2.0, 0, 0);
看例子:
var readInput = true;
function changeEventHandler(event){
readInput = true;
}
(function loadscene() {
var gl, progDraw, vp_size;
var bufCube = {};
function render(deltaMS){
var worldMatrix = new Float32Array(16);
var viewMatrix = new Float32Array(16);
var projMatrix = new Float32Array(16);
mat4.identity(worldMatrix);
mat4.lookAt(viewMatrix, [0, 0, -8], [0, 0, 0], [0, 1, 0]);
mat4.perspective(projMatrix, glMatrix.toRadian(45), canvas.clientWidth / canvas.clientHeight, 0.1, 1000.0);
var xRotationMatrix = new Float32Array(16);
var yRotationMatrix = new Float32Array(16);
var identityMatrix = new Float32Array(16);
mat4.identity(identityMatrix);
angle = deltaMS / 1000 / 6 * 2 * Math.PI;
var translationMat = mat4.create();
var translation = vec3.create();
vec3.set (translation, Math.sin(deltaMS/1000.0) * 2.0, 0, 0);
mat4.translate(translationMat, translationMat, translation);
mat4.rotate(yRotationMatrix, identityMatrix, angle, [0, 1, 0]);
mat4.rotate(xRotationMatrix, identityMatrix, angle / 4, [1, 0, 0]);
worldMatrix = mat4.clone(translationMat);
mat4.mul(worldMatrix, worldMatrix, xRotationMatrix);
mat4.mul(worldMatrix, worldMatrix, yRotationMatrix);
gl.viewport( 0, 0, vp_size[0], vp_size[1] );
gl.enable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
ShProg.Use( progDraw );
ShProg.SetM44( progDraw, "mProj", projMatrix );
ShProg.SetM44( progDraw, "mView", viewMatrix );
ShProg.SetM44( progDraw, "mWorld", worldMatrix );
VertexBuffer.Draw( bufCube );
requestAnimationFrame(render);
}
function resize() {
//vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];
vp_size = [window.innerWidth, window.innerHeight]
canvas.width = vp_size[0];
canvas.height = vp_size[1];
}
function initScene() {
canvas = document.getElementById( "canvas");
gl = canvas.getContext( "experimental-webgl" );
if ( !gl )
return null;
progDraw = ShProg.Create(
[ { source : "draw-shader-vs", stage : gl.VERTEX_SHADER },
{ source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER }
] );
if ( !progDraw.progObj )
return null;
progDraw.inPos = gl.getAttribLocation( progDraw.progObj, "inPos" );
progDraw.inNV = gl.getAttribLocation( progDraw.progObj, "inNV" );
progDraw.inCol = gl.getAttribLocation( progDraw.progObj, "inCol" );
// create cube
var cubePos = [
-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 cubeCol = [ 1.0, 0.0, 0.0, 1.0, 0.5, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ];
var cubeHlpInx = [ 0, 1, 2, 3, 1, 5, 6, 2, 5, 4, 7, 6, 4, 0, 3, 7, 3, 2, 6, 7, 1, 0, 4, 5 ];
var cubePosData = [];
for ( var i = 0; i < cubeHlpInx.length; ++ i ) {
cubePosData.push( cubePos[cubeHlpInx[i]*3], cubePos[cubeHlpInx[i]*3+1], cubePos[cubeHlpInx[i]*3+2] );
}
var cubeNVData = [];
for ( var i1 = 0; i1 < cubeHlpInx.length; i1 += 4 ) {
var nv = [0, 0, 0];
for ( i2 = 0; i2 < 4; ++ i2 ) {
var i = i1 + i2;
nv[0] += cubePosData[i*3]; nv[1] += cubePosData[i*3+1]; nv[2] += cubePosData[i*3+2];
}
for ( i2 = 0; i2 < 4; ++ i2 )
cubeNVData.push( nv[0], nv[1], nv[2] );
}
var cubeColData = [];
for ( var is = 0; is < 6; ++ is ) {
for ( var ip = 0; ip < 4; ++ ip ) {
cubeColData.push( cubeCol[is*3], cubeCol[is*3+1], cubeCol[is*3+2] );
}
}
var cubeInxData = [];
for ( var i = 0; i < cubeHlpInx.length; i += 4 ) {
cubeInxData.push( i, i+1, i+2, i, i+2, i+3 );
}
bufCube = VertexBuffer.Create(
[ { data : cubePosData, attrSize : 3, attrLoc : progDraw.inPos },
{ data : cubeNVData, attrSize : 3, attrLoc : progDraw.inNV },
{ data : cubeColData, attrSize : 3, attrLoc : progDraw.inCol } ],
cubeInxData );
window.onresize = resize;
resize();
requestAnimationFrame(render);
}
var ShProg = {
Create: function (shaderList) {
var shaderObjs = [];
for (var i_sh = 0; i_sh < shaderList.length; ++i_sh) {
var shderObj = this.Compile(shaderList[i_sh].source, shaderList[i_sh].stage);
if (shderObj) shaderObjs.push(shderObj);
}
var prog = {}
prog.progObj = this.Link(shaderObjs)
if (prog.progObj) {
prog.attrInx = {};
var noOfAttributes = gl.getProgramParameter(prog.progObj, gl.ACTIVE_ATTRIBUTES);
for (var i_n = 0; i_n < noOfAttributes; ++i_n) {
var name = gl.getActiveAttrib(prog.progObj, i_n).name;
prog.attrInx[name] = gl.getAttribLocation(prog.progObj, name);
}
prog.uniLoc = {};
var noOfUniforms = gl.getProgramParameter(prog.progObj, gl.ACTIVE_UNIFORMS);
for (var i_n = 0; i_n < noOfUniforms; ++i_n) {
var name = gl.getActiveUniform(prog.progObj, i_n).name;
prog.uniLoc[name] = gl.getUniformLocation(prog.progObj, name);
}
}
return prog;
},
AttrI: function (prog, name) { return prog.attrInx[name]; },
UniformL: function (prog, name) { return prog.uniLoc[name]; },
Use: function (prog) { gl.useProgram(prog.progObj); },
SetI1: function (prog, name, val) { if (prog.uniLoc[name]) gl.uniform1i(prog.uniLoc[name], val); },
SetF1: function (prog, name, val) { if (prog.uniLoc[name]) gl.uniform1f(prog.uniLoc[name], val); },
SetF2: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform2fv(prog.uniLoc[name], arr); },
SetF3: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform3fv(prog.uniLoc[name], arr); },
SetF4: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform4fv(prog.uniLoc[name], arr); },
SetM33: function (prog, name, mat) { if (prog.uniLoc[name]) gl.uniformMatrix3fv(prog.uniLoc[name], false, mat); },
SetM44: function (prog, name, mat) { if (prog.uniLoc[name]) gl.uniformMatrix4fv(prog.uniLoc[name], false, mat); },
Compile: function (source, shaderStage) {
var shaderScript = document.getElementById(source);
if (shaderScript)
source = shaderScript.text;
var shaderObj = gl.createShader(shaderStage);
gl.shaderSource(shaderObj, source);
gl.compileShader(shaderObj);
var status = gl.getShaderParameter(shaderObj, gl.COMPILE_STATUS);
if (!status) alert(gl.getShaderInfoLog(shaderObj));
return status ? shaderObj : null;
},
Link: function (shaderObjs) {
var prog = gl.createProgram();
for (var i_sh = 0; i_sh < shaderObjs.length; ++i_sh)
gl.attachShader(prog, shaderObjs[i_sh]);
gl.linkProgram(prog);
status = gl.getProgramParameter(prog, gl.LINK_STATUS);
if ( !status ) alert(gl.getProgramInfoLog(prog));
return status ? prog : null;
} };
var VertexBuffer = {};
VertexBuffer.Create = function( attributes, indices ) {
var buffer = {};
buffer.buf = [];
buffer.attr = []
for ( var i = 0; i < attributes.length; ++ i ) {
buffer.buf.push( gl.createBuffer() );
buffer.attr.push( { size : attributes[i].attrSize, loc : attributes[i].attrLoc } );
gl.bindBuffer( gl.ARRAY_BUFFER, buffer.buf[i] );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( attributes[i].data ), gl.STATIC_DRAW );
}
buffer.inx = gl.createBuffer();
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, buffer.inx );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( indices ), gl.STATIC_DRAW );
buffer.inxLen = indices.length;
gl.bindBuffer( gl.ARRAY_BUFFER, null );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
return buffer;
}
VertexBuffer.Draw = function( bufObj ) {
for ( var i = 0; i < bufObj.buf.length; ++ i ) {
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.buf[i] );
gl.vertexAttribPointer( bufObj.attr[i].loc, bufObj.attr[i].size, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( bufObj.attr[i].loc );
}
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
gl.drawElements( gl.TRIANGLES, bufObj.inxLen, gl.UNSIGNED_SHORT, 0 );
for ( var i = 0; i < bufObj.buf.length; ++ i )
gl.disableVertexAttribArray( bufObj.attr[i].loc );
gl.bindBuffer( gl.ARRAY_BUFFER, null );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
}
initScene();
})();
<script id="draw-shader-vs" type="x-shader/x-vertex">
precision highp float;
attribute vec3 inPos;
attribute vec3 inCol;
varying vec3 vertCol;
uniform mat4 mWorld;
uniform mat4 mView;
uniform mat4 mProj;
void main()
{
vertCol = inCol;
gl_Position = mProj * mView * mWorld * vec4( inPos, 1.0 );
}
</script>
<script id="draw-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec3 vertCol;
uniform float u_shininess;
void main()
{
vec3 color = vertCol;
gl_FragColor = vec4( color.rgb, 1.0 );
}
</script>
<canvas id="canvas" style="border: none;"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.7.1/gl-matrix-min.js"></script>
我在这里尝试使用 mat4 翻译对象.. 我知道如何旋转对象,但未能平移对象。 我将非常感谢所有帮助我的人,因为我已经厌倦了为我的问题寻找解决方案。
javaScript中的重要代码:
var matWorldUniformLocation = gl.getUniformLocation(program, 'mWorld');
var matViewUniformLocation = gl.getUniformLocation(program, 'mView');
var matProjUniformLocation = gl.getUniformLocation(program, 'mProj');
var worldMatrix = new Float32Array(16);
var viewMatrix = new Float32Array(16);
var projMatrix = new Float32Array(16);
mat4.identity(worldMatrix);
mat4.lookAt(viewMatrix, [0, 0, -8], [0, 0, 0], [0, 1, 0]);
mat4.perspective(projMatrix, glMatrix.toRadian(45), canvas.clientWidth / canvas.clientHeight, 0.1, 1000.0);
gl.uniformMatrix4fv(matWorldUniformLocation, gl.FALSE, worldMatrix);
gl.uniformMatrix4fv(matViewUniformLocation, gl.FALSE, viewMatrix);
gl.uniformMatrix4fv(matProjUniformLocation, gl.FALSE, projMatrix);
var xRotationMatrix = new Float32Array(16);
var yRotationMatrix = new Float32Array(16);
var identityMatrix = new Float32Array(16);
mat4.identity(identityMatrix);
var angle = 0;
var looping = function () {
angle = performance.now() / 1000 / 6 * 2 * Math.PI;
mat4.rotate(yRotationMatrix, identityMatrix, angle, [0, 1, 0]);
mat4.rotate(xRotationMatrix, identityMatrix, angle / 4, [1, 0, 0]);
mat4.mul(worldMatrix, yRotationMatrix, xRotationMatrix);
gl.uniformMatrix4fv(matWorldUniformLocation, gl.FALSE, worldMatrix);
requestAnimationFrame(looping);
};
requestAnimationFrame(looping);
此处着色器代码: shader.vs.glsl:
precision mediump float;
attribute vec3 vertPosition;
attribute vec2 vertTexCoord;
attribute vec3 vertNormal;
varying vec2 fragTexCoord;
varying vec3 fragNormal;
uniform mat4 mWorld;
uniform mat4 mView;
uniform mat4 mProj;
void main()
{
fragTexCoord = vertTexCoord;
fragNormal = (mWorld * vec4(vertNormal, 0.0)).xyz;
gl_Position = mProj * mView * mWorld * vec4(vertPosition, 1.0);
}
您可以添加类似旋转的翻译,请参阅mat4
的文档。
设置翻译矩阵:
var translationMat = mat4.create();
var translation = vec3.create();
vec3.set (translation, 1.5, 0, 0);
mat4.translate(translationMat, translationMat, translation);
然后将矩阵乘以你的worldMatrix
,就像你用旋转矩阵做的那样:
mat4.rotate(yRotationMatrix, identityMatrix, angle, [0, 1, 0]);
mat4.rotate(xRotationMatrix, identityMatrix, angle / 4, [1, 0, 0]);
worldMatrix = mat4.clone(yRotationMatrix);
mat4.mul(worldMatrix, worldMatrix, xRotationMatrix);
mat4.mul(worldMatrix, worldMatrix, translationMat);
gl.uniformMatrix4fv(matWorldUniformLocation, gl.FALSE, worldMatrix);
如果要先旋转然后平移旋转后的模型,则必须更改将矩阵应用于模型矩阵的顺序:
worldMatrix = mat4.clone(translationMat);
mat4.mul(worldMatrix, worldMatrix, yRotationMatrix);
mat4.mul(worldMatrix, worldMatrix, xRotationMatrix);
如果要实现动态定向运动,则必须动态更改平移向量:
例如
vec3.set (translation, Math.sin(performance.now() / 1000.0) * 2.0, 0, 0);
看例子:
var readInput = true;
function changeEventHandler(event){
readInput = true;
}
(function loadscene() {
var gl, progDraw, vp_size;
var bufCube = {};
function render(deltaMS){
var worldMatrix = new Float32Array(16);
var viewMatrix = new Float32Array(16);
var projMatrix = new Float32Array(16);
mat4.identity(worldMatrix);
mat4.lookAt(viewMatrix, [0, 0, -8], [0, 0, 0], [0, 1, 0]);
mat4.perspective(projMatrix, glMatrix.toRadian(45), canvas.clientWidth / canvas.clientHeight, 0.1, 1000.0);
var xRotationMatrix = new Float32Array(16);
var yRotationMatrix = new Float32Array(16);
var identityMatrix = new Float32Array(16);
mat4.identity(identityMatrix);
angle = deltaMS / 1000 / 6 * 2 * Math.PI;
var translationMat = mat4.create();
var translation = vec3.create();
vec3.set (translation, Math.sin(deltaMS/1000.0) * 2.0, 0, 0);
mat4.translate(translationMat, translationMat, translation);
mat4.rotate(yRotationMatrix, identityMatrix, angle, [0, 1, 0]);
mat4.rotate(xRotationMatrix, identityMatrix, angle / 4, [1, 0, 0]);
worldMatrix = mat4.clone(translationMat);
mat4.mul(worldMatrix, worldMatrix, xRotationMatrix);
mat4.mul(worldMatrix, worldMatrix, yRotationMatrix);
gl.viewport( 0, 0, vp_size[0], vp_size[1] );
gl.enable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
ShProg.Use( progDraw );
ShProg.SetM44( progDraw, "mProj", projMatrix );
ShProg.SetM44( progDraw, "mView", viewMatrix );
ShProg.SetM44( progDraw, "mWorld", worldMatrix );
VertexBuffer.Draw( bufCube );
requestAnimationFrame(render);
}
function resize() {
//vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];
vp_size = [window.innerWidth, window.innerHeight]
canvas.width = vp_size[0];
canvas.height = vp_size[1];
}
function initScene() {
canvas = document.getElementById( "canvas");
gl = canvas.getContext( "experimental-webgl" );
if ( !gl )
return null;
progDraw = ShProg.Create(
[ { source : "draw-shader-vs", stage : gl.VERTEX_SHADER },
{ source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER }
] );
if ( !progDraw.progObj )
return null;
progDraw.inPos = gl.getAttribLocation( progDraw.progObj, "inPos" );
progDraw.inNV = gl.getAttribLocation( progDraw.progObj, "inNV" );
progDraw.inCol = gl.getAttribLocation( progDraw.progObj, "inCol" );
// create cube
var cubePos = [
-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 cubeCol = [ 1.0, 0.0, 0.0, 1.0, 0.5, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ];
var cubeHlpInx = [ 0, 1, 2, 3, 1, 5, 6, 2, 5, 4, 7, 6, 4, 0, 3, 7, 3, 2, 6, 7, 1, 0, 4, 5 ];
var cubePosData = [];
for ( var i = 0; i < cubeHlpInx.length; ++ i ) {
cubePosData.push( cubePos[cubeHlpInx[i]*3], cubePos[cubeHlpInx[i]*3+1], cubePos[cubeHlpInx[i]*3+2] );
}
var cubeNVData = [];
for ( var i1 = 0; i1 < cubeHlpInx.length; i1 += 4 ) {
var nv = [0, 0, 0];
for ( i2 = 0; i2 < 4; ++ i2 ) {
var i = i1 + i2;
nv[0] += cubePosData[i*3]; nv[1] += cubePosData[i*3+1]; nv[2] += cubePosData[i*3+2];
}
for ( i2 = 0; i2 < 4; ++ i2 )
cubeNVData.push( nv[0], nv[1], nv[2] );
}
var cubeColData = [];
for ( var is = 0; is < 6; ++ is ) {
for ( var ip = 0; ip < 4; ++ ip ) {
cubeColData.push( cubeCol[is*3], cubeCol[is*3+1], cubeCol[is*3+2] );
}
}
var cubeInxData = [];
for ( var i = 0; i < cubeHlpInx.length; i += 4 ) {
cubeInxData.push( i, i+1, i+2, i, i+2, i+3 );
}
bufCube = VertexBuffer.Create(
[ { data : cubePosData, attrSize : 3, attrLoc : progDraw.inPos },
{ data : cubeNVData, attrSize : 3, attrLoc : progDraw.inNV },
{ data : cubeColData, attrSize : 3, attrLoc : progDraw.inCol } ],
cubeInxData );
window.onresize = resize;
resize();
requestAnimationFrame(render);
}
var ShProg = {
Create: function (shaderList) {
var shaderObjs = [];
for (var i_sh = 0; i_sh < shaderList.length; ++i_sh) {
var shderObj = this.Compile(shaderList[i_sh].source, shaderList[i_sh].stage);
if (shderObj) shaderObjs.push(shderObj);
}
var prog = {}
prog.progObj = this.Link(shaderObjs)
if (prog.progObj) {
prog.attrInx = {};
var noOfAttributes = gl.getProgramParameter(prog.progObj, gl.ACTIVE_ATTRIBUTES);
for (var i_n = 0; i_n < noOfAttributes; ++i_n) {
var name = gl.getActiveAttrib(prog.progObj, i_n).name;
prog.attrInx[name] = gl.getAttribLocation(prog.progObj, name);
}
prog.uniLoc = {};
var noOfUniforms = gl.getProgramParameter(prog.progObj, gl.ACTIVE_UNIFORMS);
for (var i_n = 0; i_n < noOfUniforms; ++i_n) {
var name = gl.getActiveUniform(prog.progObj, i_n).name;
prog.uniLoc[name] = gl.getUniformLocation(prog.progObj, name);
}
}
return prog;
},
AttrI: function (prog, name) { return prog.attrInx[name]; },
UniformL: function (prog, name) { return prog.uniLoc[name]; },
Use: function (prog) { gl.useProgram(prog.progObj); },
SetI1: function (prog, name, val) { if (prog.uniLoc[name]) gl.uniform1i(prog.uniLoc[name], val); },
SetF1: function (prog, name, val) { if (prog.uniLoc[name]) gl.uniform1f(prog.uniLoc[name], val); },
SetF2: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform2fv(prog.uniLoc[name], arr); },
SetF3: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform3fv(prog.uniLoc[name], arr); },
SetF4: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform4fv(prog.uniLoc[name], arr); },
SetM33: function (prog, name, mat) { if (prog.uniLoc[name]) gl.uniformMatrix3fv(prog.uniLoc[name], false, mat); },
SetM44: function (prog, name, mat) { if (prog.uniLoc[name]) gl.uniformMatrix4fv(prog.uniLoc[name], false, mat); },
Compile: function (source, shaderStage) {
var shaderScript = document.getElementById(source);
if (shaderScript)
source = shaderScript.text;
var shaderObj = gl.createShader(shaderStage);
gl.shaderSource(shaderObj, source);
gl.compileShader(shaderObj);
var status = gl.getShaderParameter(shaderObj, gl.COMPILE_STATUS);
if (!status) alert(gl.getShaderInfoLog(shaderObj));
return status ? shaderObj : null;
},
Link: function (shaderObjs) {
var prog = gl.createProgram();
for (var i_sh = 0; i_sh < shaderObjs.length; ++i_sh)
gl.attachShader(prog, shaderObjs[i_sh]);
gl.linkProgram(prog);
status = gl.getProgramParameter(prog, gl.LINK_STATUS);
if ( !status ) alert(gl.getProgramInfoLog(prog));
return status ? prog : null;
} };
var VertexBuffer = {};
VertexBuffer.Create = function( attributes, indices ) {
var buffer = {};
buffer.buf = [];
buffer.attr = []
for ( var i = 0; i < attributes.length; ++ i ) {
buffer.buf.push( gl.createBuffer() );
buffer.attr.push( { size : attributes[i].attrSize, loc : attributes[i].attrLoc } );
gl.bindBuffer( gl.ARRAY_BUFFER, buffer.buf[i] );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( attributes[i].data ), gl.STATIC_DRAW );
}
buffer.inx = gl.createBuffer();
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, buffer.inx );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( indices ), gl.STATIC_DRAW );
buffer.inxLen = indices.length;
gl.bindBuffer( gl.ARRAY_BUFFER, null );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
return buffer;
}
VertexBuffer.Draw = function( bufObj ) {
for ( var i = 0; i < bufObj.buf.length; ++ i ) {
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.buf[i] );
gl.vertexAttribPointer( bufObj.attr[i].loc, bufObj.attr[i].size, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( bufObj.attr[i].loc );
}
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
gl.drawElements( gl.TRIANGLES, bufObj.inxLen, gl.UNSIGNED_SHORT, 0 );
for ( var i = 0; i < bufObj.buf.length; ++ i )
gl.disableVertexAttribArray( bufObj.attr[i].loc );
gl.bindBuffer( gl.ARRAY_BUFFER, null );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
}
initScene();
})();
<script id="draw-shader-vs" type="x-shader/x-vertex">
precision highp float;
attribute vec3 inPos;
attribute vec3 inCol;
varying vec3 vertCol;
uniform mat4 mWorld;
uniform mat4 mView;
uniform mat4 mProj;
void main()
{
vertCol = inCol;
gl_Position = mProj * mView * mWorld * vec4( inPos, 1.0 );
}
</script>
<script id="draw-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec3 vertCol;
uniform float u_shininess;
void main()
{
vec3 color = vertCol;
gl_FragColor = vec4( color.rgb, 1.0 );
}
</script>
<canvas id="canvas" style="border: none;"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.7.1/gl-matrix-min.js"></script>