<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width">
</head>
<body>
<canvas id="canvas" width="600" height="600"></canvas>
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec4 coords;
uniform mat4 transformMatrix;
attribute vec3 normal;
uniform vec3 lightColor;
uniform vec3 lightDirection;
varying vec4 varyingColors;
uniform mat4 perspectiveMatrix;
void main(void) {
vec3 norm = normalize(normal);
vec3 ld = normalize(lightDirection);
float dotProduct = max(dot(norm, ld), 0.0);
vec3 vertexColor = lightColor * vec3(1, 1, 0) * dotProduct;
varyingColors = vec4(vertexColor, 1);
gl_Position = perspectiveMatrix * transformMatrix * coords;
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec4 varyingColors;
void main(void) {
gl_FragColor = varyingColors;
}
</script>
<script src="lib/script.js"></script>
</body>
</html>
var gl,
shaderProgram,
vertices,
matrix = mat4.create(),
vertexCount,
indexCount;
initGL();
createShaders();
createVertices();
createIndices();
draw();
function initGL() {
var canvas = document.getElementById("canvas");
gl = canvas.getContext("webgl");
gl.enable(gl.DEPTH_TEST);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0, 0, 0, 1);
}
function createShaders() {
var vertexShader = getShader(gl, "shader-vs");
var fragmentShader = getShader(gl, "shader-fs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
}
function createVertices() {
vertices = [
-1, -1, -1,// 0
1, -1, -1,// 1
-1, 1, -1,// 2
1, 1, -1,// 3
-1, 1, 1,// 4
1, 1, 1,// 5
-1, -1, 1,// 6
1, -1, 1,// 7
];
vertexCount = vertices.length / 3;
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
var coords = gl.getAttribLocation(shaderProgram, "coords");
gl.vertexAttribPointer(coords, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(coords);
var normals = [
0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1,
0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0,
0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1,
0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0,
-1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0,
1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0
];
var normalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normals), gl.STATIC_DRAW);
var normalLocation = gl.getAttribLocation(shaderProgram, "normal");
gl.vertexAttribPointer(normalLocation, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(normalLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
var lightColor = gl.getUniformLocation(shaderProgram, "lightColor");
gl.uniform3f(lightColor, 1, 1, 1);
var lightDirection = gl.getUniformLocation(shaderProgram, "lightDirection");
gl.uniform3f(lightDirection, 0.5, 1, 0);
var perspectiveMatrix = mat4.create();
mat4.perspective(perspectiveMatrix, 1, canvas.width / canvas.height, 0.1, 11);
var perspectiveLoc = gl.getUniformLocation(shaderProgram, "perspectiveMatrix");
gl.uniformMatrix4fv(perspectiveLoc, false, perspectiveMatrix);
mat4.translate(matrix, matrix, [0, 0, -4]);
}
function createIndices() {
var indices = [
0, 1, 2, 1, 2, 3,
2, 3, 4, 3, 4, 5,
4, 5, 6, 5, 6, 7,
6, 7, 0, 7, 0, 1,
0, 2, 6, 2, 6, 4,
1, 3, 7, 3, 7, 5
];
indexCount = indices.length;
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array(indices), gl.STATIC_DRAW);
}
function draw() {
mat4.rotateX(matrix, matrix, -0.007);
mat4.rotateY(matrix, matrix, 0.013);
mat4.rotateZ(matrix, matrix, 0.01);
var transformMatrix = gl.getUniformLocation(shaderProgram, "transformMatrix");
gl.uniformMatrix4fv(transformMatrix, false, matrix);
gl.clear(gl.COLOR_BUFFER_BIT);
// gl.drawArrays(gl.TRIANGLE_STRIP, 0, vertexCount);
gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_BYTE, 0);
requestAnimationFrame(draw);
}
/*
* https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Adding_2D_content_to_a_WebGL_context
*/
function getShader(gl, id) {
var shaderScript, theSource, currentChild, shader;
shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
theSource = "";
currentChild = shaderScript.firstChild;
while (currentChild) {
if (currentChild.nodeType == currentChild.TEXT_NODE) {
theSource += currentChild.textContent;
}
currentChild = currentChild.nextSibling;
}
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
// Unknown shader type
return null;
}
gl.shaderSource(shader, theSource);
// 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));
return null;
}
return shader;
}