portfolio/webgl/test2/app.js

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JavaScript
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2022-06-21 10:33:35 +00:00
let gl = null;
let glCanvas = null;
// Aspect ratio and coordinate system
// details
let aspectRatio;
let currentRotation = [0, 1];
let currentScale = 1.0;
// Vertex information
let vertexArray;
let vertexBuffer;
let vertexNumComponents;
let vertexCount;
// Rendering data shared with the
// scalers.
let uScalingFactor;
let uGlobalColor;
let uRotationVector;
let aVertexPosition;
// Animation timing
let previousTime = 0.0;
let degreesPerSecond = 45;
let scalePerSecond = 0.001;
const img = new Image();
window.addEventListener("load", startup, false);
function startup() {
glCanvas = document.getElementById("glcanvas");
gl = glCanvas.getContext("webgl");
const shaderSet = [
{
type: gl.VERTEX_SHADER,
id: "vertex-shader"
},
{
type: gl.FRAGMENT_SHADER,
id: "fragment-shader"
}
];
shaderProgram = buildShaderProgram(shaderSet);
aspectRatio = 1;
currentRotation = [0, 1];
currentScale = 1;
vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
vertexArray = new Float32Array([ -1,1, -1,-1, 1,-1, 1,1 ]);
gl.bufferData(gl.ARRAY_BUFFER, vertexArray, gl.STATIC_DRAW);
vertexNumComponents = 2;
vertexCount = vertexArray.length / vertexNumComponents;
currentAngle = 0.0;
img.onload = function() {
// load texture
gl.activeTexture(gl.TEXTURE0);
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, img);
// function isPowerOf2(value) {
// return (value & (value - 1)) == 0;
// }
// if (isPowerOf2(img.width) && isPowerOf2(img.height)) {
// // Yes, it's a power of 2. Generate mips.
// gl.generateMipmap(gl.TEXTURE_2D);
// } else {
// // No, it's not a power of 2. Turn off mips and set
// // wrapping to clamp to edge
// }
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
animateScene();
};
img.src = 'images/js-sm.png';
}
function buildShaderProgram(shaderInfo) {
let program = gl.createProgram();
shaderInfo.forEach(function(desc) {
let shader = compileShader(desc.id, desc.type);
if (shader) {
gl.attachShader(program, shader);
}
});
gl.linkProgram(program)
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error("Error linking shader program:", gl.getProgramInfoLog(program));
}
return program;
}
function compileShader(id, type) {
let code = document.getElementById(id).firstChild.nodeValue;
let shader = gl.createShader(type);
gl.shaderSource(shader, code);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(
`Error compiling ${type === gl.VERTEX_SHADER ? "vertex" : "fragment"} shader:`,
gl.getShaderInfoLog(shader)
);
}
return shader;
}
function animateScene() {
gl.viewport(0, 0, glCanvas.width, glCanvas.height);
gl.clearColor(0.8, 0.9, 1.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
let radians = currentAngle * Math.PI / 180.0;
currentRotation[0] = Math.sin(radians);
currentRotation[1] = Math.cos(radians);
gl.useProgram(shaderProgram);
uScalingFactor =
gl.getUniformLocation(shaderProgram, "uScalingFactor");
uGlobalColor =
gl.getUniformLocation(shaderProgram, "uGlobalColor");
uRotationVector =
gl.getUniformLocation(shaderProgram, "uRotationVector");
gl.uniform1f(uScalingFactor, currentScale);
gl.uniform2fv(uRotationVector, currentRotation);
gl.uniform4fv(uGlobalColor, [0.1, 0.7, 0.2, 1.0]);
const texLoc = gl.getUniformLocation(shaderProgram, "tex");
gl.uniform1i(texLoc, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
aVertexPosition = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.vertexAttribPointer(aVertexPosition, vertexNumComponents, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(aVertexPosition);
gl.drawArrays(gl.TRIANGLE_FAN, 0, vertexCount);
window.requestAnimationFrame(function (currentTime) {
let secondsElapsed = ((currentTime - previousTime) / 1000.0)
let deltaAngle = secondsElapsed * degreesPerSecond;
currentAngle = (currentAngle + deltaAngle) % 360;
currentScale = 0.5+0.5*(Math.cos(0.0004*currentTime))**2
previousTime = currentTime;
animateScene();
});
}
startup()