|
| 1 | +// Name uniforms here, appear as fields in uniforms object from initUniforms() |
| 2 | +const myUniforms = [ |
| 3 | + "resolution", |
| 4 | + "time", |
| 5 | + "mouse", |
| 6 | + "rotation", |
| 7 | +]; |
| 8 | + |
| 9 | + |
| 10 | + |
| 11 | +// Sets uniforms at start of program |
| 12 | +function setupUniforms(gl, uniforms, vars) { |
| 13 | + const canvas = document.getElementById("canvas"); |
| 14 | + gl.uniform2f(uniforms.resolution, canvas.width, canvas.height); |
| 15 | + gl.uniform1f(uniforms.time, vars.time); |
| 16 | + gl.uniform2f(uniforms.mouse, 0, 0); |
| 17 | +} |
| 18 | + |
| 19 | +// Sets uniforms before rendering each frame |
| 20 | +function updateUniforms(gl, uniforms, vars) { |
| 21 | + gl.uniform1f(uniforms.time, vars.time); |
| 22 | + gl.uniform3f(uniforms.rotation, vars.rotation[0], vars.rotation[1], vars.rotation[2]); |
| 23 | +} |
| 24 | + |
| 25 | + |
| 26 | + |
| 27 | +//////////////////////////////////////////////////////////////////////////////// |
| 28 | + |
| 29 | + |
| 30 | + |
| 31 | +// Call when page loads |
| 32 | +function main() { |
| 33 | + const canvas = document.getElementById("canvas"); |
| 34 | + |
| 35 | + // Initialize WebGL rendering context |
| 36 | + const gl = canvas.getContext("webgl"); |
| 37 | + if (!gl) { |
| 38 | + alert("WebGL initialization failed. Please check if your browser supports it."); |
| 39 | + return; |
| 40 | + } |
| 41 | + |
| 42 | + // Initialize shader program and position buffer |
| 43 | + const shaderProgram = initShaderProgram(gl); |
| 44 | + const posBuffer = initBuffer(gl); |
| 45 | + |
| 46 | + // Setup shader program with uniforms and vertices |
| 47 | + const uniforms = initUniforms(gl, shaderProgram, myUniforms); |
| 48 | + const program = { |
| 49 | + program: shaderProgram, |
| 50 | + vertices: gl.getAttribLocation(shaderProgram, "vPosition"), |
| 51 | + posBuffer: posBuffer |
| 52 | + }; |
| 53 | + prepareScene(gl, program, uniforms); |
| 54 | + |
| 55 | + |
| 56 | + // Setup uniform vlaues |
| 57 | + const vars = {"time": 0, "dt": 0, "rotation": [0, 0, 0]}; |
| 58 | + canvas.vars = vars; |
| 59 | + setupUniforms(gl, uniforms, vars); |
| 60 | + |
| 61 | + // Render loop |
| 62 | + function render(elapsed) { |
| 63 | + // Calculate time values |
| 64 | + vars.dt = elapsed / 1000 - vars.time; |
| 65 | + vars.time = elapsed / 1000; |
| 66 | + |
| 67 | + // Update uniform values |
| 68 | + updateUniforms(gl, uniforms, vars); |
| 69 | + |
| 70 | + // Render to screen |
| 71 | + gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); |
| 72 | + requestAnimationFrame(render); |
| 73 | + } |
| 74 | + // Loop |
| 75 | + requestAnimationFrame(render); |
| 76 | + |
| 77 | + // Add fullscreen |
| 78 | + fullScreen(); |
| 79 | + |
| 80 | + // Add device orientation sensing |
| 81 | + window.addEventListener("deviceorientation", handleOrientation, true); |
| 82 | +} |
| 83 | + |
| 84 | + |
| 85 | + |
| 86 | +// |
| 87 | +function handleOrientation(event) { |
| 88 | + //alert(event.alpha + " " + event.beta + " " + event.gamma); |
| 89 | + canvas.vars.rotation = [event.beta, event.gamma, event.alpha]; |
| 90 | +} |
| 91 | + |
| 92 | + |
| 93 | + |
| 94 | +// |
| 95 | +function fullScreen() { |
| 96 | + const canvas = document.getElementById("canvas"); |
| 97 | + |
| 98 | + // Find available fullscreen and pointerlock methods |
| 99 | + canvas.requestFullscreen = canvas.requestFullscreen || |
| 100 | + canvas.mozRequestFullScreen || |
| 101 | + canvas.webkitRequestFullscreen; |
| 102 | + |
| 103 | + document.exitFullscreen = document.exitFullscreen || |
| 104 | + document.mozCancelFullScreen || |
| 105 | + document.webkitExitFullscreen; |
| 106 | + |
| 107 | + canvas.requestPointerLock = canvas.requestPointerLock || |
| 108 | + canvas.mozRequestPointerLock || |
| 109 | + canvas.webkitRequestPointerLock; |
| 110 | + |
| 111 | + document.exitPointerLock = document.exitPointerLock || |
| 112 | + document.mozExitPointerLock || |
| 113 | + document.webkitExitPointerLock; |
| 114 | + |
| 115 | + // Add pointer lock listener |
| 116 | + document.addEventListener('pointerlockchange', pointerLockChange, false); |
| 117 | + document.addEventListener('mozpointerlockchange', pointerLockChange, false); |
| 118 | + document.addEventListener('webkitpointerlockchange', pointerLockChange, false); |
| 119 | + |
| 120 | + // Add mouse listener |
| 121 | + document.addEventListener("mousemove", onmousemove, false); |
| 122 | + |
| 123 | + // Fullscreen and pointer lock on click |
| 124 | + canvas.onclick = function() { |
| 125 | + canvas.requestFullscreen(); |
| 126 | + canvas.onmousemove = canvas.requestPointerLock; |
| 127 | + } |
| 128 | +} |
| 129 | + |
| 130 | +function pointerLockChange() { |
| 131 | + // Check if pointer just locked or unlocked |
| 132 | +} |
| 133 | + |
| 134 | +function onmousemove() { |
| 135 | + // pass |
| 136 | +} |
| 137 | + |
| 138 | + |
| 139 | + |
| 140 | +//////////////////////////////////////////////////////////////////////////////// |
| 141 | + |
| 142 | + |
| 143 | + |
| 144 | +// Helper for linking shader programs |
| 145 | +function initShaderProgram(gl) { |
| 146 | + const vsh = loadShader(gl, gl.VERTEX_SHADER, vsh_src); |
| 147 | + const fsh = loadShader(gl, gl.FRAGMENT_SHADER, fsh_src); |
| 148 | + |
| 149 | + // Create the shader program |
| 150 | + const shaderProgram = gl.createProgram(); |
| 151 | + gl.attachShader(shaderProgram, vsh); |
| 152 | + gl.attachShader(shaderProgram, fsh); |
| 153 | + gl.linkProgram(shaderProgram); |
| 154 | + |
| 155 | + // Check for errors in setup |
| 156 | + if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { |
| 157 | + alert('Shader program initialization failed: ' + gl.getProgramInfoLog(shaderProgram)); |
| 158 | + return; |
| 159 | + } |
| 160 | + |
| 161 | + return shaderProgram; |
| 162 | +} |
| 163 | + |
| 164 | + |
| 165 | + |
| 166 | +// Helper for compiling shader source |
| 167 | +function loadShader(gl, type, src) { |
| 168 | + const shader = gl.createShader(type); |
| 169 | + |
| 170 | + // Compile shader |
| 171 | + gl.shaderSource(shader, src); |
| 172 | + gl.compileShader(shader); |
| 173 | + |
| 174 | + // Check for errors |
| 175 | + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { |
| 176 | + alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader)); |
| 177 | + gl.deleteShader(shader); |
| 178 | + return null; |
| 179 | + } |
| 180 | + |
| 181 | + return shader; |
| 182 | +} |
| 183 | + |
| 184 | + |
| 185 | + |
| 186 | +// Helper for initializing position buffer |
| 187 | +function initBuffer(gl) { |
| 188 | + // Create a buffer for the square's positions. |
| 189 | + const positionBuffer = gl.createBuffer(); |
| 190 | + gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); |
| 191 | + |
| 192 | + // Now create an array of positions for the square. |
| 193 | + const positions = [ |
| 194 | + 1.0, 1.0, |
| 195 | + -1.0, 1.0, |
| 196 | + 1.0, -1.0, |
| 197 | + -1.0, -1.0, |
| 198 | + ]; |
| 199 | + |
| 200 | + gl.bufferData( |
| 201 | + gl.ARRAY_BUFFER, |
| 202 | + new Float32Array(positions), |
| 203 | + gl.STATIC_DRAW); |
| 204 | + |
| 205 | + return positionBuffer; |
| 206 | +} |
| 207 | + |
| 208 | + |
| 209 | + |
| 210 | +// Helper for finishing setup for rendering |
| 211 | +function prepareScene(gl, program, uniforms) { |
| 212 | + // Clear screen |
| 213 | + gl.clearColor(0.0, 0.0, 0.0, 1.0); |
| 214 | + gl.clearDepth(1.0); |
| 215 | + |
| 216 | + // Setup vertex position attribute as vec2 |
| 217 | + gl.vertexAttribPointer(program.vertices, 2, gl.FLOAT, false, 0, 0); |
| 218 | + gl.enableVertexAttribArray(program.vertices); |
| 219 | + |
| 220 | + // Set shader program |
| 221 | + gl.useProgram(program.program); |
| 222 | + |
| 223 | + // Set uniforms |
| 224 | + const canvas = document.getElementById("canvas"); |
| 225 | +} |
| 226 | + |
| 227 | + |
| 228 | + |
| 229 | +// Helper for initializing uniforms |
| 230 | +function initUniforms(gl, shaderProgram, uniformNames) { |
| 231 | + var uniforms = {}; |
| 232 | + var location; |
| 233 | + for (var i = 0; i < uniformNames.length; i++) { |
| 234 | + location = gl.getUniformLocation(shaderProgram, uniformNames[i]); |
| 235 | + if (location == -1) { |
| 236 | + alert("Uniform not found: " + uniformName); |
| 237 | + } else { |
| 238 | + uniforms[uniformNames[i]] = location; |
| 239 | + } |
| 240 | + } |
| 241 | + return uniforms; |
| 242 | +} |
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