Mercurial > hg > Game > WebGL
comparison drawObj/drawObj.html @ 3:d17004426a74
add drawObj
author | Nobuyasu Oshiro <dimolto@cr.ie.u-ryukyu.ac.jp> |
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date | Sun, 15 Apr 2012 19:03:54 +0900 |
parents | |
children | 86eb5933aeb9 |
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2:b3f1d1f5673c | 3:d17004426a74 |
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1 <html> | |
2 <head> | |
3 <title>WebGL dandy</title> | |
4 <script src="resources/J3DI.js"> </script> | |
5 <script src="resources/J3DIMath.js"> </script> | |
6 <script src="resources/parse.js"> </script> | |
7 <script src="resources/makePanel.js"> </script> | |
8 <script src="resources/jkl-parsexml.js"> </script> | |
9 <script src="resources/keyboard.js"> </script> | |
10 <script src="resources/mouse.js"> </script> | |
11 </head> | |
12 | |
13 <script id="vshader" type="x-shader/x-vertex"> | |
14 uniform mat4 u_modelViewProjMatrix; | |
15 uniform mat4 u_normalMatrix; | |
16 uniform vec3 lightDir; | |
17 | |
18 attribute vec3 vNormal; | |
19 attribute vec4 vTexCoord; | |
20 attribute vec4 vPosition; | |
21 | |
22 varying float v_Dot; | |
23 varying vec2 v_texCoord; | |
24 | |
25 void main() | |
26 { | |
27 gl_Position = u_modelViewProjMatrix * vPosition; | |
28 v_texCoord = vTexCoord.st; | |
29 vec4 transNormal = u_normalMatrix * vec4(vNormal,1); | |
30 v_Dot = max(dot(transNormal.xyz, lightDir), 0.0); | |
31 } | |
32 </script> | |
33 | |
34 <script id="fshader" type="x-shader/x-fragment"> | |
35 #ifdef GL_ES | |
36 precision mediump float; | |
37 #endif | |
38 | |
39 uniform sampler2D sampler2d; | |
40 | |
41 varying float v_Dot; | |
42 varying vec2 v_texCoord; | |
43 | |
44 void main() | |
45 { | |
46 vec4 color = texture2D(sampler2d,v_texCoord); | |
47 color += vec4(0.1,0.1,0.1,1); | |
48 if(color.a == 1.0)color=vec4(1,0,0,1); | |
49 else color=vec4(0,1,1,1); | |
50 gl_FragColor = vec4(color.xyz * v_Dot, color.a); | |
51 gl_FragColor = vec4(color.xyz * v_Dot, 0.5); | |
52 } | |
53 </script> | |
54 | |
55 | |
56 <script> | |
57 //画面(canvas)の大きさ | |
58 var w = 1024; | |
59 var h = 640; | |
60 function init() | |
61 { | |
62 gl = initWebGL("game", "vshader", "fshader", | |
63 [ "vNormal", "vTexCoord", "vPosition"], | |
64 [ 0, 0, 0, 1 ], 10000); | |
65 | |
66 gl.uniform3f(gl.getUniformLocation(gl.program, "lightDir"), 0, 0, 1); | |
67 gl.uniform1i(gl.getUniformLocation(gl.program, "sampler2d"), 0); | |
68 | |
69 gl.enable(gl.TEXTURE_2D); | |
70 | |
71 parseXml(gl);//parse.js | |
72 | |
73 return gl; | |
74 } | |
75 | |
76 | |
77 function parseXml(gl) | |
78 { | |
79 loadObjXml(gl, "./xml/cube.xml"); | |
80 } | |
81 | |
82 | |
83 function reshape(ctx, ortho) | |
84 { | |
85 var canvas = document.getElementById('game'); | |
86 | |
87 width = canvas.width; | |
88 height = canvas.height; | |
89 | |
90 ctx.viewport(0, 0, width, height); | |
91 | |
92 var t = width/height; | |
93 | |
94 ctx.perspectiveMatrix = new J3DIMatrix4(); | |
95 ctx.perspectiveMatrix.frustum(-0.5, 0.5, -0.5 / t, 0.5 / t, 1, 100000); | |
96 | |
97 } | |
98 | |
99 | |
100 FILPCOUNT = 0; | |
101 function loop(ctx, ortho) | |
102 { | |
103 ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT); | |
104 | |
105 PutSpriteV(ctx, 0, 0, -10, 2, matrix, object); | |
106 | |
107 ctx.flush(); | |
108 | |
109 FILPCOUNT++; | |
110 framerate.snapshot(); | |
111 } | |
112 | |
113 | |
114 | |
115 function opening(ctx, ortho) | |
116 { | |
117 reshape(ctx, ortho); | |
118 ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT); | |
119 | |
120 ctx.flush(); | |
121 | |
122 var f = function() { loop(ctx, ortho); }; | |
123 setInterval(f, 10); | |
124 | |
125 } | |
126 | |
127 | |
128 // display size | |
129 var W = 1024; | |
130 var H = 640; | |
131 | |
132 function start() | |
133 { | |
134 var ortho = {left:0, right:200, bottom:140, top:0} | |
135 matrix = new J3DIMatrix4(); // global variable | |
136 | |
137 // var c = document.getElementById("game"); | |
138 // c.width = W; | |
139 // c.height = H; | |
140 | |
141 var ctx = init(); | |
142 object = gl.obj["Cube"]; // default object. | |
143 | |
144 o = function() {opening(ctx, ortho);}; | |
145 setTimeout(o, 10); | |
146 framerate = new Framerate("framerate"); | |
147 } | |
148 | |
149 | |
150 function loadFile(objectname) | |
151 { | |
152 var filename = "./xml/"+objectname+".xml"; | |
153 loadObjXml(gl, filename); | |
154 console.log(filename); | |
155 object = gl.obj[objectname]; | |
156 } | |
157 | |
158 function objToString(obj,map,indent){ | |
159 indent=indent?indent+"\t":"";if(!map)map={}; | |
160 if(map[obj])return; | |
161 map[obj]=true; | |
162 if(typeof obj=="string"||typeof obj=="number"||typeof obj=="boolena")return indent+obj; | |
163 if(typeof obj=="array"){ | |
164 | |
165 for(var i=0,s="";i < obj.length;i++ )s+=objToString(obj[i],map,indent)+","; | |
166 return indent+"["+s+"]"; | |
167 } | |
168 var s="";for(var i in obj)s+=indent+"\t"+i+":"+objToString(obj[i],map)+"\n";return indent+"{"+s+"}"; | |
169 } | |
170 | |
171 </script> | |
172 | |
173 <body onload="start()" onkeydown="keyboardDown()" onkeypress="keyboardPress()" onkeyup="keyboardUp()" | |
174 onmousedown="mouseDown();" onmouseup="mouseUp();" style='overflow:hidden; '> | |
175 <canvas id="game" width=1024 height=640 > | |
176 </canvas> | |
177 <form onsubmit="loadFile(document.getElementById('filename').value);return false;"> | |
178 <input type="text" id="filename" value="Cube"> | |
179 </form> | |
180 <div id="framerate"></div> | |
181 <div id="console"></div> | |
182 | |
183 | |
184 </body> | |
185 | |
186 </html> |