Mercurial > hg > Members > e085711
view webGL/dandy/dandy4.html @ 16:527eac9a7d0b
update
author | NOBUYASU Oshiro |
---|---|
date | Sat, 17 Jul 2010 12:56:57 +0900 |
parents | a2b31fe50d9d |
children | 2018ad94fd9b |
line wrap: on
line source
<!DOCTYPE html> <!-- /* * Copyright (C) 2009 Apple Inc. All Rights Reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ --> <html> <head> <title>WebGL dandy</title> <script src="resources/CanvasMatrix.js"> </script> <script src="resources/utils3d.js"> </script> <script src="resources/jkl-parsexml.js"> </script> <script src="resources/makePanel.js"> </script> <script src="resources/Character_state.js"> </script> <script src="resources/Character.js"> </script> <script src="resources/schedule.js"> </script> <script src="resources/Player.js"> </script> <script src="resources/enemy.js"> </script> <script src="resources/bullet.js"> </script> <script src="resources/collision.js"> </script> <script src="resources/constKey.js"> </script> <script src="resources/keybord.js"> </script> <script src="resources/boss.js"> </script> <script src="resources/parse.js"> </script> <script src="resources/bom.js"> </script> <script src="resources/pause.js"> </script> <script src="resources/tama.js"> </script> <script src="resources/sankaku.js"> </script> <script src="resources/syokika.js"> </script> <script id="vshader" type="x-shader/x-vertex"> uniform mat4 u_modelViewProjMatrix; uniform mat4 u_normalMatrix; uniform vec3 lightDir; attribute vec3 vNormal; attribute vec4 vTexCoord; attribute vec4 vPosition; varying float v_Dot; varying vec2 v_texCoord; void main() { gl_Position = u_modelViewProjMatrix * vPosition; v_texCoord = vTexCoord.st; vec4 transNormal = u_normalMatrix * vec4(vNormal,1); v_Dot = max(dot(transNormal.xyz, lightDir), 0.0); // v_Dot = min(dot(transNormal.xyz, lightDir), 1.0); } </script> <script id="fshader" type="x-shader/x-fragment"> uniform sampler2D sampler2d; varying float v_Dot; varying vec2 v_texCoord; void main() { vec4 color = texture2D(sampler2d,v_texCoord); // color += vec4(0.1,0.1,0.1,1); // if(color.a == 1)color=vec4(1,0,0,1); // else color=vec4(0,1,1,1); gl_FragColor = vec4(color.xyz * v_Dot, color.a); // gl_FragColor = vec4(color.xyz * v_Dot, 0.5); } </script> <script> //audioの試運転 var audio = window.Audio && new Audio("sound/sample.wav"); var audioShoot = window.Audio && new Audio("sound/shota.wav"); //画面(canvas)の大きさ var w = 1024; var h = 640; function init() { var gl = initWebGL("example", "vshader", "fshader", [ "vNormal", "vTexCoord", "vPosition"], [ 0, 0, 0, 1 ], 10000); gl.uniform3f(gl.getUniformLocation(gl.program, "lightDir"), 0, 0, 1); gl.uniform1i(gl.getUniformLocation(gl.program, "sampler2d"), 0); gl.enable(gl.TEXTURE_2D); sankakuf();//mycos,mysinの作成 sankaku.js parseXml(gl);//parse.js return gl; } width = -1; height = -1; function reshape(ctx, ortho) { var canvas = document.getElementById('example'); if (canvas.width == width && canvas.width == height) return; width = canvas.width; height = canvas.height; ctx.viewport(0, 0, width, height); ctx.perspectiveMatrix = new CanvasMatrix4(); ctx.perspectiveMatrix.lookat(0,0,-60, 0, 0, 0, 0, 1, 0); ctx.perspectiveMatrix.ortho(ortho.left, ortho.right, ortho.top, -ortho.bottom, 0, 10000); // ctx.perspectiveMatrix.ortho(-600, 600, 600, -600, 0, 10000); } function loop(ctx, ortho) { reshape(ctx, ortho); ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT); Player(ctx, jiki, pad, ortho); obj_draw(ctx); PutBom(ctx); pause(); ctx.flush(); filpcount++; schedule(); state_update(); collision_detect(); delete_obj( ctx ) framerate.snapshot(); } function opening(ctx, ortho) { reshape(ctx, ortho); ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT); PutSpriteF(ctx, 100, 70, 1, font[10]); PutSpriteF(ctx, 170, 50, 1, font[11]); PutSpriteF(ctx, 40, 120, 1, font[12]); ctx.flush(); if(pad.start == 0) {setTimeout(o, 100);} if(pad.start != 0) { jiki.bf = true; pad.st = 1; gameflage = 1; audio && audio.play(); setInterval(f, 10); } } function start() { // event.onkeydown = keydown; // event.onkeypress = keypress; // event.onkeyup = keyup; var ortho = makeOrthoPara(0,200,140,0); var c = document.getElementById("example"); //画面の大きさ c.width = w; c.height = h; var ctx = init(); currentAngle = 0; // var f = function() { loop(ctx, ortho) }; f = function() { loop(ctx, ortho) }; o = function() {opening(ctx, ortho)} setTimeout(o, 10); // if(pad.start != 0) setInterval(f, 10); // setInterval(f, 10); framerate = new Framerate("framerate"); } </script> <style type="text/css"> canvas { border: 2px solid black; } </style> </head> <body onload="start()" onkeydown="keybordDown()" onkeypress="keybordPress()" onkeyup="keybordUp()" style='overflow:hidden'> <!--<body onload = "start()" style='overflow:hidden'> --> <canvas id="example"> There is supposed to be an example drawing here, but it's not important. </canvas> <div id="framerate"></div> <div id="console"></div> <img id="test" style="border:1px solid red"> </body> </html>