Mercurial > hg > Members > e085711
changeset 5:e6bdfa6616a6
upload dandy2.html
author | NOBUYASU Oshiro |
---|---|
date | Mon, 14 Jun 2010 15:17:48 +0900 |
parents | 7f615f5f5220 |
children | 881478004f18 |
files | webGL/dandy/dandy2.html |
diffstat | 1 files changed, 209 insertions(+), 0 deletions(-) [+] |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/webGL/dandy/dandy2.html Mon Jun 14 15:17:48 2010 +0900 @@ -0,0 +1,209 @@ +<!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 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); + gl_FragColor = vec4(color.xyz * v_Dot, color.a); + } + </script> + + <script> + pad = new Pad(); + const KEY_D = 65; + const KEY_A = 68; + const KEY_W = 87; + const KEY_S = 83; + const KEY_Z = 90; + var audio = window.Audio && new Audio("sound/sample.wav"); + var audioShoot = window.Audio && new Audio("sound/shotc.wav"); + + 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); + + + loadXml( gl,"./xml/character.xml"); + player = new Player(gl.chara); + enemy = new enemySelect(gl); + + return gl; + } + + width = -1; + height = -1; + + function reshape(ctx) + { + 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(0,0,6, 0, 0, 0, 0, 1, 0); + ctx.perspectiveMatrix.ortho(-100, 100, -70, 70, 0, 10000); + + } + + + + function loop(ctx) + { + reshape(ctx); + ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT); + + + movePlayer(player, pad); + + drawPlayer(ctx, player, 1.2); + obj_draw(ctx); + + ctx.flush(); + + filpcount++; + schedule(); + state_update(); + + framerate.snapshot(); + + } + + function start() + { + + audio && audio.play();//audio Test + + var c = document.getElementById("example"); + var w = Math.floor(window.innerWidth * 0.9); + var h = Math.floor(window.innerHeight * 0.9); + + c.width = w; + c.height = h; + + var ctx = init(); + + currentAngle = 0; + var f = function() { loop(ctx) }; + setInterval(f, 10); + framerate = new Framerate("framerate"); + } + function keybordDown() + { + var code = event.keyCode; + if(code == KEY_D) pad.right+=1.5; + if(code == KEY_A) pad.left+=1.5; + if(code == KEY_W) pad.up+=2; + if(code == KEY_S) pad.down+=2; + if(code == KEY_Z) audioShoot && audioShoot.play(); + } + function keybordPress() + { + pad.count++; + } + function keybordUp() + { + var code = event.keyCode; + if(code == KEY_D) pad.right = 0; + if(code == KEY_A) pad.left = 0; + if(code == KEY_W) pad.up = 0; + if(code == KEY_S) pad.down = 0; + + pad.state=0; + pad.count=0; + } + </script> + <style type="text/css"> + canvas { + border: 2px solid black; + } + </style> + </head> + <body onload="start()" onkeydown="keybordDown()" onkeypress="keybordPress()" onkeyup="keybordUp()"> + <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>