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1 <html>
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2 <head>
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3 <title>Earth and Mars</title>
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4 <script src="resources/keybord.js"></script>
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5 <script src="resources/SceneGraph.js"></script>
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6 <script src="resources/vacuum.js"></script>
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7 <script src="resources/jkl-parsexml.js"></script>
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8 <script src="resources/exml.js"></script>
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9 <script src="resources/J3DI.js"> </script>
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10 <script src="resources/J3DIMath.js" type="text/javascript"> </script>
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11
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12 <script id="vshader" type="x-shader/x-vertex">
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13 uniform mat4 u_modelViewProjMatrix;
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14 uniform mat4 u_normalMatrix;
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15 uniform vec3 lightDir;
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16
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17 attribute vec3 vNormal;
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18 attribute vec4 vTexCoord;
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19 attribute vec4 vPosition;
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20
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21 varying float v_Dot;
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22 varying vec2 v_texCoord;
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23
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24 void main()
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25 {
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26 gl_Position = u_modelViewProjMatrix * vPosition;
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27 v_texCoord = vTexCoord.st;
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28 vec4 transNormal = (u_normalMatrix) * vec4(vNormal,1);
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29 v_Dot = max(dot(transNormal.xyz, lightDir), 0.0);
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30 }
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31 </script>
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32
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33 <script id="fshader" type="x-shader/x-fragment">
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34 #ifdef GL_ES
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35 precision mediump float;
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36 #endif
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37
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38 uniform sampler2D sampler2d;
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39
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40 varying float v_Dot;
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41 varying vec2 v_texCoord;
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42
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43 void main()
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44 {
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45 vec4 color = texture2D(sampler2d,v_texCoord);
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46 color += vec4(0.1,0.1,0.1,1);
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47 gl_FragColor = vec4(color.xyz * v_Dot, color.a);
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48 }
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49 </script>
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50
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51 <script>
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52 function init()
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53 {
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54 var gl = initWebGL("example", "vshader", "fshader",
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55 [ "vNormal", "vTexCoord", "vPosition"],
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56 [ 0, 0, 0, 1 ], 10000);
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57
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58 gl.uniform3f(gl.getUniformLocation(gl.program, "lightDir"), 0, 0, 1);
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59 gl.uniform1i(gl.getUniformLocation(gl.program, "sampler2d"), 0);
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60
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61 gl.enable(gl.TEXTURE_2D);
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62
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63 // get the images
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64 loadObjXml(gl, "./xml/earth.xml");
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65 loadObjXml(gl, "./xml/moon.xml");
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66 loadObjXml(gl, "./xml/gameover.xml");
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67 loadObjXml(gl, "./xml/gamecube.xml");
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68 loadObjXml(gl, "./xml/title.xml");
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69 return gl;
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70 }
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71
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72 width = 1;
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73 height = 1;
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74
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75 function reshape(ctx)
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76 {
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77 var canvas = document.getElementById('example');
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78 if (canvas.width == width && canvas.width == height)
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79 return;
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80
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81 width = canvas.width
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82 height = canvas.height
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83
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84 // 画面の調節はいまだ手作業
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85
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86 ctx.viewport(0, 0, width, height);
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87
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88 ctx.perspectiveMatrix = new J3DIMatrix4();
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89 ctx.perspectiveMatrix.perspective(30, width/height, 1, 10000);
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90 ctx.perspectiveMatrix.lookat(0,0,view_point, 0, 0, 0, 0, 1, 0);
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91 }
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92
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93 function drawBall(ctx, angle, xyz, scale, glObj)
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94 {
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95 // setup VBOs
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96 ctx.enableVertexAttribArray(0);
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97 ctx.enableVertexAttribArray(1);
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98 ctx.enableVertexAttribArray(2);
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99
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100 ctx.bindBuffer(ctx.ARRAY_BUFFER, glObj.vertexObject);
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101 ctx.vertexAttribPointer(2, 3, ctx.FLOAT, false, 0, 0);
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102
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103 ctx.bindBuffer(ctx.ARRAY_BUFFER, glObj.normalObject);
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104 ctx.vertexAttribPointer(0, 3, ctx.FLOAT, false, 0, 0);
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105
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106 ctx.bindBuffer(ctx.ARRAY_BUFFER, glObj.texCoordObject);
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107 ctx.vertexAttribPointer(1, 2, ctx.FLOAT, false, 0, 0);
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108
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109 ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, glObj.indexObject);
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110
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111 // generate the model-view matrix
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112 var mvMatrix = new J3DIMatrix4();
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113 mvMatrix.translate(xyz[0],xyz[1],0);
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114 mvMatrix.rotate(angle[0],0,1,0);
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115 mvMatrix.rotate(angle[1],1,0,0);
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116 mvMatrix.rotate(angle[2],0,0,1);
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117 mvMatrix.scale(scale, scale, scale);
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118
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119 // construct the normal matrix from the model-view matrix
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120 var normalMatrix = new J3DIMatrix4(mvMatrix);
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121 normalMatrix.invert();
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122 normalMatrix.transpose();
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123 normalMatrix.setUniform(ctx, ctx.getUniformLocation(ctx.program, "u_normalMatrix"), false);
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124
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125 // construct the model-view * projection matrix
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126 var mvpMatrix = new J3DIMatrix4(ctx.perspectiveMatrix);
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127 mvpMatrix.multiply(mvMatrix);
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128 mvpMatrix.setUniform(ctx, ctx.getUniformLocation(ctx.program, "u_modelViewProjMatrix"), false);
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129
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130 ctx.bindTexture(ctx.TEXTURE_2D, glObj.texture);
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131 ctx.drawElements(ctx.TRIANGLES, glObj.numIndices, ctx.UNSIGNED_SHORT, 0);
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132 }
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133
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134 function drawPicture(ctx)
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135 {
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136 reshape(ctx);
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137 ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT);
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138
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139 HandleKeys();
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140 MainLoop(ctx);
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141
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142 ctx.flush();
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143
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144 framerate.snapshot();
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145
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146 currentAngle += incAngle;
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147 if (currentAngle > 360){
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148 if(my_cube.title.hit && !my_cube.hit){
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149 for(num in my_cube.child){
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150 Vacuum_coll(ctx, my_cube.child[num])
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151 }
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152 Random_cube(ctx, my_cube)
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153 }
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154 currentAngle -= 360;
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155 }
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156 }
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157
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158 function start()
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159 {
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160 var c = document.getElementById("example");
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161 var w = Math.floor(window.innerWidth * 0.5);
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162 var h = Math.floor(window.innerHeight * 0.9);
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163
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164 c.width = w;
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165 c.height = h;
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166
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167 var ctx = init();
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168
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169 my_cube = My_cube(null, "BIGCUBE", ctx.obj.BIGCUBE.w, ctx.obj.BIGCUBE.h, ctx.obj.BIGCUBE);
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170
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171 view_point = c.width * 1.8
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172 document.onkeydown = HandleKeyDown;
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173 document.onkeyup = HandleKeyUp;
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174
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175 currentAngle = 0;
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176 incAngle = 2.0;
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177
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178 var f = function() { drawPicture(ctx) };
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179 setInterval(f, 10);
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180 framerate = new Framerate("framerate");
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181
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182 }
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183 </script>
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184 <style type="text/css">
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185 canvas {
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186 border: 2px solid black;
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187 }
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188 </style>
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189 </head>
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190 <body onload="start()">
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191 <canvas id="example">
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192 There is supposed to be an example drawing here, but it's not important.
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193 </canvas>
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194 <div id="framerate"></div>
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195 <div id="console"></div>
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196 </body>
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197 </html>
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