view Earth_x/universe_x.html @ 2:a1cee26697e7

vacuum
author e085737@tamayose-syuuichi-no-macbook.local
date Thu, 11 Nov 2010 14:31:29 +0900
parents fccccbcc94be
children 5deafb6f7d59
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<html>
  <head>
    <title>Earth and Mars</title>
    <script src="jkl-parsexml.js"></script>
    <script src="exml.js"></script>
    <script src="resources/J3DI.js"> </script>
    <script src="resources/J3DIMath.js" type="text/javascript"> </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), 1.0);
        }
    </script>

    <script id="fshader" type="x-shader/x-fragment">
#ifdef GL_ES
    precision mediump float;
#endif
    
        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>
        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);

            // xml_fileからtextureを読み込んでいる。
	    loadObjXml(gl, "./earth.xml");
	    loadObjXml(gl, "./moon.xml");

            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 J3DIMatrix4();
            ctx.perspectiveMatrix.perspective(30, width/height, 1, 10000);
            ctx.perspectiveMatrix.lookat(0,0,500, 0, 0, 0, 0, 1, 0);
        }
        
	function drawOne(ctx, glObj, star)
	{
            // setup VBOs
            ctx.enableVertexAttribArray(0);
            ctx.enableVertexAttribArray(1);
            ctx.enableVertexAttribArray(2);

            ctx.bindBuffer(ctx.ARRAY_BUFFER, glObj.vertexObject);
            ctx.vertexAttribPointer(2, 3, ctx.FLOAT, false, 0, 0);
            
            ctx.bindBuffer(ctx.ARRAY_BUFFER, glObj.normalObject);
            ctx.vertexAttribPointer(0, 3, ctx.FLOAT, false, 0, 0);
            
            ctx.bindBuffer(ctx.ARRAY_BUFFER, glObj.texCoordObject);
            ctx.vertexAttribPointer(1, 2, ctx.FLOAT, false, 0, 0);

            ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, glObj.indexObject);

	        
	        var mvMatrix = new J3DIMatrix4();
		var $siman2  = new J3DIMatrix4();

		mvMatrix = star.mat;
		mvMatrix.rotate(star.angle, 0,1,0);          // 親の変換行列を取得
		mvMatrix.translate(star.x,star.y,star.z);
	  	mvMatrix.getAsArrayMatrix($siman2.$matrix);  // 自身の変換行列を取得
		for(num in star.cn){
	            star.cn.mat = $siman2;    // 自分の子どもに変換行列を渡す。
	    }
	    
		mvMatrix.scale(star.scale, star.scale, star.scale);
		 
            var normalMatrix = new J3DIMatrix4(mvMatrix);
            normalMatrix.invert();
            normalMatrix.transpose();
            normalMatrix.setUniform(ctx, ctx.getUniformLocation(ctx.program, "u_normalMatrix"), false);
            
            var mvpMatrix = new J3DIMatrix4(ctx.perspectiveMatrix);
            mvpMatrix.multiply(mvMatrix);
            mvpMatrix.setUniform(ctx, ctx.getUniformLocation(ctx.program, "u_modelViewProjMatrix"), false);

            ctx.bindTexture(ctx.TEXTURE_2D, glObj.texture);
            ctx.drawElements(ctx.TRIANGLES, glObj.numIndices, ctx.UNSIGNED_SHORT, 0);
}


        function drawPicture(ctx)
        {
            reshape(ctx);
            ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT);

	    var Moon2  = new star( ctx.obj.Moon, null, currentAngle, 20, 0, 0, 0.3);
	    var Moon  = new star( ctx.obj.Moon, Moon2,   currentAngle , 200, 0, 0, 0.6);
            var Earth = new star( ctx.obj.Earth, Moon,   currentAngle, 0, 0, 0, 1.0);


            render(ctx,Earth);

	    ctx.flush();
            
            framerate.snapshot();
            
            currentAngle += incAngle;
            if (currentAngle > 360)
                currentAngle -= 360;
        }
        
        function start()
        {
            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;
            incAngle = 0.4;
            var f = function() { drawPicture(ctx) };
            setInterval(f, 10);
            framerate = new Framerate("framerate");
    }

    function render(ctx,star){
	var p = new Object();
	for(p=star; p; p = p.cn ){
           drawOne(ctx, p.texture, p);
	}
    }

    // 惑星の情報を格納している。
    function star(texture,cn,angle,x,y,z,scale){    
        this.x = x;
	this.y = y;
	this.z = z;
	this.mat = new J3DIMatrix4();
	this.angle = angle;
	this.scale = scale;
	this.texture = texture;
        this.cn = cn;  // 子どもの名前
        return this;
}
    </script>
    <style type="text/css">
        canvas {
            border: 2px solid black;
        }
    </style>
  </head>
  <body onload="start()">
    <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>
  </body>
</html>