Mercurial > hg > Members > e085737 > sample
view Pants_FPS/PantsFPS.html @ 17:bf87fe5a9797
ver3
author | <e085737> |
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date | Fri, 10 Dec 2010 20:19:03 +0900 |
parents | 9367d87879ee |
children | 931ad40d56f5 |
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<html> <head> <title>Earth and Mars</title> <script src="resources/SceneGraphRoot.js"></script> <script src="resources/SceneGraph.js"></script> <script src="resources/jkl-parsexml.js"></script> <script src="resources/Image_xml.js"></script> <script src="resources/keybord.js"></script> <script src="resources/walk.js"></script> <script src="resources/bullet.js"></script> <script src="resources/pants.js"></script> <script src="resources/human.js"></script> <script src="resources/DrawObject.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), 0.0); v_Dot = max(1.0, 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); /* 光源の色を設定 */ color += vec4(0.1,0.1,0.1,1); gl_FragColor = vec4(color.xyz * v_Dot, color.a); } </script> <script> function init(w, h) { var gl = initWebGL("example", "vshader", "fshader", [ "vNormal", "vTexCoord", "vPosition"], [ 0, 0, 0, 1 ], 10000); gl.uniform3f(gl.getUniformLocation(gl.program, "lightDir"), 0, -1, 0); gl.uniform1i(gl.getUniformLocation(gl.program, "sampler2d"), 0); gl.enable(gl.TEXTURE_2D); gl.sgroot = new SceneGraphRoot() walk_init(gl, gl.sgroot, w, h) return gl; } width = 1; height = -1; function reshape(ctx, sgroot) { var canvas = document.getElementById('example'); if (canvas.width == width && canvas.width == height) return; width = canvas.width height = canvas.height // 画面の調節はいまだ手作業 ctx.viewport(0, 0, width, height); //ctx.perspectiveMatrix = new J3DIMatrix4() //sgroot.getCamera(ctx) } function drawObject(ctx, node, angle, xyz, scale, glObj) { // 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); // generate the model-view matrix //var mvMatrix = new J3DIMatrix4(); var mvMatrix = create_matrix(node, angle, xyz, scale) /*var my_mat = new J3DIMatrix4() mvMatrix.translate(xyz[0],xyz[1],xyz[2]); mvMatrix.rotate(angle[0],0,1,0); mvMatrix.rotate(angle[1],1,0,0); mvMatrix.rotate(angle[2],0,0,1); mvMatrix.scale(scale, scale, scale); mvMatrix.getAsArrayMatrix(my_mat.$matrix) node.mat = my_mat hand_mat(node) */ // construct the normal matrix from the model-view matrix var normalMatrix = new J3DIMatrix4(mvMatrix); normalMatrix.invert(); normalMatrix.transpose(); normalMatrix.setUniform(ctx, ctx.getUniformLocation(ctx.program, "u_normalMatrix"), false); // construct the model-view * projection matrix 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,sgroot,w,h) { reshape(ctx, sgroot) ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT) //sgroot.getCamera(ctx) MainLoop(ctx,sgroot,w,h) 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; theta = 90 theta1 = 90 cameraAngle_xyz = new Array(0,0,0) var ctx = init(w, h); document.onkeydown = HandleKeyDown; document.onkeyup = HandleKeyUp; currentAngle = 0; incAngle = 2.0; var f = function() { drawPicture(ctx,ctx.sgroot,w,h) }; setInterval(f, 10); framerate = new Framerate("framerate"); } </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>