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<html>
<head>
<title>Many Planets Deep</title>
<script type="text/javascript" src="common/webgl-utils.js"></script>
<script type="text/javascript" src="debug/webgl-debug.js"></script>
<script type="text/javascript" src="cros_fps.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);
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
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>
const numRowCols = 4;
const numLayers = 3;
const layoutWidth = 10;
const layoutHeight = 8;
const globeSize = 25;
const minIncAngle = 0.2;
const maxIncAngle = 2;
var g = {}; // globals
var g_crosFpsCounter = new crosFpsCounter();
var then = 0.0;
var lastJSRenderTime = 0.0;
function init()
{
var gl = initWebGL("example");
if (!gl) {
return;
}
g.program = simpleSetup(gl, "vshader", "fshader",
[ "vPosition", "vTexCoord", "vNormal"],
[ 0, 0, 0, 1 ], 10000);
gl.uniform3f(gl.getUniformLocation(g.program, "lightDir"), 0, 0, 1);
gl.uniform1i(gl.getUniformLocation(g.program, "sampler2d"), 0);
if (g.program) {
g.u_normalMatrixLoc = gl.getUniformLocation(g.program, "u_normalMatrix");
g.u_modelViewProjMatrixLoc = gl.getUniformLocation(g.program, "u_modelViewProjMatrix");
}
g.sphere = makeSphere(gl, 1, 30, 30);
// get the images
earthTexture = loadImageTexture(gl, "resources/earthmap1k.jpg");
marsTexture = loadImageTexture(gl, "resources/mars500x250.png");
return gl;
}
width = -1;
height = -1;
var requestId;
function reshape(ctx)
{
var canvas = document.getElementById('example');
if (canvas.width == width && canvas.height == height)
return;
width = canvas.width;
height = canvas.height;
ctx.viewport(0, 0, width, height);
g.perspectiveMatrix = new J3DIMatrix4();
g.perspectiveMatrix.perspective(30, width/height, 1, 10000);
g.perspectiveMatrix.lookat(0,0,20, 0, 0, 0, 0, 1, 0);
}
function drawOne(ctx, angle, x, y, z, scale, texture)
{
// setup VBOs
ctx.enableVertexAttribArray(0);
ctx.enableVertexAttribArray(1);
ctx.enableVertexAttribArray(2);
ctx.bindBuffer(ctx.ARRAY_BUFFER, g.sphere.vertexObject);
ctx.vertexAttribPointer(0, 3, ctx.FLOAT, false, 0, 0);
ctx.bindBuffer(ctx.ARRAY_BUFFER, g.sphere.normalObject);
ctx.vertexAttribPointer(2, 3, ctx.FLOAT, false, 0, 0);
ctx.bindBuffer(ctx.ARRAY_BUFFER, g.sphere.texCoordObject);
ctx.vertexAttribPointer(1, 2, ctx.FLOAT, false, 0, 0);
ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, g.sphere.indexObject);
// generate the model-view matrix
var mvMatrix = new J3DIMatrix4();
mvMatrix.translate(x,y,z);
mvMatrix.rotate(30, 1,0,0);
mvMatrix.rotate(angle, 0,1,0);
mvMatrix.scale(scale, scale, scale);
// construct the normal matrix from the model-view matrix
var normalMatrix = new J3DIMatrix4(mvMatrix);
normalMatrix.invert();
normalMatrix.transpose();
normalMatrix.setUniform(ctx, g.u_normalMatrixLoc, false);
// construct the model-view * projection matrix
var mvpMatrix = new J3DIMatrix4(g.perspectiveMatrix);
mvpMatrix.multiply(mvMatrix);
mvpMatrix.setUniform(ctx, g.u_modelViewProjMatrixLoc, false);
ctx.bindTexture(ctx.TEXTURE_2D, texture);
ctx.drawElements(ctx.TRIANGLES, g.sphere.numIndices, ctx.UNSIGNED_SHORT, 0);
}
function drawPicture(ctx)
{
var now = new Date().getTime();
if (then != 0.0) {
g_crosFpsCounter.update(then, now - then, lastJSRenderTime);
}
then = now;
reshape(ctx);
ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT);
var startX = -layoutWidth/2;
var startY = -layoutHeight/2;
var startZ = 0;
var incX = layoutWidth / (numRowCols-1);
var incY = layoutHeight / (numRowCols-1);
var incZ = -5;
for (i = 0; i < numLayers; ++i) {
for (j = 0; j < numRowCols; ++j) {
for (k = 0; k < numRowCols; ++k) {
var index = i * numLayers * numRowCols + j * numRowCols + k;
drawOne(ctx, currentAngles[index],
startX + incX * k,
startY + incY * j,
startZ + incZ * i,
showEarth[index] ? 1 : 0.6, showEarth[index] ? earthTexture : marsTexture);
currentAngles[index] += incAngles[index];
if (currentAngles[index] > 360)
currentAngles[index] -= 360;
}
}
}
ctx.bindTexture(ctx.TEXTURE_2D, null);
framerate.snapshot();
lastJSRenderTime = new Date().getTime() - then;
}
function start()
{
var c = document.getElementById("example");
var w = Math.floor(window.innerWidth * 0.9);
var h = Math.floor(window.innerHeight * 0.9);
//c = WebGLDebugUtils.makeLostContextSimulatingCanvas(c);
// tell the simulator when to lose context.
//c.loseContextInNCalls(1500);
c.addEventListener('webglcontextlost', handleContextLost, false);
c.addEventListener('webglcontextrestored', handleContextRestored, false);
c.width = w;
c.height = h;
var ctx = init();
if (!ctx) {
return;
}
currentAngles = [ ];
incAngles = [ ];
showEarth = [ ];
for (var i = 0; i < numRowCols * numRowCols * numLayers; ++i) {
currentAngles[i] = 0;
incAngles[i] = Math.random() * (maxIncAngle - minIncAngle) + minIncAngle;
showEarth[i] = Math.random() > 0.5;
}
framerate = new Framerate("framerate");
var f = function() {
drawPicture(ctx)
requestId = window.requestAnimFrame(f, c);
};
f();
function handleContextLost(e) {
e.preventDefault();
clearLoadingImages();
if (requestId !== undefined) {
window.cancelAnimFrame(requestId);
requestId = undefined;
}
}
function handleContextRestored() {
init();
f();
}
}
</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>
</body>
</html>