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Small webgl example
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// augment Sylvester some | |
Matrix.Translation = function (v) | |
{ | |
if (v.elements.length == 2) { | |
var r = Matrix.I(3); | |
r.elements[2][0] = v.elements[0]; | |
r.elements[2][1] = v.elements[1]; | |
return r; | |
} | |
if (v.elements.length == 3) { | |
var r = Matrix.I(4); | |
r.elements[0][3] = v.elements[0]; | |
r.elements[1][3] = v.elements[1]; | |
r.elements[2][3] = v.elements[2]; | |
return r; | |
} | |
throw "Invalid length for Translation"; | |
} | |
Matrix.prototype.flatten = function () | |
{ | |
var result = []; | |
if (this.elements.length == 0) | |
return []; | |
for (var j = 0; j < this.elements[0].length; j++) | |
for (var i = 0; i < this.elements.length; i++) | |
result.push(this.elements[i][j]); | |
return result; | |
} | |
Matrix.prototype.ensure4x4 = function() | |
{ | |
if (this.elements.length == 4 && | |
this.elements[0].length == 4) | |
return this; | |
if (this.elements.length > 4 || | |
this.elements[0].length > 4) | |
return null; | |
for (var i = 0; i < this.elements.length; i++) { | |
for (var j = this.elements[i].length; j < 4; j++) { | |
if (i == j) | |
this.elements[i].push(1); | |
else | |
this.elements[i].push(0); | |
} | |
} | |
for (var i = this.elements.length; i < 4; i++) { | |
if (i == 0) | |
this.elements.push([1, 0, 0, 0]); | |
else if (i == 1) | |
this.elements.push([0, 1, 0, 0]); | |
else if (i == 2) | |
this.elements.push([0, 0, 1, 0]); | |
else if (i == 3) | |
this.elements.push([0, 0, 0, 1]); | |
} | |
return this; | |
}; | |
Matrix.prototype.make3x3 = function() | |
{ | |
if (this.elements.length != 4 || | |
this.elements[0].length != 4) | |
return null; | |
return Matrix.create([[this.elements[0][0], this.elements[0][1], this.elements[0][2]], | |
[this.elements[1][0], this.elements[1][1], this.elements[1][2]], | |
[this.elements[2][0], this.elements[2][1], this.elements[2][2]]]); | |
}; | |
Vector.prototype.flatten = function () | |
{ | |
return this.elements; | |
}; | |
function mht(m) { | |
var s = ""; | |
if (m.length == 16) { | |
for (var i = 0; i < 4; i++) { | |
s += "<span style='font-family: monospace'>[" + m[i*4+0].toFixed(4) + "," + m[i*4+1].toFixed(4) + "," + m[i*4+2].toFixed(4) + "," + m[i*4+3].toFixed(4) + "]</span><br>"; | |
} | |
} else if (m.length == 9) { | |
for (var i = 0; i < 3; i++) { | |
s += "<span style='font-family: monospace'>[" + m[i*3+0].toFixed(4) + "," + m[i*3+1].toFixed(4) + "," + m[i*3+2].toFixed(4) + "]</font><br>"; | |
} | |
} else { | |
return m.toString(); | |
} | |
return s; | |
} | |
// | |
// gluLookAt | |
// | |
function makeLookAt(ex, ey, ez, | |
cx, cy, cz, | |
ux, uy, uz) | |
{ | |
var eye = $V([ex, ey, ez]); | |
var center = $V([cx, cy, cz]); | |
var up = $V([ux, uy, uz]); | |
var mag; | |
var z = eye.subtract(center).toUnitVector(); | |
var x = up.cross(z).toUnitVector(); | |
var y = z.cross(x).toUnitVector(); | |
var m = $M([[x.e(1), x.e(2), x.e(3), 0], | |
[y.e(1), y.e(2), y.e(3), 0], | |
[z.e(1), z.e(2), z.e(3), 0], | |
[0, 0, 0, 1]]); | |
var t = $M([[1, 0, 0, -ex], | |
[0, 1, 0, -ey], | |
[0, 0, 1, -ez], | |
[0, 0, 0, 1]]); | |
return m.x(t); | |
} | |
// | |
// glOrtho | |
// | |
function makeOrtho(left, right, | |
bottom, top, | |
znear, zfar) | |
{ | |
var tx = -(right+left)/(right-left); | |
var ty = -(top+bottom)/(top-bottom); | |
var tz = -(zfar+znear)/(zfar-znear); | |
return $M([[2/(right-left), 0, 0, tx], | |
[0, 2/(top-bottom), 0, ty], | |
[0, 0, -2/(zfar-znear), tz], | |
[0, 0, 0, 1]]); | |
} | |
// | |
// gluPerspective | |
// | |
function makePerspective(fovy, aspect, znear, zfar) | |
{ | |
var ymax = znear * Math.tan(fovy * Math.PI / 360.0); | |
var ymin = -ymax; | |
var xmin = ymin * aspect; | |
var xmax = ymax * aspect; | |
return makeFrustum(xmin, xmax, ymin, ymax, znear, zfar); | |
} | |
// | |
// glFrustum | |
// | |
function makeFrustum(left, right, | |
bottom, top, | |
znear, zfar) | |
{ | |
var X = 2*znear/(right-left); | |
var Y = 2*znear/(top-bottom); | |
var A = (right+left)/(right-left); | |
var B = (top+bottom)/(top-bottom); | |
var C = -(zfar+znear)/(zfar-znear); | |
var D = -2*zfar*znear/(zfar-znear); | |
return $M([[X, 0, A, 0], | |
[0, Y, B, 0], | |
[0, 0, C, D], | |
[0, 0, -1, 0]]); | |
} | |
// | |
// glOrtho | |
// | |
function makeOrtho(left, right, bottom, top, znear, zfar) | |
{ | |
var tx = - (right + left) / (right - left); | |
var ty = - (top + bottom) / (top - bottom); | |
var tz = - (zfar + znear) / (zfar - znear); | |
return $M([[2 / (right - left), 0, 0, tx], | |
[0, 2 / (top - bottom), 0, ty], | |
[0, 0, -2 / (zfar - znear), tz], | |
[0, 0, 0, 1]]); | |
} |
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var mvMatrix; | |
var mvMatrixStack = []; | |
var perspectiveMatrix; | |
function SceneNode(){ | |
this.position = [0, 0, 0]; | |
this.rotation = [0, 0, 0]; | |
this.velocity = [0, 0, 0]; | |
this.elasticity = 0.3; | |
this.children = []; | |
this.mvMatrix = Matrix.I(4); | |
} | |
SceneNode.prototype.pass = function(){ | |
mvPushMatrix(); | |
if(this.velocity[0] || this.velocity[1] || this.velocity[1]){ | |
this.animate(); | |
} | |
mvTranslate(this.position); | |
mvRotate(this.rotation[0], [1, 0, 0]); | |
mvRotate(this.rotation[1], [0, 1, 0]); | |
mvRotate(this.rotation[2], [0, 0, 1]); | |
// save model view matrix | |
this.mvMatrix = mvMatrix; | |
this.draw(); | |
this.children.forEach(function(child){ | |
child.pass(); | |
}); | |
mvPopMatrix(); | |
} | |
SceneNode.prototype.draw = function(){ | |
} | |
SceneNode.prototype.animate = function(){ | |
var currentTime = (new Date()).getTime(); | |
if(this.lastUpdateTime){ | |
var delta = currentTime - this.lastUpdateTime; | |
// 1 - apply velocity to position (vx -> x) | |
this.position[0] += this.velocity[0] * delta / 1000; | |
this.position[1] += this.velocity[1] * delta / 1000; | |
this.position[2] += this.velocity[2] * delta / 1000; | |
// 2 - apply drag/friction to velocity | |
this.velocity[0] -= .5 * this.velocity[0] * delta / 1000; | |
this.velocity[1] -= .01 * this.velocity[1] * delta / 1000; | |
this.velocity[2] -= .5 * this.velocity[2] * delta / 1000; | |
// 3 - apply gravity to velocity | |
this.velocity[1] -= .4 * delta / 1000; | |
// 4 - collision with the ground | |
if(this.colideGround()){ | |
this.position[1] = 0.5; | |
this.velocity[1] = -this.velocity[1]; | |
this.velocity[1] *= this.elasticity; | |
if(this.velocity[1] < 0.05){ | |
this.velocity[1] = 0; | |
} | |
} | |
} | |
this.lastUpdateTime = currentTime; | |
} | |
SceneNode.prototype.colideGround = function(){ | |
if(this.position[1] - 0.5 < 0){ | |
return true; | |
} | |
return false; | |
} | |
SceneNode.prototype.colide = function(node){ | |
if(Math.abs(this.position[0] - node.position[0]) < 1 && | |
Math.abs(this.position[1] - node.position[1]) < 1){ | |
return true; | |
} | |
return false; | |
} | |
function addArray3(a, b){ | |
a[0] += b[0]; | |
a[1] += b[1]; | |
a[2] += b[2]; | |
} | |
function mult1Array3(v, a){ | |
a[0] *= v; | |
a[1] *= v; | |
a[2] *= v; | |
} | |
function loadIdentity() { | |
mvMatrix = Matrix.I(4); | |
} | |
function multMatrix(m) { | |
mvMatrix = mvMatrix.x(m); | |
} | |
function setMatrixUniforms() { | |
var pUniform = gl.getUniformLocation(shaderProgram, "uPMatrix"); | |
gl.uniformMatrix4fv(pUniform, false, new Float32Array(perspectiveMatrix.flatten())); | |
var mvUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix"); | |
gl.uniformMatrix4fv(mvUniform, false, new Float32Array(mvMatrix.flatten())); | |
} | |
function mvPushMatrix(m){ | |
if (m) { | |
mvMatrixStack.push(m.dup()); | |
mvMatrix = m.dup(); | |
} else { | |
mvMatrixStack.push(mvMatrix.dup()); | |
} | |
} | |
function mvPopMatrix(){ | |
if(!mvMatrixStack.length){ | |
throw("Can't pop from an empty matrix stack."); | |
} | |
mvMatrix = mvMatrixStack.pop(); | |
return mvMatrix; | |
} | |
function mvTranslate(v){ | |
multMatrix(Matrix.Translation($V([v[0], v[1], v[2]])).ensure4x4()); | |
} | |
function mvRotate(angle, v) { | |
var inRadians = angle * Math.PI / 180.0; | |
var m = Matrix.Rotation(inRadians, $V([v[0], v[1], v[2]])).ensure4x4(); | |
multMatrix(m); | |
} |
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<html> | |
<head> | |
<title>WebGL Demo</title> | |
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"> | |
<script src="sylvester.js" type="text/javascript"></script> | |
<script src="glUtils.js" type="text/javascript"></script> | |
<script src="sceneNode.js" type="text/javascript"></script> | |
<script src="webgl.js" type="text/javascript"></script> | |
<!-- Fragment shader program --> | |
<script id="shader-fs" type="x-shader/x-fragment"> | |
varying lowp vec4 vColor; | |
void main(void){ | |
gl_FragColor = vColor; | |
} | |
</script> | |
<!-- Vertex shader program --> | |
<script id="shader-vs" type="x-shader/x-vertex"> | |
attribute vec3 aVertexPosition; | |
attribute vec4 aVertexColor; | |
uniform mat4 uMVMatrix; | |
uniform mat4 uPMatrix; | |
varying lowp vec4 vColor; | |
void main(void){ | |
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); | |
vColor = aVertexColor; | |
} | |
</script> | |
</head> | |
<style type="text/css"> | |
canvas { | |
border: 2px solid black; | |
-moz-box-shadow: black 2px 2px 2px; | |
width: 800px; | |
height: 600px; | |
background-color: black; | |
} | |
</style> | |
<body onload="start()"> | |
<canvas id="glcanvas" width="800" height="600"> | |
Your browser doesn't appear to support the HTML5 <code><canvas></code> element. | |
</canvas> | |
<div id="message"></div> | |
<div id="fps"></div> | |
</body> | |
</html> |
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