Created
July 2, 2013 11:15
-
-
Save chunkyguy/5908490 to your computer and use it in GitHub Desktop.
texture coordinates
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<html> | |
<head> | |
<title>Texture Coordinates</title> | |
<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1"> | |
<script type="text/javascript" src="glMatrix-0.9.5.min.js"></script> | |
<script type="text/javascript" src="webgl-utils.js"></script> | |
<script id="shader-fs" type="x-shader/x-fragment"> | |
precision mediump float; | |
varying vec2 vTextureCoord; | |
uniform sampler2D uSampler; | |
void main(void) { | |
gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)); | |
} | |
</script> | |
<script id="shader-vs" type="x-shader/x-vertex"> | |
attribute vec3 aVertexPosition; | |
attribute vec2 aTextureCoord; | |
uniform mat4 uMVMatrix; | |
uniform mat4 uPMatrix; | |
varying vec2 vTextureCoord; | |
void main(void) { | |
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); | |
vTextureCoord = aTextureCoord; | |
} | |
</script> | |
<script type="text/javascript"> | |
var gl; | |
function initGL(canvas) { | |
try { | |
gl = canvas.getContext("experimental-webgl"); | |
gl.viewportWidth = canvas.width; | |
gl.viewportHeight = canvas.height; | |
} catch (e) { | |
} | |
if (!gl) { | |
alert("Could not initialise WebGL, sorry :-("); | |
} | |
} | |
function getShader(gl, id) { | |
var shaderScript = document.getElementById(id); | |
if (!shaderScript) { | |
return null; | |
} | |
var str = ""; | |
var k = shaderScript.firstChild; | |
while (k) { | |
if (k.nodeType == 3) { | |
str += k.textContent; | |
} | |
k = k.nextSibling; | |
} | |
var shader; | |
if (shaderScript.type == "x-shader/x-fragment") { | |
shader = gl.createShader(gl.FRAGMENT_SHADER); | |
} else if (shaderScript.type == "x-shader/x-vertex") { | |
shader = gl.createShader(gl.VERTEX_SHADER); | |
} else { | |
return null; | |
} | |
gl.shaderSource(shader, str); | |
gl.compileShader(shader); | |
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { | |
alert(gl.getShaderInfoLog(shader)); | |
return null; | |
} | |
return shader; | |
} | |
var shaderProgram; | |
function initShaders() { | |
var fragmentShader = getShader(gl, "shader-fs"); | |
var vertexShader = getShader(gl, "shader-vs"); | |
shaderProgram = gl.createProgram(); | |
gl.attachShader(shaderProgram, vertexShader); | |
gl.attachShader(shaderProgram, fragmentShader); | |
gl.linkProgram(shaderProgram); | |
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { | |
alert("Could not initialise shaders"); | |
} | |
gl.useProgram(shaderProgram); | |
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); | |
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); | |
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord"); | |
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute); | |
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix"); | |
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix"); | |
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler"); | |
} | |
var mvMatrix = mat4.create(); | |
var mvMatrixStack = []; | |
var pMatrix = mat4.create(); | |
function mvPushMatrix() { | |
var copy = mat4.create(); | |
mat4.set(mvMatrix, copy); | |
mvMatrixStack.push(copy); | |
} | |
function mvPopMatrix() { | |
if (mvMatrixStack.length == 0) { | |
throw "Invalid popMatrix!"; | |
} | |
mvMatrix = mvMatrixStack.pop(); | |
} | |
function setMatrixUniforms() { | |
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix); | |
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix); | |
} | |
function degToRad(degrees) { | |
return degrees * Math.PI / 180; | |
} | |
var positionBuffer; | |
var textureCoordBuffer; | |
function initBuffers() { | |
positionBuffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); | |
vertices = [ | |
-1.0, -1.0, 1.0, | |
1.0, -1.0, 1.0, | |
-1.0, 1.0, 1.0, | |
1.0, 1.0, 1.0 | |
]; | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); | |
positionBuffer.itemSize = 3; | |
positionBuffer.numItems = 4; | |
textureCoordBuffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer); | |
var textureCoords = [ | |
0.0, 1.0, | |
1.0, 1.0, | |
0.0, 0.0, | |
1.0, 0.0 | |
]; | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW); | |
textureCoordBuffer.itemSize = 2; | |
textureCoordBuffer.numItems = 4; | |
} | |
function handleLoadedTexture(texture) { | |
gl.bindTexture(gl.TEXTURE_2D, texture); | |
//gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); | |
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); | |
gl.bindTexture(gl.TEXTURE_2D, null); | |
} | |
var neheTexture; | |
function initTexture() { | |
neheTexture = gl.createTexture(); | |
neheTexture.image = new Image(); | |
neheTexture.image.onload = function () { | |
handleLoadedTexture(neheTexture) | |
} | |
neheTexture.image.src = "images/coolguy.png"; | |
} | |
function drawScene() { | |
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight); | |
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix); | |
mat4.identity(mvMatrix); | |
mat4.translate(mvMatrix, [0.0, 0.0, -5.0]); | |
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); | |
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, positionBuffer.itemSize, gl.FLOAT, false, 0, 0); | |
gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer); | |
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, textureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0); | |
gl.activeTexture(gl.TEXTURE0); | |
gl.bindTexture(gl.TEXTURE_2D, neheTexture); | |
gl.uniform1i(shaderProgram.samplerUniform, 0); | |
setMatrixUniforms(); | |
gl.drawArrays(gl.TRIANGLE_STRIP, 0, positionBuffer.numItems); | |
} | |
var lastTime = 0; | |
function animate() { | |
var timeNow = new Date().getTime(); | |
if (lastTime != 0) { | |
var elapsed = timeNow - lastTime; | |
xRot += (90 * elapsed) / 1000.0; | |
yRot += (90 * elapsed) / 1000.0; | |
zRot += (90 * elapsed) / 1000.0; | |
} | |
lastTime = timeNow; | |
} | |
function tick() { | |
requestAnimFrame(tick); | |
drawScene(); | |
// animate(); | |
} | |
function webGLStart() { | |
var canvas = document.getElementById("lesson05-canvas"); | |
initGL(canvas); | |
initShaders(); | |
initBuffers(); | |
initTexture(); | |
gl.clearColor(0.5, 0.5, 0.5, 1.0); | |
gl.enable(gl.DEPTH_TEST); | |
// drawScene(); | |
tick(); | |
} | |
</script> | |
</head> | |
<body onload="webGLStart();"> | |
<canvas id="lesson05-canvas" style="border: none;" width="500" height="500"></canvas> | |
</body> | |
</html> |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment