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cube with texture webgl tutorial
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<html> | |
<head> | |
<title>Learning WebGL</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 vec4 vColor; | |
varying vec2 vTextureCoord; | |
uniform sampler2D uSampler; | |
void main(void) | |
{ | |
gl_FragColor=texture2D(uSampler,vTextureCoord); | |
} | |
</script> | |
<script id="shader-vs" type="x-shader/x-vertex"> | |
attribute vec3 aVertexPosition; | |
attribute vec4 aVertexColor; | |
attribute vec2 aTextureCoord; | |
uniform mat4 uMVMatrix; | |
uniform mat4 uPMatrix; | |
varying vec4 vColor; | |
varying vec2 vTextureCoord; | |
void main(void) | |
{ | |
gl_Position=uPMatrix * uMVMatrix * vec4(aVertexPosition,1.0); | |
vColor=aVertexColor; | |
vTextureCoord=aTextureCoord; | |
} | |
</script> | |
<script type="text/javascript"> | |
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.bindTexture(gl.TEXTURE_2D,null); | |
} | |
var myTexture; | |
function initTexture() | |
{ | |
myTexture=gl.createTexture(); | |
myTexture.image=new Image(); | |
myTexture.image.onload= function() { | |
handleLoadedTexture(myTexture); | |
} | |
myTexture.image.src="nehe.gif"; | |
} | |
var mvMatrix=mat4.create(); | |
var pMatrix=mat4.create(); | |
var mvMatrixStack=[]; | |
function mvPushMatrix() | |
{ | |
var copy=mat4.create(); | |
mat4.set(mvMatrix,copy); | |
mvMatrixStack.push(copy); | |
} | |
function mvPopMatrix() | |
{ | |
if (mvMatrixStack.length==0) { | |
throw "ya 3am mesh pop"; | |
} | |
mvMatrix=mvMatrixStack.pop(); | |
} | |
function setUniforms() | |
{ | |
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform,false,pMatrix); | |
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform,false,mvMatrix); | |
} | |
function getShader(gl,id) | |
{ | |
var shaderScript=document.getElementById(id); | |
if(!shaderScript) | |
{ | |
return null; | |
} | |
var str=""; | |
var script=shaderScript.firstChild; | |
while(script){ | |
if(script.nodeType==3) | |
{ | |
str+=script.textContent; | |
} | |
script=script.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; | |
var gl; | |
function initShaders() | |
{ | |
var fragementShader=getShader(gl,"shader-fs"); | |
var vertexShader=getShader(gl,"shader-vs"); | |
shaderProgram=gl.createProgram(); | |
gl.attachShader(shaderProgram,vertexShader); | |
gl.attachShader(shaderProgram,fragementShader); | |
gl.linkProgram(shaderProgram); | |
if(!gl.getProgramParameter(shaderProgram,gl.LINK_STATUS)) | |
{ | |
alert("cloud not initialise shaders"); | |
} | |
gl.useProgram(shaderProgram); | |
shaderProgram.vertexPositionAttribute=gl.getAttribLocation(shaderProgram,"aVertexPosition"); | |
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); | |
// shaderProgram.vertexColorAttribute=gl.getAttribLocation(shaderProgram,"aVertexColor"); | |
// gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute); | |
shaderProgram.textureCoordsAttribute=gl.getAttribLocation(shaderProgram,"aTextureCoord"); | |
gl.enableVertexAttribArray(shaderProgram.textureCoordsAttribute); | |
shaderProgram.samplerUniform=gl.getUniformLocation(shaderProgram,"uSampler"); | |
shaderProgram.pMatrixUniform=gl.getUniformLocation(shaderProgram,"uPMatrix"); | |
shaderProgram.mvMatrixUniform=gl.getUniformLocation(shaderProgram,"uMVMatrix"); | |
} | |
function initGL(canvas) | |
{ | |
try{ | |
gl=canvas.getContext("experimental-webgl"); | |
gl.viewportWidth=canvas.width; | |
gl.viewportHeight=canvas.height; | |
} | |
catch(e){} | |
if(!gl) | |
{ | |
alert("mafesh webgl"); | |
} | |
} | |
var cubeVertexPositionBuffer; | |
var cubeVertexColorBuffer; | |
var cubeVertexIndicesBuffer; | |
var cubeVertexTextureCoordBuffer; | |
function initBuffer() | |
{ | |
cubeVertexPositionBuffer=gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER,cubeVertexPositionBuffer); | |
vertices = [ | |
// Front face | |
-1.0, -1.0, 1.0, | |
1.0, -1.0, 1.0, | |
1.0, 1.0, 1.0, | |
-1.0, 1.0, 1.0, | |
// Back face | |
-1.0, -1.0, -1.0, | |
-1.0, 1.0, -1.0, | |
1.0, 1.0, -1.0, | |
1.0, -1.0, -1.0, | |
// Top face | |
-1.0, 1.0, -1.0, | |
-1.0, 1.0, 1.0, | |
1.0, 1.0, 1.0, | |
1.0, 1.0, -1.0, | |
// Bottom face | |
-1.0, -1.0, -1.0, | |
1.0, -1.0, -1.0, | |
1.0, -1.0, 1.0, | |
-1.0, -1.0, 1.0, | |
// Right face | |
1.0, -1.0, -1.0, | |
1.0, 1.0, -1.0, | |
1.0, 1.0, 1.0, | |
1.0, -1.0, 1.0, | |
// Left face | |
-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); | |
cubeVertexPositionBuffer.itemSize=3; | |
cubeVertexPositionBuffer.numItems=24; | |
cubeVertexColorBuffer=gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER,cubeVertexColorBuffer); | |
var colors=[ | |
[1.0, 0.0, 0.0, 1.0], // Front face | |
[1.0, 1.0, 0.0, 1.0], // Back face | |
[0.0, 1.0, 0.0, 1.0], // Top face | |
[1.0, 0.5, 0.5, 1.0], // Bottom face | |
[1.0, 0.0, 1.0, 1.0], // Right face | |
[0.0, 0.0, 1.0, 1.0] // Left face | |
]; | |
var unpackedColors=[]; | |
for (var i in colors) { | |
var color=colors[i]; | |
for(var j=0;j<4 ; j++) | |
{ | |
unpackedColors=unpackedColors.concat(color); | |
} | |
} | |
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(unpackedColors),gl.STATIC_DRAW); | |
cubeVertexColorBuffer.itemSize=4; | |
cubeVertexColorBuffer.numItems=24; | |
cubeVertexIndicesBuffer=gl.createBuffer(); | |
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,cubeVertexIndicesBuffer); | |
var cubeVertexIndices=[ | |
0,1,2, 0,2,3, | |
4,5,6, 4,6,7, | |
8,9,10, 8,10,11, | |
12,13,14, 12,14,15, | |
16,17,18, 16,18,19, | |
20,21,22, 20,22,23 | |
] | |
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,new Uint16Array(cubeVertexIndices),gl.STATIC_DRAW); | |
cubeVertexIndicesBuffer.itemSize=1; | |
cubeVertexIndicesBuffer.numItems=36; | |
cubeVertexTextureCoordBuffer=gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER,cubeVertexTextureCoordBuffer); | |
var textureCoords = [ | |
// Front face | |
0.0, 0.0, | |
1.0, 0.0, | |
1.0, 1.0, | |
0.0, 1.0, | |
// Back face | |
1.0, 0.0, | |
1.0, 1.0, | |
0.0, 1.0, | |
0.0, 0.0, | |
// Top face | |
0.0, 1.0, | |
0.0, 0.0, | |
1.0, 0.0, | |
1.0, 1.0, | |
// Bottom face | |
1.0, 1.0, | |
0.0, 1.0, | |
0.0, 0.0, | |
1.0, 0.0, | |
// Right face | |
1.0, 0.0, | |
1.0, 1.0, | |
0.0, 1.0, | |
0.0, 0.0, | |
// Left face | |
0.0, 0.0, | |
1.0, 0.0, | |
1.0, 1.0, | |
0.0, 1.0, | |
]; | |
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(textureCoords),gl.STATIC_DRAW); | |
cubeVertexTextureCoordBuffer.itemSize=2; | |
cubeVertexTextureCoordBuffer.numItems=24; | |
} | |
function degree_to_redian(degree) | |
{ | |
return degree*Math.PI/180.0; | |
} | |
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,-7.0]); | |
mat4.rotate(mvMatrix,degree_to_redian(rTri),[1.0,1.0,1.0]); | |
gl.bindBuffer(gl.ARRAY_BUFFER,cubeVertexPositionBuffer); | |
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,cubeVertexPositionBuffer.itemSize,gl.FLOAT,false,0,0); | |
gl.bindBuffer(gl.ARRAY_BUFFER,cubeVertexTextureCoordBuffer); | |
gl.vertexAttribPointer(shaderProgram.textureCoordsAttribute,cubeVertexTextureCoordBuffer.itemSize,gl.FLOAT,false,0,0); | |
gl.activeTexture(gl.TEXTURE0); | |
gl.bindTexture(gl.TEXTURE_2D,myTexture); | |
gl.uniform1i(shaderProgram.samplerUniform,0); | |
// gl.bindBuffer(gl.ARRAY_BUFFER,cubeVertexColorBuffer); | |
// gl.vertexAttribPointer(shaderProgram.vertexColorAttribute,cubeVertexColorBuffer.itemSize,gl.FLOAT,false,0,0); | |
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,cubeVertexIndicesBuffer); | |
setUniforms(); | |
gl.drawElements(gl.TRIANGLES,cubeVertexIndicesBuffer.numItems,gl.UNSIGNED_SHORT,0); | |
//gl.drawArrays(gl.TRIANGLES_STRIPS,0,cubeVertexPositionBuffer.numItems); | |
} | |
function webGLStart() | |
{ | |
var canvas=document.getElementById("canvas"); | |
initGL(canvas); | |
initShaders(); | |
initBuffer(); | |
initTexture(); | |
gl.clearColor(0.0,0.0,0.0,1.0); | |
gl.enable(gl.DEPTH_TEST) | |
//drawScene(); | |
tick(); | |
} | |
var rTri=0; | |
var lastTime = 0; | |
function animate() { | |
var timeNow = new Date().getTime(); | |
if (lastTime != 0) { | |
var elapsed = timeNow - lastTime; | |
rTri += (90 * elapsed) / 1000.0; | |
} | |
lastTime = timeNow; | |
} | |
function tick() | |
{ | |
requestAnimFrame(tick); | |
drawScene(); | |
animate(); | |
} | |
</script> | |
</head> | |
<body onload="webGLStart()"> | |
<canvas id="canvas" style="border: none;" width="500" height="500"></canvas> | |
</body> | |
</html> |
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dose'nt work with me it says:
Failed to load resource: net::ERR_FILE_NOT_FOUND
webgl-utils.js:1 Failed to load resource: net::ERR_FILE_NOT_FOUND
Document.html:64 Uncaught ReferenceError: mat4 is not defined
at Document.html:64
Document.html:364 Uncaught ReferenceError: requestAnimFrame is not defined
at tick (Document.html:364)
at webGLStart (Document.html:346)
at onload (Document.html:374)
nehe.gif:1 Failed to load resource: net::ERR_FILE_NOT_FOUND