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| <html><head>
<title>Apprendre WebGL leçon 5</title>
<meta http-equiv="content-type" content="text/html; charset=windows-1252">
<script type="text/javascript" src="Libs/glMatrix-0.9.5.min.js"></script>
<script type="text/javascript" src="Libs/webgl-utils.js"></script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
// varying vec2 vTextureCoord;
varying vec4 vColor;
//uniform sampler2D uSampler;
void main(void) {
// gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
gl_FragColor = vColor;
}
</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;
/*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.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor"); // NOUVEAU
gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute); // NOUVEAU
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
}
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 neheTexture;
function initTexture() {
neheTexture = gl.createTexture();
neheTexture.image = new Image();
neheTexture.image.onload = function () {
handleLoadedTexture(neheTexture)
}
neheTexture.image.src = "smiley.gif";
}
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 cubeVertexPositionBuffer;
var cubeVertexColorBuffer;
var cubeVertexIndexBuffer;
var cubeVertexTextureCoordBuffer;
var variable1=Math.random()* (2 - 0) + 0;
var variable2=Math.random()* (2 - 0) + 0;
var variable3=Math.random()* (2 - 0) + 0;
var variable4=Math.random()* (2 - 0) + 0;
function initBuffers() {
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;
/* 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; */
cubeVertexColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer);
colors = [
[1.0, 0.0, 0.0, 1.0], // Face avant
[1.0, 1.0, 0.0, 1.0], // Face arrière
[0.0, 1.0, 0.0, 1.0], // Face du dessus
[1.0, 0.5, 0.5, 1.0], // Face du dessous
[1.0, 0.0, 1.0, 1.0], // Face droite
[0.0, 0.0, 1.0, 1.0], // Face gauche
];
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;
cubeVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
var cubeVertexIndices = [
0, 1, 2, 0, 2, 3, // Front face
4, 5, 6, 4, 6, 7, // Back face
8, 9, 10, 8, 10, 11, // Top face
12, 13, 14, 12, 14, 15, // Bottom face
16, 17, 18, 16, 18, 19, // Right face
20, 21, 22, 20, 22, 23 // Left face
];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeVertexIndices), gl.STATIC_DRAW);
cubeVertexIndexBuffer.itemSize = 1;
cubeVertexIndexBuffer.numItems = 36;
}
var xRot = 0;
var xSpeed = 0;
var yRot = 0;
var ySpeed = 0;
var z = -5.0;
var filter = 0;
var spin = 0;
var currentlyPressedKeys = {};
function handleKeyDown(event) {
currentlyPressedKeys[event.keyCode] = true;
if (String.fromCharCode(event.keyCode) == "F") {
filter += 1;
if (filter == 3) {
filter = 0;
}
}
}
function handleKeyUp(event) {
currentlyPressedKeys[event.keyCode] = false;
}
function handleKeys() {
if (currentlyPressedKeys[33]) {
// Page précédente
z -= 0.05;
}
if (currentlyPressedKeys[34]) {
// Page suivante
z += 0.05;
}
if (currentlyPressedKeys[37]) {
// Flèche gauche
ySpeed -= 1;
}
if (currentlyPressedKeys[39]) {
// Flèche droite
ySpeed += 1;
}
if (currentlyPressedKeys[38]) {
// Flèche haut
xSpeed -= 1;
}
if (currentlyPressedKeys[40]) {
// Flèche bas
xSpeed += 1;
}
}
function drawCube() {
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, cubeVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, cubeVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, cubeVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
}
function Cube(startingDistance, rotationSpeed) {
this.angle = 0;
this.dist = startingDistance;
this.rotationSpeed = rotationSpeed;
// Définit une couleur de départ.
this.randomiseColors();
}
Cube.prototype.draw = function(tilt, spin) {
mvPushMatrix();
// Déplace à la position du cube
mat4.rotate(mvMatrix, degToRad(this.angle), [0.0, 1.0, 0.0]);
mat4.translate(mvMatrix, [this.dist, 0.0, 0.0]);
// Tourne l'étoile pour qu'elle soit face à la caméra
mat4.rotate(mvMatrix, degToRad(-this.angle), [0.0, 1.0, 0.0]);
mat4.rotate(mvMatrix, degToRad(-tilt), [1.0, 0.0, 0.0]);
// Toutes les étoiles tournent autour de l'axe Z avec la même allure
mat4.rotate(mvMatrix, degToRad(spin), [0.0, 0.0, 1.0]);
// Dessine l'étoile avec sa couleur principale
gl.uniform3f(shaderProgram.colorUniform, this.r, this.g, this.b);
drawCube();
mvPopMatrix();
};
var effectiveFPMS = 60 / 1000;
Cube.prototype.animate = function(elapsedTime) {
this.angle += this.rotationSpeed * effectiveFPMS * elapsedTime;
// Diminue la distance, réinitialisant l'étoile vers l'extérieur
// de la spirale si elle a atteint le centre.
this.dist -= 0.01 * effectiveFPMS * elapsedTime;
if (this.dist < 0.0) {
this.dist += 5.0;
this.randomiseColors();
}
};
Cube.prototype.randomiseColors = function() {
// Donne à l'étoile une couleur standard aléatoire
this.r = Math.random()* (2 - 0) + 0;
this.g = Math.random()* (2 - 0) + 0;
this.b = Math.random()* (2 - 0) + 0;
};
var cubes = [];
function initWorldObjects() {
var numCubes = 5;
for (var i=0; i < numCubes; i++) {
cubes.push(new Cube((i / numCubes) * 5.0, i / numCubes));
}
}
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, z]);
mat4.rotate(mvMatrix, degToRad(xRot), [1, 0, 0]);
mat4.rotate(mvMatrix, degToRad(yRot), [0, 1, 0]);
for (var i in cubes) {
cubes[i].draw(xRot, spin);
spin += 0.1;
}
/* 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.textureCoordAttribute, cubeVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, neheTexture);
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, cubeVertexIndexBuffer);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, cubeVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);*/
}
var lastTime = 0;
function animate() {
var timeNow = new Date().getTime();
if (lastTime != 0) {
var elapsed = timeNow - lastTime;
xRot += (xSpeed * elapsed) / 1000.0; //xspeed est la vitesse de rotation
yRot += (ySpeed * elapsed) / 1000.0;
for (var i in cubes) { // NOUVEAU
cubes[i].animate(elapsed); // NOUVEAU
}
}
lastTime = timeNow;
}
function tick() {
requestAnimFrame(tick);
handleKeys(); // NOUVEAU
drawScene();
animate();
}
function webGLStart() {
var canvas = document.getElementById("lesson05-canvas");
initGL(canvas);
initShaders();
initBuffers();
initTexture();
initWorldObjects(); // NOUVEAU
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
//gl.depthFunc(gl.LESS);
document.onkeydown = handleKeyDown; // NOUVEAU
document.onkeyup = handleKeyUp; // NOUVEAU
tick();
}
</script>
</head>
<body onload="webGLStart();">
<a href="http://jeux.developpez.com/tutoriels/OpenGL/WebGL/5-textures/"><< Retour à la leçon 5</a><br>
<canvas id="lesson05-canvas" style="border: none;" width="500" height="500"></canvas>
<br>
<a href="http://jeux.developpez.com/tutoriels/OpenGL/WebGL/5-textures/"><< Retour à la leçon 5</a><br>
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