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264 lines (197 loc) · 7.97 KB
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////////////////////////////////////////////////////////
//
// Simple transformation of 2D triangles
// Notice TRIANGLE_FAN is used to draw
//
// Han-Wei Shen (shen.94@osu.edu)
//
var gl;
var shaderProgram;
var draw_type=2;
//////////// Init OpenGL Context etc. ///////////////
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 :-(");
}
}
///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////
var squareVertexPositionBuffer;
var AxesVertexPositionBuffer;
//////////////// Initialize VBO ////////////////////////
function initSquareBuffers() {
squareVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
var vertices = [
0.5, 0.5, 0.0,
-0.5, 0.5, 0.0,
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
squareVertexPositionBuffer.vertexSize = 3;
squareVertexPositionBuffer.numVertices = 4;
}
function initAxesBuffers() {
AxesVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, AxesVertexPositionBuffer);
var vertices = [
0.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
AxesVertexPositionBuffer.vertexSize = 3;
AxesVertexPositionBuffer.numVertices = 4;
}
///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////
var mvMatrix = mat4.create();
var Z_angle = 0.0;
var z_angle = 0.0;
var y_trans = 0.0;
function degToRad(degrees) {
return degrees * Math.PI / 180;
}
//////////////////////////////////////////////////////////////
function drawbox(mvMatrix, color){
var offset = 0;
var stride = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.vertexSize, gl.FLOAT, false, stride, offset);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
gl.uniform4fv(shaderProgram.uColor, color);
if (draw_type==2) gl.drawArrays(gl.TRIANGLE_FAN, 0, squareVertexPositionBuffer.numVertices);
else if (draw_type ==1) gl.drawArrays(gl.LINE_LOOP, 0, squareVertexPositionBuffer.numVertices);
else if (draw_type ==0) gl.drawArrays(gl.POINTS, 0, squareVertexPositionBuffer.numVertices);
}
function drawAxes(mvMatrix){
var offset = 0;
var stride = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, AxesVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.vertexSize, gl.FLOAT, false, stride, offset);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
var color = [0,0,1.0, 1.0];
gl.uniform4fv(shaderProgram.uColor, color);
gl.drawArrays(gl.LINES, 0, 2); // y axis
var color = [1,0,0.0, 1.0];
gl.uniform4fv(shaderProgram.uColor, color);
gl.drawArrays(gl.LINES, 2, 2); // y axis
}
///////////////////////////////////////////////////////////////
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
var color = [1.0, 1.0, 1.0, 1.0];
// draw a original first
mat4.identity(mvMatrix);
mvMatrix = mat4.translate(mvMatrix, [0, 0, 0]);
mvMatrix = mat4.scale(mvMatrix, [0.1, 0.1, 0.2]);
color = [1.0, 0, 0.0, 1.0];
drawbox(mvMatrix, color);
drawAxes(mvMatrix);
// now draw a little box
mat4.identity(mvMatrix);
mvMatrix = mat4.rotate(mvMatrix, degToRad(Z_angle), [0,0,1]);
mvMatrix = mat4.translate(mvMatrix, [-0.5, 0, 0]);
mvMatrix = mat4.rotate(mvMatrix, degToRad(z_angle), [0, 0, 1]);
mvMatrix = mat4.scale(mvMatrix, [0.2, 0.2, 0.2]);
color = [1.0, 1.0, 0.0, 1.0];
drawbox(mvMatrix, color);
drawAxes(mvMatrix);
}
///////////////////////////////////////////////////////////////
var lastMouseX = 0, lastMouseY = 0;
///////////////////////////////////////////////////////////////
function onDocumentMouseDown( event ) {
event.preventDefault();
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mouseup', onDocumentMouseUp, false );
document.addEventListener( 'mouseout', onDocumentMouseOut, false );
var mouseX = event.clientX;
var mouseY = event.clientY;
lastMouseX = mouseX;
lastMouseY = mouseY;
}
function onDocumentMouseMove( event ) {
var mouseX = event.clientX;
var mouseY = event.ClientY;
var diffX = mouseX - lastMouseX;
var diffY = mouseY - lastMouseY;
Z_angle = Z_angle + diffX/5;
lastMouseX = mouseX;
lastMouseY = mouseY;
drawScene();
}
function onDocumentMouseUp( event ) {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}
function onDocumentMouseOut( event ) {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}
///////////////////////////////////////////////////////////////
function webGLStart() {
var canvas = document.getElementById("code03-canvas");
initGL(canvas);
initShaders();
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.uColor = gl.getUniformLocation(shaderProgram, "uColor");
initSquareBuffers();
initAxesBuffers();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
document.addEventListener('mousedown', onDocumentMouseDown,
false);
document.addEventListener('keydown', onKeyDown, false);
drawScene();
}
function BG(red, green, blue) {
gl.clearColor(red, green, blue, 1.0);
drawScene();
}
function redraw() {
Z_angle = 0;
drawScene();
}
function geometry(type) {
draw_type = type;
drawScene();
}
var delta = 0.2;
///////////////////////////////////////////////////////////////////////////
//
// key stroke handler
//
function onKeyDown(event) {
console.log(event.keyCode);
switch(event.keyCode) {
case 82:
if (event.shiftKey) {
console.log('enter R');
Z_angle +=6;
z_angle +=10;
if (y_trans < 1.0 && y_trans+delta >= 1.0) delta = -1 * delta;
else if (y_trans > -1.0 && y_trans+delta <= -1.0 ) delta = -1 * delta;
y_trans += delta;
console.log("yyyyyy", y_trans, "dddd", delta);
}
else {
console.log('enter r');
z_angle -=10;
}
break;
}
drawScene(); // draw the VBO
}