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glcode.js
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//
// Draws a plain green cube.
//
var gl;
var vertexPositionAttrLoc;
var shaderProgram;
var cubeVertexPositionBuffer;
var cubeVertexIndexBuffer;
var vertexShader;
var fragmentShader;
var pMatrixUniformLoc;
var mvMatrixUniformLoc;
var canvas3d;
function initializeGL(canvas) {
canvas3d = canvas
try {
// Get the context object that represents the 3D API
gl = canvas.getContext("experimental-webgl", {depth:true});
// Setup the OpenGL state
gl.enable(gl.DEPTH_TEST);
gl.depthMask(true);
gl.enable(gl.CULL_FACE);
gl.cullFace(gl.BACK);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// Set viewport
gl.viewport(0, 0, canvas.width * canvas.devicePixelRatio, canvas.height * canvas.devicePixelRatio);
// Initialize vertex and element array buffers
initBuffers();
// Initialize the shader program
initShaders();
} catch(e) {
console.log("initializeGL FAILURE!");
console.log(""+e);
console.log(""+e.message);
}
}
function resizeGL(canvas) {
var pixelRatio = canvas.devicePixelRatio;
canvas.pixelSize = Qt.size(canvas.width * pixelRatio,
canvas.height * pixelRatio);
if (gl) {
gl.viewport(0, 0,
canvas.width * canvas.devicePixelRatio,
canvas.height * canvas.devicePixelRatio);
}
}
function paintGL(canvas) {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(shaderProgram);
gl.uniformMatrix4fv(pMatrixUniformLoc, false,
[1.4082912447176388, 0, 0, 0,
0, 2.414213562373095, 0, 0,
0, 0, -1.002002002002002, -1,
0, 0, -0.20020020020020018, 0]);
gl.uniformMatrix4fv(mvMatrixUniformLoc, false,
[0.4062233546734186, -0.7219893376569733, -0.5601017607788061, 0,
0.5868604797442467, 0.6759683901051262, -0.4457146092434445, 0,
0.7004122810404072, -0.14764190424242357, 0.6983011561492968, 0,
0, 0, -20, 1]);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
gl.enableVertexAttribArray(vertexPositionAttrLoc);
gl.vertexAttribPointer(vertexPositionAttrLoc, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
}
function initBuffers() {
// Create a buffer for cube vertices. Since we are not using textures, we don't need unique
// vertices for each face. We can define the cube using 8 vertices.
cubeVertexPositionBuffer = gl.createBuffer();
cubeVertexPositionBuffer.name = "cubeVertexPositionBuffer";
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([ // front
-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
-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.STATIC_DRAW);
// Create buffer for element array indices. We define six sides, each composed of two
// triangles, using the vertices defined above.
cubeVertexIndexBuffer = gl.createBuffer();
cubeVertexIndexBuffer.name = "cubeVertexIndexBuffer";
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
new Uint16Array([// front
0, 1, 2,
2, 3, 0,
// top
3, 2, 6,
6, 7, 3,
// back
7, 6, 5,
5, 4, 7,
// bottom
4, 5, 1,
1, 0, 4,
// left
4, 0, 3,
3, 7, 4,
// right
1, 5, 6,
6, 2, 1
]),
gl.STATIC_DRAW);
}
function initShaders() {
vertexShader = getShader(gl, "attribute highp vec3 aVertexPosition; uniform highp mat4 uMVMatrix; uniform highp mat4 uPMatrix; void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); }", gl.VERTEX_SHADER);
fragmentShader = getShader(gl, "void main(void) { gl_FragColor = vec4(0.5, 0.76, 0.26, 1.0); }", gl.FRAGMENT_SHADER);
shaderProgram = gl.createProgram();
shaderProgram.name = "shaderProgram";
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
console.log("Could not initialize shaders");
console.log(gl.getProgramInfoLog(shaderProgram));
}
gl.useProgram(shaderProgram);
// look up where the vertex data needs to go.
vertexPositionAttrLoc = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(vertexPositionAttrLoc);
pMatrixUniformLoc = gl.getUniformLocation(shaderProgram, "uPMatrix");
pMatrixUniformLoc.name = "pMatrixUniformLoc";
mvMatrixUniformLoc = gl.getUniformLocation(shaderProgram, "uMVMatrix");
mvMatrixUniformLoc.name = "mvMatrixUniformLoc";
}
function getShader(gl, str, type) {
var shader = gl.createShader(type);
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.log("JS:Shader compile failed");
console.log(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}