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texture_mapping.js
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var gl = null;
var mvp,proj,model, mvpLoc,texLoc,tex;
var images =[];
function init()
{
var image = new Image();
image.src = "assets/lena_color_512.png";
image.addEventListener('load',function(){
console.log("loaded");
images.push(image);
run();
});
}
function run()
{
var canvas = document.createElement('canvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
gl = canvas.getContext('webgl2', { antialias: false });
var isWebGL2 = !!gl;
if (isWebGL2 === false) {
console.error("WebGL2 context not supported");
return;
}
const vert = [
"#version 300 es",
"precision highp float; ",
"precision highp int;",
"layout(location = 0) in vec3 pos;",
"layout(location = 1) in vec2 uv;",
"uniform mat4 mvp;",
"out vec2 v_uv;",
"void main(){",
"gl_Position = mvp * vec4(pos,1.0);",
"v_uv = uv;",
"}"
].join('\n');
const frag = [
"#version 300 es",
"precision highp float; ",
"precision highp int;",
"uniform sampler2D tex;",
"in vec2 v_uv;",
"out vec4 oColor;",
"void main(){",
"oColor = texture(tex,v_uv);",
"}"
].join('\n');
var prog = createProgram(gl, vert, frag);
if (!prog == null) {
console.error("failed to create shader prog");
return;
}
console.log("we are set");
var vao = gl.createVertexArray();
gl.bindVertexArray(vao);
var vertBuff = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER,vertBuff);
gl.bufferData(gl.ARRAY_BUFFER,create_plane_vt(),gl.STATIC_DRAW);
const FLOAT_SIZE = Float32Array.BYTES_PER_ELEMENT;
const STRIDE = FLOAT_SIZE * 5;
//vertex attrib
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, STRIDE, 0);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, STRIDE, FLOAT_SIZE * 3);
const w = gl.canvas.width;
const h = gl.canvas.height;
//math api ref: http://math.hws.edu/graphicsbook/c7/s1.html#webgl3d.1.2
proj = mat4.perspective( mat4.create(), 55 * 3.14 / 180, w/h, 1, 2000 );
model = mat4.create();
mat4.identity( model );
mvp = mat4.create();
mat4.scale(model,model,[128,128,1]);
mat4.translate(model,model,[0,0,-400]);
gl.useProgram(prog);
mvpLoc = gl.getUniformLocation(prog, "mvp");
texLoc = gl.getUniformLocation(prog,"tex");
var img = images[0];
tex = createGLTexture(gl,gl.RGB,gl.RGB8,img.width,img.height,gl.CLAMP_TO_EDGE,false,false,img);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.uniform1i(texLoc, 0);
mat4.multiply( mvp, proj, model );
gl.uniformMatrix4fv(mvpLoc, false, mvp );
window.addEventListener('resize', onResize);
requestAnimationFrame(render);
}
function onResize()
{
mat4.identity(proj);
const w = window.innerWidth;
const h = window.innerHeight;
canvas.width = w;
canvas.height = h;
gl.viewport(0,0,w,h);
proj = mat4.perspective(proj, 33 * 3.14 / 180, w/h, 1, 2000 );
mat4.multiply( mvp, proj, model );
gl.uniformMatrix4fv(mvpLoc, false, mvp );
}
function render()
{
gl.clearColor(0,0,0,1);
gl.clear(gl.COLOR_BUFFER_BIT);
// mat4.identity( model );
// mat4.scale(model,model,[100,100,1]);
// mat4.rotate(model,model,0.02,[0,0,1]);
// mat4.translate(model,model,[0,0,-400]);
mat4.multiply( mvp, proj, model );
gl.uniformMatrix4fv(mvpLoc, false, mvp );
gl.drawArrays(gl.TRIANGLE_FAN,0,4);
requestAnimationFrame(render);
}
window.addEventListener('load',init);