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ortho1.js
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151 lines (115 loc) · 4.41 KB
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"use strict";
var canvas;
var gl;
var numVertices = 36;
var pointsArray = [];
var colorsArray = [];
var vertices = [
vec4( -0.5, -0.5, 0.5, 1.0 ),
vec4( -0.5, 0.5, 0.5, 1.0 ),
vec4( 0.5, 0.5, 0.5, 1.0 ),
vec4( 0.5, -0.5, 0.5, 1.0 ),
vec4( -0.5, -0.5, -0.5, 1.0 ),
vec4( -0.5, 0.5, -0.5, 1.0 ),
vec4( 0.5, 0.5, -0.5, 1.0 ),
vec4( 0.5, -0.5, -0.5, 1.0 ),
];
var vertexColors = [
vec4( 0.0, 0.0, 0.0, 1.0 ), // black
vec4( 1.0, 0.0, 0.0, 1.0 ), // red
vec4( 1.0, 1.0, 0.0, 1.0 ), // yellow
vec4( 0.0, 1.0, 0.0, 1.0 ), // green
vec4( 0.0, 0.0, 1.0, 1.0 ), // blue
vec4( 1.0, 0.0, 1.0, 1.0 ), // magenta
vec4( 0.0, 1.0, 1.0, 1.0 ), // cyan
vec4( 1.0, 1.0, 1.0, 1.0 ), // white
];
var near = -1;
var far = 1;
var radius = 1.0;
var theta = 0.0;
var phi = 0.0;
var dr = 5.0 * Math.PI/180.0;
var left = -1.0;
var right = 1.0;
var ytop = 1.0;
var bottom = -1.0;
var modelViewMatrix, projectionMatrix;
var modelViewMatrixLoc, projectionMatrixLoc;
var eye;
const at = vec3(0.0, 0.0, 0.0);
const up = vec3(0.0, 1.0, 0.0);
// quad uses first index to set color for face
function quad(a, b, c, d) {
pointsArray.push(vertices[a]);
colorsArray.push(vertexColors[a]);
pointsArray.push(vertices[b]);
colorsArray.push(vertexColors[a]);
pointsArray.push(vertices[c]);
colorsArray.push(vertexColors[a]);
pointsArray.push(vertices[a]);
colorsArray.push(vertexColors[a]);
pointsArray.push(vertices[c]);
colorsArray.push(vertexColors[a]);
pointsArray.push(vertices[d]);
colorsArray.push(vertexColors[a]);
}
// Each face determines two triangles
function colorCube()
{
quad( 1, 0, 3, 2 );
quad( 2, 3, 7, 6 );
quad( 3, 0, 4, 7 );
quad( 6, 5, 1, 2 );
quad( 4, 5, 6, 7 );
quad( 5, 4, 0, 1 );
}
window.onload = function init() {
canvas = document.getElementById( "gl-canvas" );
gl = WebGLUtils.setupWebGL( canvas );
if ( !gl ) { alert( "WebGL isn't available" ); }
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.clearColor( 1.0, 1.0, 1.0, 1.0 );
gl.enable(gl.DEPTH_TEST);
//
// Load shaders and initialize attribute buffers
//
var program = initShaders( gl, "vertex-shader", "fragment-shader" );
gl.useProgram( program );
colorCube();
var cBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, cBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(colorsArray), gl.STATIC_DRAW );
var vColor = gl.getAttribLocation( program, "vColor" );
gl.vertexAttribPointer( vColor, 4, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vColor);
var vBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, vBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(pointsArray), gl.STATIC_DRAW );
var vPosition = gl.getAttribLocation( program, "vPosition" );
gl.vertexAttribPointer( vPosition, 4, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vPosition );
modelViewMatrixLoc = gl.getUniformLocation( program, "modelViewMatrix" );
projectionMatrixLoc = gl.getUniformLocation( program, "projectionMatrix" );
// buttons to change viewing parameters
document.getElementById("Button1").onclick = function(){near *= 1.1; far *= 1.1;};
document.getElementById("Button2").onclick = function(){near *= 0.9; far *= 0.9;};
document.getElementById("Button3").onclick = function(){radius *= 1.1;};
document.getElementById("Button4").onclick = function(){radius *= 0.9;};
document.getElementById("Button5").onclick = function(){theta += dr;};
document.getElementById("Button6").onclick = function(){theta -= dr;};
document.getElementById("Button7").onclick = function(){phi += dr;};
document.getElementById("Button8").onclick = function(){phi -= dr;};
render();
}
var render = function() {
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
eye = vec3(radius*Math.sin(phi), radius*Math.sin(theta),
radius*Math.cos(phi));
modelViewMatrix = lookAt(eye, at , up);
projectionMatrix = ortho(left, right, bottom, ytop, near, far);
gl.uniformMatrix4fv( modelViewMatrixLoc, false, flatten(modelViewMatrix) );
gl.uniformMatrix4fv( projectionMatrixLoc, false, flatten(projectionMatrix) );
gl.drawArrays( gl.TRIANGLES, 0, numVertices );
requestAnimFrame(render);
}