ch08/LightedCube

This is an example from the book "WebGL Programming Guide" by Kouichi Matsuda and Rodger Lea

by Ivan Enzhaev

HTML

<canvas id="webgl" width="400" height="400">
        Please use a browser that supports "canvas"
    </canvas>

    <script type="x-shader/x-vertex" id="VertexShader">
        attribute vec4 a_Position;
        attribute vec4 a_Color;
        attribute vec4 a_Normal;        // Normal
        uniform mat4 u_MvpMatrix;
        uniform vec3 u_LightColor;      // Light color
        uniform vec3 u_LightDirection;  // Light direction (in the
                                        // world coordinate, normalized)
        varying vec4 v_Color;

        void main()
        {
            gl_Position = u_MvpMatrix * a_Position;

            // Make the length of the normal 1.0
            vec3 normal = normalize(a_Normal.xyz);

            // Dot product of the light direction and the orientation of
            // a surface (the normal)
            float nDotL = max(dot(u_LightDirection, normal), 0.0);

            // Calculate the color due to diffuse reflection
            vec3 diffuse = u_LightColor * a_Color.rgb * nDotL;
            v_Color = vec4(diffuse, a_Color.a);
        }
    </script>

    <script type="x-shader/x-fragment" id="FragmentShader">
        precision mediump float;

        varying vec4 v_Color;

        void main()
        {
            gl_FragColor = v_Color;
        }
    </script>
    
    <script src="https://dl.dropboxusercontent.com/s/ylw7v7a44xtrwv0/webgl-utils.js"></script>
    <script src="https://dl.dropboxusercontent.com/s/iz1n21c8xafd76n/webgl-debug.js"></script>
    <script src="https://dl.dropboxusercontent.com/s/subm1yzylxuao8v/cuon-utils.js"></script>
    <script src="https://dl.dropboxusercontent.com/s/jw3p82lq1cjwekg/cuon-matrix.js"></script>

JavaScript

// LightedCube.js (c) 2012 matsuda
// This is an example from the book "WebGL Programming Guide"
// by Kouichi Matsuda and Rodger Lea

main();
//window.onload = main;

function main()
{
    // Retrieve <canvas> element
    var canvas = document.getElementById('webgl');

    // Get the rendering context for WebGL
    var gl = getWebGLContext(canvas);
    if (!gl)
    {
        console.log('Failed to get the rendering context for WebGL');
        return;
    }

    // Get shader elements
    var vShaderElement = document.getElementById("VertexShader");
    var fShaderElement = document.getElementById("FragmentShader");
    if (vShaderElement == null)
    {
        console.log("Failed to get the vertex shader element");
        return;
    }
    if (fShaderElement == null)
    {
        console.log("Failed to get the fragment shader element");
        return;
    }

    // Get shader sources
    var vShaderSource = vShaderElement.firstChild.textContent;
    var fShaderSource = fShaderElement.firstChild.textContent;

    // Initialize shaders
    if (!initShaders(gl, vShaderSource, fShaderSource))
    {
        console.log('Failed to intialize shaders');
        return;
    }

    // Set the vertex coordinates, the color and the normal
    var n = initVertexBuffers(gl);
    if (n < 0)
    {
        console.log('Failed to set the vertex information');
        return;
    }

    // Set the clear color and enable the depth test
    gl.clearColor(0, 0, 0, 1);
    gl.enable(gl.DEPTH_TEST);

    // Get the storage locations of uniform variables and so on
    var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix');
    var u_LightColor = gl.getUniformLocation(gl.program, 'u_LightColor');
    var u_LightDirection = gl.getUniformLocation(gl.program, 'u_LightDirection');
    if (!u_MvpMatrix || !u_LightColor || !u_LightDirection)
    {
        console.log('Failed to get the storage location');
        return;
    }

    // Set the light color (white)
   ...