gifts/Wave

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

by Ivan Enzhaev

HTML

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

    <script type="x-shader/x-vertex" id="VertexShader">
        uniform mat4 u_perspectiveMatrix;
        uniform mat4 u_modelMatrix;
        uniform mat4 u_viewMatrix;
        uniform float u_time;

        attribute vec4 a_Position;
        
        varying vec4 v_Color;

        void main()
        {
            vec4 position = a_Position;
            float dist = length( vec3(position));
            float y = sin(dist*20.0 + u_time);
            position.y = y * 0.05;
            mat4 modelViewMatrix = u_viewMatrix * u_modelMatrix;
            gl_Position = u_perspectiveMatrix * modelViewMatrix * position;

            float c = (y+1.0) * 0.5 * 0.8+0.2;
            v_Color = vec4(c, c, c, 1.0);
        }
    </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

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

var g_perspectiveMatrix = new Matrix4();
var g_modelMatrix = new Matrix4();
var g_viewMatrix = new Matrix4();

var g_vertexPositionBuffer;
var g_vertexIndexBuffer;
var g_vertexIndexNum;

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

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

    // 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;
    }

    var perspectiveMatrixShaderLocation = gl.getUniformLocation(gl.program, 'u_perspectiveMatrix');
    var modelMatrixShaderLocation = gl.getUniformLocation(gl.program, 'u_modelMatrix');
    var viewMatrixShaderLocation = gl.getUniformLocation(gl.program, 'u_viewMatrix');
    var timeShaderLocation = gl.getUniformLocation(gl.program, 'u_time');

    gl.enable(gl.DEPTH_TEST);
    gl.clearColor(0, 0, 0, 1);

    sendGridVertexBuffers(gl);

    var time = 0;

    var tick = function ()
    {
        window.requestAnimationFrame(tick);
        time += 0.02;

        gl.uniform1f(timeShaderLocation, time);

       ...