ch10/PickFace
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>
<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 float a_Face; // Surface number (Cannot use
// int for attribute variable)
uniform mat4 u_MvpMatrix;
uniform int u_PickedFace; // Surface number of selected face
varying vec4 v_Color;
void main()
{
gl_Position = u_MvpMatrix * a_Position;
int face = int(a_Face); // Convert to int
vec3 color = (face == u_PickedFace) ? vec3(1.0) : a_Color.rgb;
// In case of 0, insert the face number into alpha
if(u_PickedFace == 0)
{
v_Color = vec4(color, a_Face/255.0);
}
else
{
v_Color = vec4(color, 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
// PickFace.js (c) 2012 matsuda and kanda
// This is an example from the book "WebGL Programming Guide"
// by Kouichi Matsuda and Rodger Lea
// Rotation angle (degrees/second)
var ANGLE_STEP = 20.0;
// Model view projection matrix
var g_MvpMatrix = new Matrix4();
// Last time that this function was called
var last = Date.now();
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 information
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, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
// Get the storage locations of uniform variables
var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix');
var u_PickedFace = gl.getUniformLocation(gl.program, 'u_PickedFace');
if (!u_MvpMatrix || !u_PickedFace)
{
console.log('Failed to get the storage location of...