ch10/ProgramObject
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>
<!-- Vertex shader for single color drawing -->
<script type="x-shader/x-vertex" id="SolidVertexShader">
attribute vec4 a_Position;
attribute vec4 a_Normal;
uniform mat4 u_MvpMatrix;
uniform mat4 u_NormalMatrix;
varying vec4 v_Color;
void main()
{
gl_Position = u_MvpMatrix * a_Position;
// Light direction(World coordinate)
vec3 lightDirection = vec3(0.0, 0.0, 1.0);
vec4 color = vec4(0.0, 1.0, 1.0, 1.0); // Face color
vec3 normal = normalize(vec3(u_NormalMatrix * a_Normal));
float nDotL = max(dot(normal, lightDirection), 0.0);
v_Color = vec4(color.rgb * nDotL, color.a);
}
</script>
<!-- Fragment shader for single color drawing -->
<script type="x-shader/x-fragment" id="SolidFragmentShader">
precision mediump float;
varying vec4 v_Color;
void main()
{
gl_FragColor = v_Color;
}
</script>
<!-- Vertex shader for texture drawing -->
<script type="x-shader/x-vertex" id="TextureVertexShader">
attribute vec4 a_Position;
attribute vec4 a_Normal;
attribute vec2 a_TexCoord;
uniform mat4 u_MvpMatrix;
uniform mat4 u_NormalMatrix;
varying float v_NdotL;
varying vec2 v_TexCoord;
void main()
{
gl_Position = u_MvpMatrix * a_Position;
// Light direction(World coordinate)
vec3 lightDirection = vec3(0.0, 0.0, 1.0);
vec3 normal = normalize(vec3(u_NormalMatrix * a_Normal));
v_NdotL = max(dot(normal, lightDirection), 0.0);
v_TexCoord = a_TexCoord;
}
</script>
<!-- Fragment shader for texture drawing -->
<script type="x-shader/x-fragment" id="TextureFragmentShader">
...
JavaScript
// ProgramObject.js (c) 2012 matsuda and kanda
// This is an example from the book "WebGL Programming Guide"
// by Kouichi Matsuda and Rodger Lea
// Coordinate transformation matrix
var g_modelMatrix = new Matrix4();
var g_mvpMatrix = new Matrix4();
var g_normalMatrix = new Matrix4();
// The increments of rotation angle (degrees)
var ANGLE_STEP = 30;
// 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 vSolidShaderElement = document.getElementById("SolidVertexShader");
var fSolidShaderElement = document.getElementById("SolidFragmentShader");
var vTextureShaderElement = document.getElementById("TextureVertexShader");
var fTextureShaderElement = document.getElementById("TextureFragmentShader");
if (vSolidShaderElement == null || fSolidShaderElement == null ||
vTextureShaderElement == null || fTextureShaderElement == null)
{
console.log("Failed to get a shader element");
return;
}
// Get shader sources
var vSolidShaderSource = vSolidShaderElement.firstChild.textContent;
var fSolidShaderSource = fSolidShaderElement.firstChild.textContent;
var vTextureShaderSource = vTextureShaderElement.firstChild.textContent;
var fTextureShaderSource = fTextureShaderElement.firstChild.textContent;
// Initialize shaders
var solidProgram = createProgram(gl, vSolidShaderSource, fSolidShaderSource);
var texProgram = createProgram(gl, vTextureShaderSource, fTextureShaderSource);
if (!solidProgram || !texProgram)
{
console.log('Failed to intialize shaders');
return;
}
// Get storage locations of...