ch10/OBJViewer
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;
uniform mat4 u_MvpMatrix;
uniform mat4 u_NormalMatrix;
varying vec4 v_Color;
void main()
{
gl_Position = u_MvpMatrix * a_Position;
vec3 lightDirection = vec3(-0.35, 0.35, 0.87);
vec4 color = vec4(1.0, 0.4, 0.0, 1.0);
vec3 normal = normalize(vec3(u_NormalMatrix * a_Normal));
float nDotL = max(dot(normal, lightDirection), 0.0);
v_Color = vec4(a_Color.rgb * nDotL, 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
// OBJViewer.js (c) 2012 matsuda and itami
// This is an example from the book "WebGL Programming Guide"
// by Kouichi Matsuda and Rodger Lea
var g_objDoc = null; // The information of OBJ file
var g_drawingInfo = null; // The information for drawing 3D model
// 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 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 clear color and enable the depth test
gl.clearColor(0.2, 0.2, 0.2, 1.0);
gl.enable(gl.DEPTH_TEST);
// Get the storage locations of attribute and uniform variables
var program = gl.program;
program.a_Position = gl.getAttribLocation(program, 'a_Position');
program.a_Normal = gl.getAttribLocation(program, 'a_Normal');
program.a_Color =...