ch09/JointModel
This is an example from the book "WebGL Programming Guide" by Kouichi Matsuda and Rodger Lea
by Ivan Enzhaev
HTML
<p>←→: arm1 rotation(y-axis), ↑↓: joint1 rotation(z-axis)</p>
<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_Normal;
uniform mat4 u_MvpMatrix;
uniform mat4 u_NormalMatrix;
varying vec4 v_Color;
void main()
{
gl_Position = u_MvpMatrix * a_Position;
// Shading calculation to make the arm look three-dimensional
vec3 lightDirection = normalize(vec3(0.0, 0.5, 0.7)); // Light direction
vec4 color = vec4(1.0, 0.4, 0.0, 1.0);
vec3 normal = normalize((u_NormalMatrix * a_Normal).xyz);
float nDotL = max(dot(normal, lightDirection), 0.0);
v_Color = vec4(color.rgb * nDotL + vec3(0.1), 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>
CSS
body {
overflow: hidden;
}
JavaScript
// JointModel.js (c) 2012 matsuda
// This is an example from the book "WebGL Programming Guide"
// by Kouichi Matsuda and Rodger Lea
var ANGLE_STEP = 3.0; // The increments of rotation angle (degrees)
var g_arm1Angle = -90.0; // The rotation angle of arm1 (degrees)
var g_joint1Angle = 0.0; // The rotation angle of joint1 (degrees)
// Coordinate transformation matrix
var g_modelMatrix = new Matrix4(), g_mvpMatrix = new Matrix4();
// Coordinate transformation matrix for normals
var g_normalMatrix = new Matrix4();
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,...