ch08/PointLightedCube
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_ModelMatrix; // Model matrix
uniform mat4 u_NormalMatrix; // Transformation matrix of the normal
uniform vec3 u_LightColor; // Light color
uniform vec3 u_LightPosition; // Position of the light source
uniform vec3 u_AmbientLight; // Ambient light color
varying vec4 v_Color;
void main()
{
gl_Position = u_MvpMatrix * a_Position;
// Recalculate the normal based on the model matrix and
// make its length 1
vec3 normal = normalize(vec3(u_NormalMatrix * a_Normal));
// Calculate world coordinate of vertex
vec4 vertexPosition = u_ModelMatrix * a_Position;
// Calculate the light direction and make it 1.0 in length
vec3 lightDirection = normalize(u_LightPosition - vec3(vertexPosition));
// The dot product of the light direction and the normal
float nDotL = max(dot(lightDirection, normal), 0.0);
// Calculate the color due to diffuse reflection
vec3 diffuse = u_LightColor * a_Color.rgb * nDotL;
// Calculate the color due to ambient reflection
vec3 ambient = u_AmbientLight * a_Color.rgb;
// Add the surface colors due to diffuse
// reflection and ambient reflection
v_Color = vec4(diffuse + ambient, 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...
JavaScript
// PointLightedCube.js (c) 2012 matsuda
// This is an example from the book "WebGL Programming Guide"
// by Kouichi Matsuda and Rodger Lea
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 coordinates, the color and the normal
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 and so on
var u_ModelMatrix = gl.getUniformLocation(gl.program, 'u_ModelMatrix');
var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix');
var u_NormalMatrix = gl.getUniformLocation(gl.program, 'u_NormalMatrix');
var u_LightColor = gl.getUniformLocation(gl.program, 'u_LightColor');
var u_LightPosition = gl.getUniformLocation(gl.program, 'u_LightPosition');
var u_AmbientLight =...