<canvas id="canvas"></canvas>
<div id="uiContainer">
<div id="ui">
<div id="cameraAngle"></div>
</div>
</div>
<!-- vertex shader -->
<script id="vertex-shader-3d" type="x-shader/x-vertex">
attribute vec4 a_position;
attribute vec4 a_color;
uniform mat4 u_matrix;
varying vec4 v_color;
void main() {
// Multiply the position by the matrix.
gl_Position = u_matrix * a_position;
// Pass the color to the fragment shader.
v_color = a_color;
}
</script>
<!-- fragment shader -->
<script id="fragment-shader-3d" type="x-shader/x-fragment">
precision mediump float;
// Passed in from the vertex shader.
varying vec4 v_color;
void main() {
gl_FragColor = v_color;
}
</script><!--
for most samples webgl-utils only provides shader compiling/linking and
canvas resizing because why clutter the examples with code that's the same in every sample.
See https://webglfundamentals.org/webgl/lessons/webgl-boilerplate.html
and https://webglfundamentals.org/webgl/lessons/webgl-resizing-the-canvas.html
for webgl-utils, m3, m4, and webgl-lessons-ui.
-->
<script src="https://webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<script src="https://webglfundamentals.org/webgl/resources/webgl-lessons-ui.js"></script>
// WebGL - 3D Camera Look At
// from https://webglfundamentals.org/webgl/webgl-3d-camera-look-at.html
"use strict";
function main() {
// Get A WebGL context
/** @type {HTMLCanvasElement} */
var canvas = document.querySelector("#canvas");
var gl = canvas.getContext("webgl");
if (!gl) {
return;
}
// setup GLSL program
var program = webglUtils.createProgramFromScripts(gl, ["vertex-shader-3d", "fragment-shader-3d"]);
// look up where the vertex data needs to go.
var positionLocation = gl.getAttribLocation(program, "a_position");
var colorLocation = gl.getAttribLocation(program, "a_color");
// lookup uniforms
var matrixLocation = gl.getUniformLocation(program, "u_matrix");
// Create a buffer to put positions in
var positionBuffer = gl.createBuffer();
// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Put geometry data into buffer
setGeometry(gl);
// Create a buffer to put colors in
var colorBuffer = gl.createBuffer();
// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = colorBuffer)
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
// Put color data into buffer
setColors(gl);
function radToDeg(r) {
return r * 180 / Math.PI;
}
function degToRad(d) {
return d * Math.PI / 180;
}
var cameraAngleRadians = degToRad(0);
var fieldOfViewRadians = degToRad(60);
drawScene();
// Setup a ui.
webglLessonsUI.setupSlider("#cameraAngle", {value: radToDeg(cameraAngleRadians), slide: updateCameraAngle, min: -360, max: 360});
function updateCameraAngle(event, ui) {
cameraAngleRadians = degToRad(ui.value);
drawScene();
}
// Draw the scene.
function drawScene() {
window.requestAnimationFrame(drawScene);
cameraAngleRadians = (cameraAngleRadians + .01) % Math.PI;
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
// Tell WebGL how to convert from clip space to pixels
gl.viewport(0, 0,...
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