<canvas id="scene" width="600px" height="500px"></canvas>
<!-- vertex shader -->
<script id="3d-vertex-shader" 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="3d-fragment-shader" type="x-shader/x-fragment">
precision mediump float;
// Passed in from the vertex shader.
varying vec4 v_color;
uniform vec4 u_colorMult;
uniform vec4 u_colorOffset;
void main() {
gl_FragColor = v_color * u_colorMult + u_colorOffset;
}
</script>
<script src="https://webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<script src="https://webglfundamentals.org/webgl/resources/m4.js"></script>
<script src="https://webglfundamentals.org/webgl/resources/primitives.js"></script>
JavaScript
'use strict';
//Puntos de la curva
var startP = [-10, 0, 0];
var endP = [10, 0, 0];
var c1P = [-10, 0, -20];
var c2P = [10, 0, -20];
var t = 0; //Tiempo animación actual
var animacion = 3000; //Tiempo de animacion
var tiempo = Date.now(); //Tiempo actual
var regreso = false; //Animacion de regreso
// Clases del grafo de escena
var Node = function() {
this.children = [];
this.localMatrix = m4.identity();
this.worldMatrix = m4.identity();
};
Node.prototype.setParent = function(parent) {
if (this.parent) {
var ndx = this.parent.children.indexOf(this);
if (ndx >= 0) {
this.parent.children.splice(ndx, 1);
}
}
if (parent) {
parent.children.push(this);
}
this.parent = parent;
};
Node.prototype.updateWorldMatrix = function(parentWorldMatrix) {
if (parentWorldMatrix) {
// a matrix was passed in so do the math
m4.multiply(parentWorldMatrix, this.localMatrix, this.worldMatrix);
} else {
// no matrix was passed in so just copy local to world
m4.copy(this.localMatrix, this.worldMatrix);
}
// now process all the children
var worldMatrix = this.worldMatrix;
this.children.forEach(function(child) {
child.updateWorldMatrix(worldMatrix);
});
};
// Main
function main() {
var canvas = document.getElementById('scene');
var gl = canvas.getContext('webgl');
if (!gl) return;
// setup GLSL program
var programInfo = webglUtils.createProgramInfo(gl, [
'3d-vertex-shader',
'3d-fragment-shader'
]);
function createFlattenedVertices(gl, vertices) {
var last;
return webglUtils.createBufferInfoFromArrays(
gl,
primitives.makeRandomVertexColors(primitives.deindexVertices(vertices), {
vertsPerColor: 1,
rand: function(ndx, channel) {
if (channel == 0) {
last = (128 + Math.random() * 128) | 0;
}
return channel < 3 ? last : 255;
}
})
);
}
//Creación de primitivas
const cubeBufferInfo =...
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