156 lines
4.4 KiB
JavaScript
156 lines
4.4 KiB
JavaScript
"use strict";
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(() => {
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const initShaderProgram = (gl) => {
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const vShaderSrc = `
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attribute vec3 position;
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attribute vec2 textureCoord;
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uniform mat4 modelMatrix;
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varying highp vec2 vTextureCoord;
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void main() {
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gl_Position = modelMatrix * vec4(position, 1);
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vTextureCoord = textureCoord;
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}
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`;
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const fShaderSrc = `
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varying highp vec2 vTextureCoord;
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uniform sampler2D sampler;
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void main() {
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gl_FragColor = texture2D(sampler, vTextureCoord);
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}
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`;
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const compileShader = (src, type) => {
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let shader = gl.createShader(type);
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gl.shaderSource(shader, src);
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gl.compileShader(shader);
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let success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
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if (!success) {
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throw gl.getShaderInfoLog(shader);
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}
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return shader;
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}
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let vShader = compileShader(vShaderSrc, gl.VERTEX_SHADER);
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let fShader = compileShader(fShaderSrc, gl.FRAGMENT_SHADER);
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let program = gl.createProgram();
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gl.attachShader(program, vShader);
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gl.attachShader(program, fShader);
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gl.linkProgram(program);
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let success = gl.getProgramParameter(program, gl.LINK_STATUS);
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if (!success) {
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throw gl.getProgramInfoLog(program);
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}
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return program;
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};
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const loadTexture = (gl, image, textureUnit = 0) => {
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const textureUnitName = `TEXTURE${textureUnit}`
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const texture = gl.createTexture();
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const samplerLocation = gl.getUniformLocation(program, "sampler");
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image.addEventListener("load", () => {
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gl.activeTexture(gl[textureUnitName]);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.uniform1i(samplerLocation, textureUnit);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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});
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return texture;
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};
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let viewer = document.getElementById("viewer");
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let gl = viewer.getContext("webgl2");
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let program = initShaderProgram(gl);
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let modelMatrixLocation = gl.getUniformLocation(program, "modelMatrix");
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// Set up mouse-panning state machine.
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let θy = 0;
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let θx = 0.25;
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const PanState = Object.freeze({
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idle: (event) => {
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if (event.type === "mousedown") {
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return PanState.panning;
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}
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return PanState.idle;
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},
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panning: (event) => {
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switch (event.type) {
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case "mouseup":
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return PanState.idle;
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case "mouseover":
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if ((event.buttons & 1) == 0) {
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return PanState.idle;
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}
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break;
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case "mousemove":
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θy += event.movementX * 0.025;
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θx += event.movementY * 0.025;
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break
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}
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return PanState.panning;
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},
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});
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const runPanState = (mouseEvent) => {
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panState = panState(mouseEvent);
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}
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var panState = PanState.idle;
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viewer.addEventListener("mousedown", runPanState);
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viewer.addEventListener("mouseup", runPanState);
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viewer.addEventListener("mouseover", runPanState);
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viewer.addEventListener("mousemove", runPanState);
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gl.useProgram(program);
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let vertexBuffer = gl.createBuffer();
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let vertices = new Float32Array([
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0, 0, 0,
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1, 0, 0,
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1, 1, 0,
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]);
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
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const positionLocation = gl.getAttribLocation(program, "position");
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// Load texture
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let image = document.getElementById("image");
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loadTexture(gl, image);
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gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
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let textureCoordBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer);
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const textureCoords = new Float32Array([
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0, 1,
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1, 0,
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1, 1,
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]);
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gl.bufferData(gl.ARRAY_BUFFER, textureCoords, gl.STATIC_DRAW);
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const textureCoordLocation = gl.getAttribLocation(program, "textureCoord");
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const render = () => {
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gl.useProgram(program);
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// Create the transformation matrix.
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let modelMatrix = mat4.create();
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mat4.rotateX(modelMatrix, modelMatrix, θx);
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mat4.rotateY(modelMatrix, modelMatrix, θy);
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gl.uniformMatrix4fv(modelMatrixLocation, false, modelMatrix);
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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gl.enableVertexAttribArray(positionLocation);
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gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 4 * 3, 0);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer);
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gl.enableVertexAttribArray(textureCoordLocation);
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gl.vertexAttribPointer(textureCoordLocation, 3, gl.FLOAT, false, 4 * 2, 0);
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requestAnimationFrame(render);
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};
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requestAnimationFrame(render);
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})(); |