// // creates a shader of the given type, uploads the source and // compiles it. // function loadShader(gl, type, source) { const shader = gl.createShader(type); // Send the source to the shader object gl.shaderSource(shader, source); // Compile the shader program gl.compileShader(shader); // See if it compiled successfully if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { alert( `An error occurred compiling the shaders: ${gl.getShaderInfoLog(shader)}`, ); gl.deleteShader(shader); return null; } return shader; } // // Initialize a shader program, so WebGL knows how to draw our data // function initShaderProgram(gl, vsSource, fsSource) { const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource); // Create the shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); // If creating the shader program failed, alert if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert( `Unable to initialize the shader program: ${gl.getProgramInfoLog( shaderProgram, )}`, ); return null; } return shaderProgram; } function initBuffers(gl) { const positionBuffer = initPositionBuffer(gl); const textureCoordBuffer = initTextureBuffer(gl); const indexBuffer = initIndexBuffer(gl); return { position: positionBuffer, textureCoord: textureCoordBuffer, indices: indexBuffer, }; } function initPositionBuffer(gl) { // Create a buffer for the square's positions. const positionBuffer = gl.createBuffer(); // Select the positionBuffer as the one to apply buffer // operations to from here out. gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ // Front face -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, // Back face -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, // Top face -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, // Bottom face -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, // Right face 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, // Left face -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, ]; // Now pass the list of positions into WebGL to build the // shape. We do this by creating a Float32Array from the // JavaScript array, then use it to fill the current buffer. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); return positionBuffer; } function initIndexBuffer(gl) { const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); // This array defines each face as two triangles, using the // indices into the vertex array to specify each triangle's // position. // prettier-ignore const indices = [ 0, 1, 2, 0, 2, 3, // front 4, 5, 6, 4, 6, 7, // back 8, 9, 10, 8, 10, 11, // top 12, 13, 14, 12, 14, 15, // bottom 16, 17, 18, 16, 18, 19, // right 20, 21, 22, 20, 22, 23, // left ]; // Now send the element array to GL gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW, ); return indexBuffer; } function initTextureBuffer(gl) { const textureCoordBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer); const textureCoordinates = [ // Front 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, // Back 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, // Top 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, // Bottom 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, // Right 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, // Left 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, ]; gl.bufferData( gl.ARRAY_BUFFER, new Float32Array(textureCoordinates), gl.STATIC_DRAW, ); return textureCoordBuffer; } function drawScene(gl, programInfo, buffers, texture, cubeRotation) { gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque gl.clearDepth(1.0); // Clear everything gl.enable(gl.DEPTH_TEST); // Enable depth testing gl.depthFunc(gl.LEQUAL); // Near things obscure far things // Clear the canvas before we start drawing on it. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Create a perspective matrix, a special matrix that is // used to simulate the distortion of perspective in a camera. // Our field of view is 35 degrees, with a width/height // ratio that matches the display size of the canvas // and we only want to see objects between 0.1 units // and 100 units away from the camera. const fieldOfView = (35 * Math.PI) / 180; // in radians const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight; const zNear = 0.1; const zFar = 100.0; const projectionMatrix = mat4.create(); // note: glMatrix always has the first argument // as the destination to receive the result. mat4.perspective(projectionMatrix, fieldOfView, aspect, zNear, zFar); // Set the drawing position to the "identity" point, which is // the center of the scene. const modelViewMatrix = mat4.create(); // Now move the drawing position a bit to where we want to // start drawing the square. mat4.translate( modelViewMatrix, // destination matrix modelViewMatrix, // matrix to translate [-0.0, 0.0, -6.0], ); // amount to translate mat4.rotate( modelViewMatrix, // destination matrix modelViewMatrix, // matrix to rotate cubeRotation, // amount to rotate in radians [0, 0, 1], ); // axis to rotate around (Z) mat4.rotate( modelViewMatrix, // destination matrix modelViewMatrix, // matrix to rotate cubeRotation * 0.7, // amount to rotate in radians [0, 1, 0], ); // axis to rotate around (Y) mat4.rotate( modelViewMatrix, // destination matrix modelViewMatrix, // matrix to rotate cubeRotation * 0.3, // amount to rotate in radians [1, 0, 0], ); // axis to rotate around (X) setPositionAttribute(gl, buffers, programInfo); setTextureAttribute(gl, buffers, programInfo); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices); // Tell WebGL to use our program when drawing gl.useProgram(programInfo.program); // Set the shader uniforms gl.uniformMatrix4fv( programInfo.uniformLocations.projectionMatrix, false, projectionMatrix, ); gl.uniformMatrix4fv( programInfo.uniformLocations.modelViewMatrix, false, modelViewMatrix, ); // Tell WebGL we want to affect texture unit 0 gl.activeTexture(gl.TEXTURE0); // Bind the texture to texture unit 0 gl.bindTexture(gl.TEXTURE_2D, texture); // Tell the shader we bound the texture to texture unit 0 gl.uniform1i(programInfo.uniformLocations.uSampler, 0); { const vertexCount = 36; const type = gl.UNSIGNED_SHORT; const offset = 0; gl.drawElements(gl.TRIANGLES, vertexCount, type, offset); } } // Tell WebGL how to pull out the positions from the position // buffer into the vertexPosition attribute. function setPositionAttribute(gl, buffers, programInfo) { const numComponents = 3; // pull out 2 values per iteration const type = gl.FLOAT; // the data in the buffer is 32bit floats const normalize = false; // don't normalize const stride = 0; // how many bytes to get from one set of values to the next // 0 = use type and numComponents above const offset = 0; // how many bytes inside the buffer to start from gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); gl.vertexAttribPointer( programInfo.attribLocations.vertexPosition, numComponents, type, normalize, stride, offset, ); gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition); } // tell webgl how to pull out the texture coordinates from buffer function setTextureAttribute(gl, buffers, programInfo) { const num = 2; // every coordinate composed of 2 values const type = gl.FLOAT; // the data in the buffer is 32-bit float const normalize = false; // don't normalize const stride = 0; // how many bytes to get from one set to the next const offset = 0; // how many bytes inside the buffer to start from gl.bindBuffer(gl.ARRAY_BUFFER, buffers.textureCoord); gl.vertexAttribPointer( programInfo.attribLocations.textureCoord, num, type, normalize, stride, offset, ); gl.enableVertexAttribArray(programInfo.attribLocations.textureCoord); }