header {
background: #FFCC99;
color: white;
-moz-box-shadow: 0 2px 8px -3px rgba(0, 0, 0, .5), 0 1.4em 2em -0.7em rgba(255, 255, 255, .2) inset;
-webkit-box-shadow: 0 2px 8px -3px rgba(0, 0, 0, .5), 0 1.4em 2em -0.7em rgba(255, 255, 255, .2) inset;
box-shadow: 0 2px 8px -3px rgba(0, 0, 0, .5), 0 1.4em 2em -0.7em rgba(255, 255, 255, .2) inset;
text-shadow: 1px 1px 1px #444;
}
header h1, header h2 {
display: inline-block;
padding: 12px 15px;
font-size: 105%;
line-height: 1;
margin: 0;
}
header h1 {
background: #FF9966;
}
.arrow-right {
display: inline-block;
width: 0;
height: 0;
border-top: 18px solid transparent;
border-bottom: 18px solid transparent;
border-left: 18px solid #FF9966;
margin-bottom: -11px;
}
#drag-zone {
list-style: none;
float: left;
}
#drag-zone li * {
border: 4px solid #888;
display: block;
margin: 10px 0;
}
#drag-zone, #drop-zone, #drop-data {
width: 20%;
}
#drop-zone, #drop-data {
padding: 40px;
border: 5px solid #888;
float: right;
height: 240px;
overflow: auto;
}
#drop-zone.hovering {
border: 5px solid #aaa;
background-color: rgba(255, 0, 0, 0.199219);
}
#drop-data {
background-color: #eee;
font-family: Monospace;
-ms-word-wrap: break-word;
word-wrap: break-word;
}
.datatypes {
font-weight: bold;
}
.draggable-text {
padding: 5px;
}
canvas {
border: 2px solid black;
-moz-box-shadow: black 2px 2px 2px;
background-color: black;
}
varying highp vec2 vTextureCoord;
uniform sampler2D uSampler;
void main(void) {
gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
}
attribute highp vec3 aVertexNormal;
attribute highp vec3 aVertexPosition;
attribute highp vec2 aTextureCoord;
uniform highp mat4 uMVMatrix;
uniform highp mat4 uPMatrix;
varying highp vec2 vTextureCoord;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vTextureCoord = aTextureCoord;
}
3D画布
WebGl绘制
Your browser doesn't appear to support the HTML5 <canvas>
element.
var canvas;
var gl;
var vertexPositionAttribute;
var verticesBuffer;
var verticesIndexBuffer;
var textureCoordAttribute;
var verticesTextureCoordBuffer;
var vertexNormalAttribute;
var verticesNormalBuffer;
var lastCubeUpdateTime = 0;
var mvMatrix;
var shaderProgram;
var perspectiveMatrix;
var xrotation = 0;
var yrotation = 0;
var zrotation = 0;
var lastUpdateTime = 0;
var cubeImage;
var cubeTexture;
start();
//
// start
//
// Called when the canvas is created to get the ball rolling.
//
function start() {
canvas = document.getElementById("glcanvas");
initWebGL(); // Initialize the GL context
// Only continue if WebGL is available and working
if (gl) {
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
// Initialize the shaders; this is where all the lighting for the
// vertices and so forth is established.
initShaders();
// Here's where we call the routine that builds all the objects
// we'll be drawing.
initBuffers();
// Next, load and set up the textures we'll be using.
initTextures();
// Set up to draw the scene periodically.
setInterval(drawScene, 15);
}
}
//
// initWebGL
//
// Initialize WebGL, returning the GL context or null if
// WebGL isn't available or could not be initialized.
//
function initWebGL() {
gl = null;
try {
gl = canvas.getContext("experimental-webgl");
}
catch(e) {
}
// If we don't have a GL context, give up now
if (!gl) {
alert("Unable to initialize WebGL. Your browser may not support it.");
}
}
//
// initBuffers
//
// Initialize the buffers we'll need. For this demo, we just have
// one object -- a simple two-dimensional cube.
//
function initBuffers() {
// Create a buffer for the cube's vertices.
verticesBuffer = gl.createBuffer();
// Select the cubeVerticesBuffer as the one to apply vertex
// operations to from here out.
gl.bindBuffer(gl.ARRAY_BUFFER, verticesBuffer);
// Now create an array of vertices for the cube.
var vertices = [
1.0, 1.0, -1.0,
-1.0, 1.0, -1.0,
-1.0, 1.0, 1.0,
1.0, 1.0, 1.0,
1.0, -1.0, 1.0,
-1.0, -1.0, 1.0,
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, -1.0, -1.0,
-1.0, -1.0, -1.0,
-1.0, 1.0, -1.0,
1.0, 1.0, -1.0,
-1.0, 1.0, 1.0,
-1.0, 1.0, -1.0,
-1.0, -1.0, -1.0,
-1.0, -1.0, 1.0,
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 vertices into WebGL to build the shape. We
// do this by creating a Float32Array from the JavaScript array,
// then use it to fill the current vertex buffer.
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
// Build the element array buffer; this specifies the indices
// into the vertex array for each face's vertices.
verticesIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, verticesIndexBuffer);
var vertexIndices = [
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
];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
new Uint16Array(vertexIndices), gl.STATIC_DRAW);
verticesTextureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, verticesTextureCoordBuffer);
var textureCoordinates = [
// Front
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Back
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Top
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Bottom
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Right
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Left
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates),
gl.STATIC_DRAW);
verticesNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, verticesNormalBuffer);
var vertexNormals = [
// Front
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
// Back
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
// Top
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
// Bottom
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
// Right
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
// Left
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals),
gl.STATIC_DRAW);
}
//
// initTextures
//
// Initialize the textures we'll be using, then initiate a load of
// the texture images. The handleTextureLoaded() callback will finish
// the job; it gets called each time a texture finishes loading.
//
function initTextures() {
cubeTexture = gl.createTexture();
cubeImage = new Image();
cubeImage.crossOrigin = "";
cubeImage.onload = function() { handleTextureLoaded(cubeImage, cubeTexture); }
cubeImage.src = "http://derekliu.blog.51cto.com/album/4479510/133601721149.png";
}
function handleTextureLoaded(image, texture) {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
}
//
// drawScene
//
// Draw the scene.
//
function drawScene() {
// Clear the canvas before we start drawing on it.
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Establish the perspective with which we want to view the
// scene. Our field of view is 45 degrees, with a width/height
// ratio of 640:480, and we only want to see objects between 0.1 units
// and 100 units away from the camera.
perspectiveMatrix = makePerspective(45, 640.0/480.0, 0.1, 100.0);
// Set the drawing position to the "identity" point, which is
// the center of the scene.
loadIdentity();
gl.bindBuffer(gl.ARRAY_BUFFER, verticesBuffer);
gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, verticesTextureCoordBuffer);
gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, verticesNormalBuffer);
gl.vertexAttribPointer(vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, cubeTexture);
gl.uniform1i(gl.getUniformLocation(shaderProgram, "uSampler"), 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, verticesIndexBuffer);
mvPushMatrix();
mvTranslate([0.0, 0.0, -6.0]);
mvRotate(xrotation, [1, 0, 0]);
mvRotate(yrotation, [0, 1, 0]);
mvRotate(zrotation, [0, 0, 1]);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
mvPopMatrix();
// Update the rotation for the next draw, if it's time to do so.
var currentTime = (new Date).getTime();
if (lastUpdateTime) {
var delta = currentTime - lastUpdateTime;
xrotation += (30 * delta) / 200.0;
yrotation += (20 * delta) / 200.0;
zrotation += (40 * delta) / 200.0;
}
lastUpdateTime = currentTime;
}
//
// initShaders
//
// Initialize the shaders, so WebGL knows how to light our scene.
//
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
// Create the shader program
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.useProgram(shaderProgram);
vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(vertexPositionAttribute);
textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(textureCoordAttribute);
vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
gl.enableVertexAttribArray(vertexNormalAttribute);
}
//
// getShader
//
// Loads a shader program by scouring the current document,
// looking for a script with the specified ID.
//
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
// Didn't find an element with the specified ID; abort.
if (!shaderScript) {
return null;
}
// Walk through the source element's children, building the
// shader source string.
var theSource = "";
var currentChild = shaderScript.firstChild;
while(currentChild) {
if (currentChild.nodeType == 3) {
theSource += currentChild.textContent;
}
currentChild = currentChild.nextSibling;
}
// Now figure out what type of shader script we have,
// based on its MIME type.
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null; // Unknown shader type
}
// Send the source to the shader object
gl.shaderSource(shader, theSource);
// 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));
return null;
}
return shader;
}
//
// Matrix utility functions
//
function loadIdentity() {
mvMatrix = Matrix.I(4);
}
function multMatrix(m) {
mvMatrix = mvMatrix.x(m);
}
function mvTranslate(v) {
multMatrix(Matrix.Translation($V([v[0], v[1], v[2]])).ensure4x4());
}
function setMatrixUniforms() {
var pUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
gl.uniformMatrix4fv(pUniform, false, new Float32Array(perspectiveMatrix.flatten()));
var mvUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
gl.uniformMatrix4fv(mvUniform, false, new Float32Array(mvMatrix.flatten()));
}
var mvMatrixStack = [];
function mvPushMatrix(m) {
if (m) {
mvMatrixStack.push(m.dup());
mvMatrix = m.dup();
} else {
mvMatrixStack.push(mvMatrix.dup());
}
}
function mvPopMatrix() {
if (!mvMatrixStack.length) {
throw("Can't pop from an empty matrix stack.");
}
mvMatrix = mvMatrixStack.pop();
return mvMatrix;
}
function mvRotate(angle, v) {
var inRadians = angle * Math.PI / 180.0;
var m = Matrix.Rotation(inRadians, $V([v[0], v[1], v[2]])).ensure4x4();
multMatrix(m);
}
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