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@MinaGabriel
Created November 25, 2020 14:55
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8"/>
<title>Translate a Triangle</title>
<body onload="main()">
<canvas id="webgl" width="400" height="400">
Please use a browser that supports "canvas"
</canvas>
<p>&larr;&rarr;: arm1 rotation(y-axis), &uarr;&darr;: joint1 rotation(z-axis)</p>
</body>
<script src="https://rawgit.com/huningxin/webglbook_examples/master/lib/webgl-utils.js"></script>
<script src="https://rawgit.com/huningxin/webglbook_examples/master/lib/webgl-debug.js"></script>
<script src="https://rawgit.com/huningxin/webglbook_examples/master/lib/cuon-utils.js"></script>
<script src="https://rawgit.com/huningxin/webglbook_examples/master/lib/cuon-matrix.js"></script>
<script type="text/javascript">
// JointModel.js (c) 2012 matsuda
// Vertex shader program
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n' +
'attribute vec4 a_Normal;\n' +
'uniform mat4 u_MvpMatrix;\n' +
'uniform mat4 u_NormalMatrix;\n' +
'varying vec4 v_Color;\n' +
'void main() {\n' +
' gl_Position = u_MvpMatrix * a_Position;\n' +
// Shading calculation to make the arm look three-dimensional
' vec3 lightDirection = normalize(vec3(0.0, 0.5, 0.7));\n' + // Light direction
' vec4 color = vec4(1.0, 0.4, 0.0, 1.0);\n' +
' vec3 normal = normalize((u_NormalMatrix * a_Normal).xyz);\n' +
' float nDotL = max(dot(normal, lightDirection), 0.0);\n' +
' v_Color = vec4(color.rgb * nDotL + vec3(0.1), color.a);\n' +
'}\n';
// Fragment shader program
var FSHADER_SOURCE =
'#ifdef GL_ES\n' +
'precision mediump float;\n' +
'#endif\n' +
'varying vec4 v_Color;\n' +
'void main() {\n' +
' gl_FragColor = v_Color;\n' +
'}\n';
function main() {
// Retrieve <canvas> element
var canvas = document.getElementById('webgl');
// Get the rendering context for WebGL
var gl = getWebGLContext(canvas);
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
// Initialize shaders
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log('Failed to intialize shaders.');
return;
}
// Set the vertex information
var n = initVertexBuffers(gl);
if (n < 0) {
console.log('Failed to set the vertex information');
return;
}
// Set the clear color and enable the depth test
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
// Get the storage locations of uniform variables
var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix');
var u_NormalMatrix = gl.getUniformLocation(gl.program, 'u_NormalMatrix');
if (!u_MvpMatrix || !u_NormalMatrix) {
console.log('Failed to get the storage location');
return;
}
// Calculate the view projection matrix
var viewProjMatrix = new Matrix4();
viewProjMatrix.setPerspective(50.0, canvas.width / canvas.height, 1.0, 100.0);
viewProjMatrix.lookAt(20.0, 10.0, 30.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
// Register the event handler to be called when keys are pressed
document.onkeydown = function(ev){ keydown(ev, gl, n, viewProjMatrix, u_MvpMatrix, u_NormalMatrix); };
draw(gl, n, viewProjMatrix, u_MvpMatrix, u_NormalMatrix); // Draw the robot arm
}
var ANGLE_STEP = 3.0; // The increments of rotation angle (degrees)
var g_arm1Angle = -90.0; // The rotation angle of arm1 (degrees)
var g_joint1Angle = 0.0; // The rotation angle of joint1 (degrees)
function keydown(ev, gl, n, viewProjMatrix, u_MvpMatrix, u_NormalMatrix) {
switch (ev.keyCode) {
case 38: // Up arrow key -> the positive rotation of joint1 around the z-axis
if (g_joint1Angle < 135.0) g_joint1Angle += ANGLE_STEP;
break;
case 40: // Down arrow key -> the negative rotation of joint1 around the z-axis
if (g_joint1Angle > -135.0) g_joint1Angle -= ANGLE_STEP;
break;
case 39: // Right arrow key -> the positive rotation of arm1 around the y-axis
g_arm1Angle = (g_arm1Angle + ANGLE_STEP) % 360;
break;
case 37: // Left arrow key -> the negative rotation of arm1 around the y-axis
g_arm1Angle = (g_arm1Angle - ANGLE_STEP) % 360;
break;
default: return; // Skip drawing at no effective action
}
// Draw the robot arm
draw(gl, n, viewProjMatrix, u_MvpMatrix, u_NormalMatrix);
}
function initVertexBuffers(gl) {
// Vertex coordinates(a cuboid 3.0 in width, 10.0 in height, and 3.0 in length with its origin at the center of its bottom)
var vertices = new Float32Array([
1.5, 10.0, 1.5, -1.5, 10.0, 1.5, -1.5, 0.0, 1.5, 1.5, 0.0, 1.5, // v0-v1-v2-v3 front
1.5, 10.0, 1.5, 1.5, 0.0, 1.5, 1.5, 0.0,-1.5, 1.5, 10.0,-1.5, // v0-v3-v4-v5 right
1.5, 10.0, 1.5, 1.5, 10.0,-1.5, -1.5, 10.0,-1.5, -1.5, 10.0, 1.5, // v0-v5-v6-v1 up
-1.5, 10.0, 1.5, -1.5, 10.0,-1.5, -1.5, 0.0,-1.5, -1.5, 0.0, 1.5, // v1-v6-v7-v2 left
-1.5, 0.0,-1.5, 1.5, 0.0,-1.5, 1.5, 0.0, 1.5, -1.5, 0.0, 1.5, // v7-v4-v3-v2 down
1.5, 0.0,-1.5, -1.5, 0.0,-1.5, -1.5, 10.0,-1.5, 1.5, 10.0,-1.5 // v4-v7-v6-v5 back
]);
// Normal
var normals = new Float32Array([
0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, // v0-v1-v2-v3 front
1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, // v0-v3-v4-v5 right
0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, // v0-v5-v6-v1 up
-1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, // v1-v6-v7-v2 left
0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, // v7-v4-v3-v2 down
0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0 // v4-v7-v6-v5 back
]);
// Indices of the vertices
var indices = new Uint8Array([
0, 1, 2, 0, 2, 3, // front
4, 5, 6, 4, 6, 7, // right
8, 9,10, 8,10,11, // up
12,13,14, 12,14,15, // left
16,17,18, 16,18,19, // down
20,21,22, 20,22,23 // back
]);
// Write the vertex property to buffers (coordinates and normals)
if (!initArrayBuffer(gl, 'a_Position', vertices, gl.FLOAT, 3)) return -1;
if (!initArrayBuffer(gl, 'a_Normal', normals, gl.FLOAT, 3)) return -1;
// Unbind the buffer object
gl.bindBuffer(gl.ARRAY_BUFFER, null);
// Write the indices to the buffer object
var indexBuffer = gl.createBuffer();
if (!indexBuffer) {
console.log('Failed to create the buffer object');
return -1;
}
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
return indices.length;
}
function initArrayBuffer(gl, attribute, data, type, num) {
// Create a buffer object
var buffer = gl.createBuffer();
if (!buffer) {
console.log('Failed to create the buffer object');
return false;
}
// Write date into the buffer object
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
// Assign the buffer object to the attribute variable
var a_attribute = gl.getAttribLocation(gl.program, attribute);
if (a_attribute < 0) {
console.log('Failed to get the storage location of ' + attribute);
return false;
}
gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);
// Enable the assignment of the buffer object to the attribute variable
gl.enableVertexAttribArray(a_attribute);
return true;
}
// Coordinate transformation matrix
var g_modelMatrix = new Matrix4(), g_mvpMatrix = new Matrix4();
function draw(gl, n, viewProjMatrix, u_MvpMatrix, u_NormalMatrix) {
// Clear color and depth buffer
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Arm1
var arm1Length = 10.0; // Length of arm1
g_modelMatrix.setTranslate(0.0, -12.0, 0.0);
g_modelMatrix.rotate(g_arm1Angle, 0.0, 1.0, 0.0); // Rotate around the y-axis
drawBox(gl, n, viewProjMatrix, u_MvpMatrix, u_NormalMatrix); // Draw
// Arm2
g_modelMatrix.translate(0.0, arm1Length, 0.0);    // Move to joint1
g_modelMatrix.rotate(g_joint1Angle, 0.0, 0.0, 1.0); // Rotate around the z-axis
g_modelMatrix.scale(1.3, 1.0, 1.3); // Make it a little thicker
drawBox(gl, n, viewProjMatrix, u_MvpMatrix, u_NormalMatrix); // Draw
}
var g_normalMatrix = new Matrix4(); // Coordinate transformation matrix for normals
// Draw the cube
function drawBox(gl, n, viewProjMatrix, u_MvpMatrix, u_NormalMatrix) {
// Calculate the model view project matrix and pass it to u_MvpMatrix
g_mvpMatrix.set(viewProjMatrix);
g_mvpMatrix.multiply(g_modelMatrix);
gl.uniformMatrix4fv(u_MvpMatrix, false, g_mvpMatrix.elements);
// Calculate the normal transformation matrix and pass it to u_NormalMatrix
g_normalMatrix.setInverseOf(g_modelMatrix);
g_normalMatrix.transpose();
gl.uniformMatrix4fv(u_NormalMatrix, false, g_normalMatrix.elements);
// Draw
gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
}
</script>
</head>
</html>
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