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@MinaGabriel
Created November 25, 2020 14:44
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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>&uarr;&darr;: Increase/decrease the fog distance</p></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">
// Fog.js (c) 2012 matsuda and ohnishi
// Vertex shader program
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n' +
'attribute vec4 a_Color;\n' +
'uniform mat4 u_MvpMatrix;\n' +
'uniform mat4 u_ModelMatrix;\n' +
'uniform vec4 u_Eye;\n' + // Position of eye point (world coordinates)
'varying vec4 v_Color;\n' +
'varying float v_Dist;\n' +
'void main() {\n' +
' gl_Position = u_MvpMatrix * a_Position;\n' +
' v_Color = a_Color;\n' +
// Calculate the distance to each vertex from eye point
' v_Dist = distance(u_ModelMatrix * a_Position, u_Eye);\n' +
'}\n';
// Fragment shader program
var FSHADER_SOURCE =
'#ifdef GL_ES\n' +
'precision mediump float;\n' +
'#endif\n' +
'uniform vec3 u_FogColor;\n' + // Color of Fog
'uniform vec2 u_FogDist;\n' + // Distance of Fog (starting point, end point)
'varying vec4 v_Color;\n' +
'varying float v_Dist;\n' +
'void main() {\n' +
// Calculation of fog factor (factor becomes smaller as it goes further away from eye point)
' float fogFactor = clamp((u_FogDist.y - v_Dist) / (u_FogDist.y - u_FogDist.x), 0.0, 1.0);\n' +
// Stronger fog as it gets further: u_FogColor * (1 - fogFactor) + v_Color * fogFactor
' vec3 color = mix(u_FogColor, vec3(v_Color), fogFactor);\n' +
' gl_FragColor = vec4(color, v_Color.a);\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;
}
//
var n = initVertexBuffers(gl);
if (n < 1) {
console.log('Failed to set the vertex information');
return;
}
// Color of Fog
var fogColor = new Float32Array([0.137, 0.231, 0.423]);
// Distance of fog [where fog starts, where fog completely covers object]
var fogDist = new Float32Array([55, 80]);
// Position of eye point (world coordinates)
var eye = new Float32Array([25, 65, 35, 1.0]);
// Get the storage locations of uniform variables
var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix');
var u_ModelMatrix = gl.getUniformLocation(gl.program, 'u_ModelMatrix');
var u_Eye = gl.getUniformLocation(gl.program, 'u_Eye');
var u_FogColor = gl.getUniformLocation(gl.program, 'u_FogColor');
var u_FogDist = gl.getUniformLocation(gl.program, 'u_FogDist');
if (!u_MvpMatrix || !u_ModelMatrix || !u_Eye || !u_FogColor || !u_FogDist) {
console.log('Failed to get the storage location');
return;
}
// Pass fog color, distances, and eye point to uniform variable
gl.uniform3fv(u_FogColor, fogColor); // Colors
gl.uniform2fv(u_FogDist, fogDist); // Starting point and end point
gl.uniform4fv(u_Eye, eye); // Eye point
// Set clear color and enable hidden surface removal
gl.clearColor(fogColor[0], fogColor[1], fogColor[2], 1.0); // Color of Fog
gl.enable(gl.DEPTH_TEST);
// Pass the model matrix to u_ModelMatrix
var modelMatrix = new Matrix4();
modelMatrix.setScale(10, 10, 10);
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
// Pass the model view projection matrix to u_MvpMatrix
var mvpMatrix = new Matrix4();
mvpMatrix.setPerspective(30, canvas.width/canvas.height, 1, 1000);
mvpMatrix.lookAt(eye[0], eye[1], eye[2], 0, 2, 0, 0, 1, 0);
mvpMatrix.multiply(modelMatrix);
gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix.elements);
document.onkeydown = function(ev){ keydown(ev, gl, n, u_FogDist, fogDist); };
// Clear color and depth buffer
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Draw
gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
var modelViewMatrix = new Matrix4();
modelViewMatrix.setLookAt(eye[0], eye[1], eye[2], 0, 2, 0, 0, 1, 0);
modelViewMatrix.multiply(modelMatrix);
modelViewMatrix.multiplyVector4(new Vector4([1, 1, 1, 1]));
mvpMatrix.multiplyVector4(new Vector4([1, 1, 1, 1]));
modelViewMatrix.multiplyVector4(new Vector4([-1, 1, 1, 1]));
mvpMatrix.multiplyVector4(new Vector4([-1, 1, 1, 1]));
}
function keydown(ev, gl, n, u_FogDist, fogDist) {
switch (ev.keyCode) {
case 38: // Up arrow key -> Increase the maximum distance of fog
fogDist[1] += 1;
break;
case 40: // Down arrow key -> Decrease the maximum distance of fog
if (fogDist[1] > fogDist[0]) fogDist[1] -= 1;
break;
default: return;
}
gl.uniform2fv(u_FogDist, fogDist); // Pass the distance of fog
// Clear color and depth buffer
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Draw
gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
}
function initVertexBuffers(gl) {
// Create a cube
// v6----- v5
// /| /|
// v1------v0|
// | | | |
// | |v7---|-|v4
// |/ |/
// v2------v3
var vertices = new Float32Array([ // Vertex coordinates
1, 1, 1, -1, 1, 1, -1,-1, 1, 1,-1, 1, // v0-v1-v2-v3 front
1, 1, 1, 1,-1, 1, 1,-1,-1, 1, 1,-1, // v0-v3-v4-v5 right
1, 1, 1, 1, 1,-1, -1, 1,-1, -1, 1, 1, // v0-v5-v6-v1 up
-1, 1, 1, -1, 1,-1, -1,-1,-1, -1,-1, 1, // v1-v6-v7-v2 left
-1,-1,-1, 1,-1,-1, 1,-1, 1, -1,-1, 1, // v7-v4-v3-v2 down
1,-1,-1, -1,-1,-1, -1, 1,-1, 1, 1,-1 // v4-v7-v6-v5 back
]);
var colors = new Float32Array([ // Colors
0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, // v0-v1-v2-v3 front
0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, // v0-v3-v4-v5 right
1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, // v0-v5-v6-v1 up
1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, // v1-v6-v7-v2 left
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, // v7-v4-v3-v2 down
0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0 // v4-v7-v6-v5 back
]);
var indices = new Uint8Array([ // Indices of the vertices
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
]);
// Create a buffer object
var indexBuffer = gl.createBuffer();
if (!indexBuffer)
return -1;
// Write the vertex property to buffers (coordinates and normals)
if (!initArrayBuffer(gl, vertices, 3, gl.FLOAT, 'a_Position')) return -1;
if (!initArrayBuffer(gl, colors, 3, gl.FLOAT, 'a_Color')) return -1;
// Write the indices to the buffer object
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
return indices.length;
}
function initArrayBuffer (gl, data, num, type, attribute) {
// 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);
// Unbind the buffer object
gl.bindBuffer(gl.ARRAY_BUFFER, null);
return true;
}
</script>
</head>
</html>
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