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October 9, 2019 02:36
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CS460 Assignment 4
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<html> | |
<head> | |
<meta content="text/html;charset=utf-8" http-equiv="Content-Type"> | |
<meta content="utf-8" http-equiv="encoding"> | |
<title>Vanilla WebGL!</title> | |
<style> | |
html, body { | |
background-color:#000; | |
margin: 0; | |
padding: 0; | |
height: 100%; | |
overflow: hidden !important; | |
background-image: url(bg.gif); | |
background-repeat: no-repeat; | |
background-size: 100% 100%; | |
} | |
#c { | |
width: 100%; | |
height: 100%; | |
} | |
#scoreboard { | |
position: absolute; | |
top: 10px; | |
right: 10px; | |
}; | |
</style> | |
</head> | |
<script type="text/javascript" src="https://cs460.org/js/glmatrix.js"></script> | |
<script id="vertexshader" type="glsl"> | |
attribute vec3 a_position; | |
uniform vec3 u_offset; | |
void main(void) { | |
vec3 final_position = a_position; | |
final_position.x += u_offset.x; | |
final_position.y += u_offset.y; | |
final_position.z += u_offset.z; | |
gl_Position = vec4( final_position, 1.); | |
gl_PointSize = 20.; | |
} | |
</script> | |
<script id="fragmentshader" type="glsl"> | |
precision mediump float; | |
uniform vec4 u_color; | |
void main(void) { | |
gl_FragColor = u_color; | |
} | |
</script> | |
<script> | |
var c, gl; | |
var v_shader, f_shader, shaderprogram; | |
var vertices, indices, v_buffer, i_buffer; | |
window.onload = function() { | |
//************************************************************// | |
// | |
// INITIALIZE WEBGL | |
// | |
c = document.getElementById( 'c' ); // setup canvas | |
c.width = window.innerWidth; | |
c.height = window.innerHeight; | |
gl = c.getContext( 'webgl' ); // setup GL context | |
gl.viewport(0, 0, c.width, c.height ); | |
//************************************************************// | |
// | |
// SHADERS | |
// | |
v_shader = gl.createShader( gl.VERTEX_SHADER ); | |
f_shader = gl.createShader( gl.FRAGMENT_SHADER ); | |
// compile vertex shader | |
gl.shaderSource( v_shader, document.getElementById( 'vertexshader' ).innerText ); | |
gl.compileShader( v_shader ); | |
if (!gl.getShaderParameter( v_shader, gl.COMPILE_STATUS)) { | |
console.log(gl.getShaderInfoLog( v_shader )); | |
} | |
// compile fragment shader | |
gl.shaderSource( f_shader, document.getElementById( 'fragmentshader' ).innerText ); | |
gl.compileShader( f_shader ); | |
if (!gl.getShaderParameter( f_shader, gl.COMPILE_STATUS)) { | |
console.log(gl.getShaderInfoLog( f_shader )); | |
} | |
// attach and link the shaders | |
shaderprogram = gl.createProgram(); | |
gl.attachShader( shaderprogram, v_shader ); | |
gl.attachShader( shaderprogram, f_shader ); | |
gl.linkProgram( shaderprogram ); | |
gl.useProgram( shaderprogram ); | |
// create multiple objects | |
objects = []; | |
// rectangles.push( createRectangle( new Float32Array([-.2,-.2,0]), new Float32Array([1.,1.,1.,1.]) ) ); | |
// rectangles.push( createRectangle( new Float32Array([0,0,0]), new Float32Array([1.,0.,0.,1.]) ) ); | |
objects.push( createPlane()); | |
objects.push( createObstacle()); | |
objects.push( createObstacle()); | |
objects.push( createObstacle()); | |
objects.push( createObstacle()); | |
objects.push( createObstacle()); | |
objects.push( createObstacle()); | |
objects.push( createObstacle()); | |
objects.push( createObstacle()); | |
objects.push( createObstacle()); | |
animate(); | |
}; | |
var step_x = .00; | |
var step_y = .00; | |
var obstacle_factor = 3; | |
var direction_y = 0; | |
var direction_x = 0; | |
function createObstacle() { | |
var vertices = new Float32Array( [ 0.0, 0.0, 0.0 ]); | |
var v_buffer = gl.createBuffer(); // create | |
gl.bindBuffer( gl.ARRAY_BUFFER, v_buffer ); // bind | |
gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); // put data in | |
gl.bindBuffer( gl.ARRAY_BUFFER, null ); // unbind | |
var offset = [Math.random(), Math.random(), 0.]; | |
if (Math.random() <= .5) { | |
offset[0] *= -1; | |
} | |
if (Math.random() <= .5) { | |
offset[1] *= -1; | |
} | |
var color = [Math.random(),Math.random(),Math.random(),1.]; | |
return ['obstacle', v_buffer, vertices, offset, color, gl.POINTS]; | |
} | |
function calculateBoundingBox(vertices, offset) { | |
var minx = 1000; | |
var maxx = -1000; | |
var miny = 1000; | |
var maxy = -1000; | |
var minz = 1000; | |
var maxz = -1000; | |
for (var v=0; v<vertices.length; v+=3) { | |
var currentx = vertices[v] + offset[0]; | |
var currenty = vertices[v+1] + offset[1]; | |
var currentz = vertices[v+2] + offset[2]; | |
minx = Math.min( minx, currentx ); | |
miny = Math.min( miny, currenty ); | |
minz = Math.min( minz, currentz ); | |
maxx = Math.max( maxx, currentx ); | |
maxy = Math.max( maxy, currenty ); | |
maxz = Math.max( maxz, currentz ); | |
} | |
return [minx, maxx, miny, maxy, minz, maxz]; | |
} | |
function detectCollision(bbox, point) { | |
var collision = false; | |
if (point[0] >= bbox[0] && point[0] <= bbox[1]) { | |
if (point[1] >= bbox[2] && point[1] <= bbox[3]) { | |
if (point[2] >= bbox[4] && point[2] <= bbox[5]) { | |
collision = true; | |
} | |
} | |
} | |
return collision; | |
} | |
function createPlane() { | |
var vertices = new Float32Array( [ | |
-0.030, 0.03, 0.0, | |
-0.030, -0.01, 0.0, | |
0.000, -0.01, 0.0, | |
-0.020, 0.01, 0.0, | |
0.000, -0.01, 0.0, | |
0.020, 0.01, 0.0, | |
0.020, 0.01, 0.0, | |
0.000, -0.01, 0.0, | |
0.030, -0.01, 0.0, | |
-0.030, -0.01, 0.0, | |
-0.030, -0.03, 0.0, | |
0.020, -0.01, 0.0 | |
] ); | |
var v_buffer = gl.createBuffer(); // create | |
gl.bindBuffer( gl.ARRAY_BUFFER, v_buffer ); // bind | |
gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); // put data in | |
gl.bindBuffer( gl.ARRAY_BUFFER, null ); // unbind | |
return ['plane', v_buffer, vertices, [0.,0.,0.], [0.,0.,0.,1.], gl.TRIANGLES]; | |
} | |
window.onkeyup = function(e) { | |
if ( e.keyCode == 38 ) { | |
// up | |
step_y = 0.01; | |
direction_y = 1 | |
} else if (e.keyCode == 40 ) { | |
// down | |
step_y = 0.01; | |
direction_y = -1 | |
} else if (e.keyCode == 37 ) { | |
// left | |
step_x = 0.001; | |
direction_x = -1 | |
direction_y = 0; | |
} else if (e.keyCode == 39 ) { | |
// right | |
step_x = 0.001; | |
direction_x = 1 | |
direction_y = 0; | |
} | |
}; | |
var framecounter = 0; | |
function animate() { | |
framecounter += 1; | |
if (framecounter > 150) { | |
// roughly every five seconds with 30 FPS | |
// update score | |
document.getElementById('scoreboard').innerHTML = parseInt(document.getElementById('scoreboard').innerHTML) + 100; | |
// and make it more difficult | |
obstacle_factor += .1; | |
framecounter = 0; | |
} | |
gl.clearColor( 0., 0., 0., 0.) | |
gl.clear( gl.COLOR_BUFFER_BIT ); | |
for( var o = 0; o < objects.length; o++ ) { | |
var current_objecttype = objects[o][0]; | |
var current_v_buffer = objects[o][1]; | |
var current_vertices = objects[o][2]; | |
var current_v_count = current_vertices.length; | |
var current_offset = objects[o][3]; | |
var current_color = objects[o][4]; | |
var current_drawtype = objects[o][5]; | |
if (current_objecttype == 'plane') { | |
// update offsets | |
if ( current_offset[0] <= -1. ) { | |
// bumped into left end of screen | |
direction_x = 1; | |
} else if ( current_offset[0] >= 1. ) { | |
// bumped into right end of screen | |
direction_x = -1; | |
} | |
current_offset[0] += direction_x*step_x; | |
if ( current_offset[1] <= -1. ) { | |
// bumped into left end of screen | |
direction_y = 1; | |
} else if ( current_offset[1] >= 1. ) { | |
// bumped into right end of screen | |
direction_y = -1; | |
} | |
current_offset[1] += direction_y*step_y; | |
var bbox_plane = calculateBoundingBox( current_vertices, current_offset); | |
// console.log(bbox_plane); | |
} else if (current_objecttype == 'obstacle') { | |
current_offset[0] -= step_x*obstacle_factor; | |
if ( current_offset[0] < -1 ) { | |
current_offset[0] = 1; | |
current_offset[1] = Math.random(); | |
if (Math.random() < .5) { | |
current_offset[1] *= -1; | |
} | |
} | |
// collision detection | |
if (detectCollision(bbox_plane, current_offset)) { | |
document.getElementById('scoreboard').innerHTML += ' AND...GAME OVER!' | |
return; | |
} else { | |
// console.log(bbox_plane, current_offset) | |
} | |
} | |
//************************************************************// | |
// | |
// CONNECT SHADER WITH GEOMETRY | |
// | |
gl.bindBuffer( gl.ARRAY_BUFFER, current_v_buffer ); | |
// gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, current_i_buffer ); | |
// find the attribute in the shader source | |
var a_position = gl.getAttribLocation( shaderprogram, 'a_position' ); | |
gl.vertexAttribPointer( a_position, 3, gl.FLOAT, false, 0, 0 ); | |
gl.enableVertexAttribArray ( a_position ); | |
// find the uniform in the shader source | |
var u_offset = gl.getUniformLocation( shaderprogram, 'u_offset' ); | |
gl.uniform3fv( u_offset, current_offset) | |
var u_color = gl.getUniformLocation( shaderprogram, 'u_color' ); | |
gl.uniform4fv( u_color, new Float32Array(current_color) ); | |
//************************************************************// | |
// | |
// DRAW! | |
// | |
gl.drawArrays( current_drawtype, 0, current_v_count/3, 0 ); | |
// gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0); | |
} | |
requestAnimationFrame(animate); | |
}; | |
</script> | |
<body> | |
<canvas id="c"></canvas> | |
<div id="scoreboard">0</div> | |
</body> | |
</html> |
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