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実行環境 Internet Explorer 11
Mozilla Firefox 38


からminMatrix.jsをダウンロードする。

webgl2.html
<!doctyp html>
<head>
<meta charset="utf-8">
<title>webgl2</title>
<script src="minMatrix.js"></script>
<script id="vs" type="text/x-vertex">
 
// 頂点シェイダー
attribute vec3 position;
attribute vec4 color;
uniform mat4 mvpMatrix;
varying vec4 vColor;
 
void main(void) {
	vColor = color;
	gl_Position = mvpMatrix * vec4(position, 1);
}
 
</script>
<script id="fs" type="text/x-fragment">
 
// 断片シェイダー
precision mediump float;
 
varying vec4 vColor;
 
void main(void) {
	gl_FragColor = vColor;
}
 
</script>
<script>
 
function Keyboard() {
	var _keys = [];
	this.isKeyDown = function(keyCode) {
		return _keys[keyCode];
	};
	document.addEventListener("keydown", function(event) {
		_keys[event.keyCode] = true;
	});
	document.addEventListener("keyup", function(event) {
		_keys[event.keyCode] = false;
	});
}
 
var keyboard = new Keyboard();
 
var gl;	// webgl context
var uniLocation;	// uniform mvpMatrix
var m = new matIV();
var mMatrix = m.identity(m.create());	// model
var pMatrix = m.identity(m.create());	// perspective
 
var lat = 0;	// 緯度
var lon = 90;	// 経度
var dist = 3;	// 距離
 
var fps;
var fpsCount;
var secSav;
 
onload = function() {
	canvas.width = 640;
	canvas.height = 480;
 
	gl = canvas.getContext("experimental-webgl");
 
	const params = ["RENDERER", "VENDOR", "VERSION", "SHADING_LANGUAGE_VERSION"];
	var str = "";
	for (var i = 0; i < params.length; i++) {
		var param = params[i];
		str += param + "=[" + gl.getParameter(gl[param]) + "]<br>";
	}
	log.innerHTML = str;
 
	var vPosition = [
		0, 0, 0,
		0, 1, 0,
		1, 1, 0,
		1, 0, 0,
	];
	var vColor = [
		1, 0, 0, 1,
		0, 1, 0, 1,
		1, 1, 1, 1,
		0, 0, 1, 1,
	];
	var vIndex = [
		0, 1, 2,
		2, 3, 0,
	];
 
	var vShader = createShader("vs");
	var fShader = createShader("fs");
	var program = createProgram(vShader, fShader);
 
	setAttribute(program, "position", vPosition, 3);
	setAttribute(program, "color", vColor, 4);
	uniLocation = gl.getUniformLocation(program, "mvpMatrix");
 
	var ibo = gl.createBuffer();
	gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo);
	gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Int16Array(vIndex), gl.STATIC_DRAW);
 
	gl.enable(gl.CULL_FACE);
	gl.frontFace(gl.CW);
	gl.enable(gl.DEPTH_TEST);
	gl.depthFunc(gl.LEQUAL);
 
	m.perspective(45, canvas.width / canvas.height, 0.1, 10, pMatrix);
 
//	setInterval(draw, 1000 / 30);
	draw();
};
 
function draw() {
	if (keyboard.isKeyDown(65)) lon = (lon + 2) % 360;		// A
	if (keyboard.isKeyDown(68)) lon = (lon + 358) % 360;		// D
	if (keyboard.isKeyDown(87)) lat = Math.min(lat + 1, 89);	// W
	if (keyboard.isKeyDown(83)) lat = Math.max(lat - 1, -89);	// S
	if (keyboard.isKeyDown(33)) dist = Math.max(dist - 0.1, 0.1);	// PageUp
	if (keyboard.isKeyDown(34)) dist += 0.1;			// PageDown
 
	var rad = lat * Math.PI / 180;
	var y = Math.sin(rad) * dist;
	var r = Math.cos(rad) * dist;
	var rad = lon * Math.PI / 180;
	var x = Math.cos(rad) * r;
	var z = Math.sin(rad) * r;
 
	var sec = (new Date()).getSeconds();
	if (secSav != sec) {
		fps = fpsCount;
		fpsCount = 0;
		secSav = sec;
	}
	fpsCount++;
 
	disp.innerHTML = "lon=" + lon + " lat=" + lat + " dist=" + dist.toFixed(1) +
		" fps=" + fps;
 
	gl.clearColor(0x64 / 0xff, 0x95 / 0xff, 0xed / 0xff, 1);
	gl.clearDepth(1);
	gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
 
	var vMatrix = m.identity(m.create());
	var mvpMatrix = m.identity(m.create());
 
	m.lookAt([x, y, z], [0, 0, 0], [0, 1, 0], vMatrix);
	m.multiply(pMatrix, vMatrix, mvpMatrix);
	m.multiply(mvpMatrix, mMatrix, mvpMatrix);
 
	gl.uniformMatrix4fv(uniLocation, false, mvpMatrix);
	gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
//	gl.drawElements(gl.LINE_STRIP, 6, gl.UNSIGNED_SHORT, 0);
	gl.flush();
 
	setTimeout(draw, 1000 / 30);
}
 
function createShader(id) {
	var element = document.getElementById(id);
	if (! element) return;
 
	const types = {
		"text/x-vertex": gl.VERTEX_SHADER,
		"text/x-fragment": gl.FRAGMENT_SHADER,
	};
	var shader = gl.createShader(types[element.type]);
	gl.shaderSource(shader, element.text);
	gl.compileShader(shader);
 
	if (! gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
		alert(gl.getShaderInfoLog(shader));
		return;
	}
	return shader;
}
 
function createProgram(vs, fs) {
	var program = gl.createProgram();
	gl.attachShader(program, vs);
	gl.attachShader(program, fs);
	gl.linkProgram(program);
 
	if (! gl.getProgramParameter(program, gl.LINK_STATUS)) {
		alert(gl.getProgramInfoLog(program));
		return;
	}
	gl.useProgram(program);
	return program;
}
 
function setAttribute(program, name, data, stride) {
	var location = gl.getAttribLocation(program, name);
	var vbo = gl.createBuffer();
	gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);
	gl.enableVertexAttribArray(location);
	gl.vertexAttribPointer(location, stride, gl.FLOAT, false, 0, 0);
}
 
</script>
</head>
 
<body>
<div id="disp"></div>
<canvas id="canvas"></canvas>
<p>
Move camera [A]:left [D]:right [W]:up [S]:down [PageUp]:front [PageDown]:back
</p>
<div id="log"></div>
</body>
 
最終更新:2015年06月03日 04:09