<!doctype html>
<head>
<title>texture1</title>
<script src="minMatrix.js"></script>
</head>
<body>
<canvas id="canvas" width="640" height="480"></canvas>
<div id="msg"></div>
<script id="vs" type="text/x-vertex">
// 頂点シェイダー
attribute vec3 position;
attribute vec2 textureCoord;
uniform mat4 mvpMatrix;
varying vec2 vTextureCoord;
void main(void) {
vTextureCoord = textureCoord;
gl_Position = mvpMatrix * vec4(position, 1.0);
}
</script>
<script id="fs" type="text/x-fragment">
// 断片シェイダー
precision mediump float;
uniform sampler2D texture;
varying vec2 vTextureCoord;
void main(void) {
vec4 smpColor = texture2D(texture, vTextureCoord);
gl_FragColor = vec4(1,1,1,1) * smpColor;
}
</script>
<script>
var gl; // webgl context
var uniLocation = []; // uniform
var m = new matIV();
var mMatrix = m.identity(m.create()); // model
var pMatrix = m.identity(m.create()); // perspective
var index;
var texture = null;
var lat = 0; // 緯度
var lon = 90; // 経度
var dist = 3; // 距離
onload = function() {
gl = canvas.getContext("experimental-webgl");
var vShader = createShader("vs");
var fShader = createShader("fs");
var program = createProgram(vShader, fShader);
gl.activeTexture(gl.TEXTURE0);
createTexture("texture.png");
var position = [ // x, y, z
0, 0, 0,
0, 1, 0,
1, 1, 0,
1, 0, 0,
];
var textureCoord = [ // u, v
0, 1,
0, 0,
1, 0,
1, 1,
];
index = [
0, 1, 2,
2, 3, 0,
];
setAttribute(program, "position", position, 3);
setAttribute(program, "textureCoord", textureCoord, 2);
uniLocation[0] = gl.getUniformLocation(program, "mvpMatrix");
uniLocation[1] = gl.getUniformLocation(program, "texture");
var ibo = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Int16Array(index), gl.STATIC_DRAW);
m.perspective(45, canvas.width / canvas.height, 0.1, 10, pMatrix);
draw();
// イベント
var px, py;
var drag = false;
canvas.onmousedown = function(e) {
drag = true;
};
canvas.onmouseup = function(e) {
drag = false;
};
canvas.onmousemove = function(e) {
if (drag) {
lat = Math.min(Math.max(lat + (e.clientY - py), -90), 90);
lon += (e.clientX - px);
while (lon < 0) lon += 360;
lon %= 360;
draw();
}
px = e.clientX;
py = e.clientY;
};
canvas.onmousewheel = function(e) {
dist = Math.max(dist - 0.1 * e.wheelDelta / 120, 0);
draw();
};
};
function draw() {
msg.innerHTML = "lat:" + lat + " lon:" + lon + " dist:" + dist.toFixed(1);
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 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.clearColor(0x64 / 0xff, 0x95 / 0xff, 0xed / 0xff, 1);
gl.clearDepth(1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniformMatrix4fv(uniLocation[0], false, mvpMatrix);
gl.uniform1i(uniLocation[1], 0);
gl.drawElements(gl.TRIANGLES, index.length, gl.UNSIGNED_SHORT, 0);
gl.flush();
}
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 createTexture(src) {
var img = new Image();
img.onload = function() {
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
texture = tex;
};
img.src = src;
}
function setAttribute(program, name, data, stride) {
var vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);
var location = gl.getAttribLocation(program, name);
gl.enableVertexAttribArray(location);
gl.vertexAttribPointer(location, stride, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
}
</script>
</body>