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sphere5.html
<!doctype html>
<head>
<title>sphere5</title>
<script src="minMatrix.js"></script>
</head>
 
<body>
<canvas id="canvas" width="640" height="480"></canvas>
<div id="msg"></div>
<p>
move light: cursor key
</p>
<script id="vs" type="text/x-vertex">
 
// 頂点シェイダー
attribute vec3 position;
attribute vec3 normal;
attribute vec2 texCoord;
uniform mat4 mvpMatrix;
varying vec3 vNormal;
varying vec2 vTexCoord;
 
void main(void) {
	vNormal = normal;
	vTexCoord = texCoord;
	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 mat4 invMatrix;
uniform vec3 direction;
uniform sampler2D texture;
varying vec3 vNormal;
varying vec2 vTexCoord;
 
void main(void) {
	vec3 invLight = normalize(invMatrix * vec4(direction, 0.0)).xyz;
	float diffuse = clamp(dot(vNormal, invLight), 0.0, 1.0);
	diffuse = clamp(pow(diffuse, 0.3), 0.2, 1.0);
	gl_FragColor = texture2D(texture, vTexCoord) * vec4(vec3(diffuse), 1.0);
//	gl_FragColor = vec4(vTexCoord, 0.0, 1.0) * vec4(vec3(diffuse), 1.0);
}
 
</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 mat = new matIV();
var pMatrix = mat.create();	// perspective
var texture = null;
var indexCount;
var loc = {};
 
var lat = 0;	// 緯度
var lon = 0;	// 経度
var angle = 0;
 
var fps;
var fpsCount;
var secSave;
 
onload = function() {
	gl = canvas.getContext("experimental-webgl");
 
	var vShader = createShader("vs");
	var fShader = createShader("fs");
	var program = createProgram(vShader, fShader);
	gl.useProgram(program);
 
	gl.activeTexture(gl.TEXTURE0);
	createTexture("earthmap1k.jpg");
 
	var model = sphere(32);
 
	var vbo = createVbo(model.positions);
	setAttribute(program, "position", vbo, 3);
	var vbo = createVbo(model.normals);
	setAttribute(program, "normal", vbo, 3);
	var vbo = createVbo(model.texCoords);
	setAttribute(program, "texCoord", vbo, 2);
 
	var ibo = gl.createBuffer();
	gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo);
	gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Int16Array(model.indices), gl.STATIC_DRAW);
	indexCount = model.indices.length;
 
	loc.mvpMatrix = gl.getUniformLocation(program, "mvpMatrix");
	loc.invMatrix = gl.getUniformLocation(program, "invMatrix");
	loc.direction = gl.getUniformLocation(program, "direction");
	loc.texture = gl.getUniformLocation(program, "texture");
 
	gl.enable(gl.CULL_FACE);
	gl.frontFace(gl.CW);
	gl.enable(gl.DEPTH_TEST);
	gl.depthFunc(gl.LEQUAL);
 
	mat.perspective(45, canvas.width / canvas.height, 0.1, 10, pMatrix);
	draw();
};
 
function draw() {
	if (keyboard.isKeyDown(37)) lon = (lon + 2) % 360;		// Left
	if (keyboard.isKeyDown(38)) lat = Math.min(lat + 1, 23);	// Up
	if (keyboard.isKeyDown(39)) lon = (lon + 358) % 360;		// Right
	if (keyboard.isKeyDown(40)) lat = Math.max(lat - 1, -23);	// Down
 
	var sec = (new Date()).getSeconds();
	if (secSave != sec) {
		fps = fpsCount;
		fpsCount = 0;
		secSave = sec;
	}
	fpsCount++;
 
	angle = (angle + 1) % 360;
 
	msg.innerHTML = "lat:" + lat + " lon:" + lon + " fps:" + fps + " angle:" + angle;
 
	// clear
//	gl.clearColor(0x64 / 0xff, 0x95 / 0xff, 0xed / 0xff, 1.0);
	gl.clearColor(0.0, 0.0, 0.0, 1.0);
	gl.clearDepth(1.0);
	gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
 
	// camera
	var vMatrix = mat.create();
	var vpMatrix = mat.create();
	var mvpMatrix = mat.create();
	mat.lookAt([0, 0, 3], [0, 0, 0], [0, 1, 0], vMatrix);
	mat.multiply(pMatrix, vMatrix, vpMatrix);
 
	// light
	var rad = lat * Math.PI / 180;
	var r = Math.cos(rad);
	var y = Math.sin(rad);
	var rad = lon * Math.PI / 180;
	var x = Math.cos(rad) * r;
	var z = Math.sin(rad) * r;
	var direction = [x, y, z];
	gl.uniform3fv(loc.direction, direction);
 
	// texture
	gl.bindTexture(gl.TEXTURE_2D, texture);
	gl.uniform1i(loc.texture, 0);
 
	// model
	var rad = angle * Math.PI / 180;
	var mMatrix = mat.identity(mat.create());
	mat.rotate(mMatrix, rad, [0, 1, 0], mMatrix);
	var invMatrix = mat.create();
	mat.inverse(mMatrix, invMatrix);
 
	mat.multiply(vpMatrix, mMatrix, mvpMatrix);
	gl.uniformMatrix4fv(loc.mvpMatrix, false, mvpMatrix);
	gl.uniformMatrix4fv(loc.invMatrix, false, invMatrix);
	gl.drawElements(gl.TRIANGLES, indexCount, 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;
	}
	return program;
}
 
function createVbo(data) {
	var vbo = gl.createBuffer();
	gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);
	gl.bindBuffer(gl.ARRAY_BUFFER, null);
	return vbo;
}
 
function setAttribute(program, name, vbo, stride) {
	var location = gl.getAttribLocation(program, name);
	gl.enableVertexAttribArray(location);
	gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
	gl.vertexAttribPointer(location, stride, gl.FLOAT, false, 0, 0);
	gl.bindBuffer(gl.ARRAY_BUFFER, null);
}
 
function createTexture(src) {
	var img1 = new Image();
	img1.onload = function() {
		var canvas = document.createElement("canvas");
		canvas.width = 1024;
		canvas.height = 512;
		var ctx = canvas.getContext("2d");
		ctx.drawImage(img1, 0, 0, canvas.width, canvas.height);
 
		// 赤道
		ctx.strokeStyle = "#ff0000";
		ctx.beginPath();
		ctx.moveTo(0, 256);
		ctx.lineTo(1024, 256);
		ctx.closePath();
		ctx.stroke();
 
		var img2 = new Image();
		img2.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, img2);
			gl.generateMipmap(gl.TEXTURE_2D);
			gl.bindTexture(gl.TEXTURE_2D, null);
			texture = tex;
		};
		img2.src = canvas.toDataURL("image/png");
	};
	img1.src = src;
}
 
function sphere(stacks) {
 
	// 頂点
	var positions = [];
	var texCoords = [];
	positions.push(0, 1, 0);	// x, y, z
	texCoords.push(0.5, 0);
	for (var stack = 1; stack < stacks; stack++) {
		var v = stack / stacks;
		var lat = Math.PI * v;
		var r = Math.sin(lat);
		var y = Math.cos(lat);
		var slices = 4 * Math.min(stack, stacks - stack);	// 放射頂点の数
		for (var slice = 0; slice <= slices; slice++) {
			var u = slice / slices;
			var lon = 2 * Math.PI * u;
			var z = Math.sin(lon) * r;
			var x = Math.cos(lon) * r;
			positions.push(x, y, z);
			texCoords.push(1.0 - u, v);
		}
	}
	positions.push(0, -1, 0);
	texCoords.push(0.5, 1);
 
	// 法線ベクトル
	var normals = [];
	for (var i = 0; i < positions.length; i++) {
		normals.push(positions[i]);	// 必要なら正規化
	}
 
	// 索引
	var indices = [];
	var prevHead = 0;	// 前の先頭頂点番号
	var prevVert = 1;	// 前の頂点数
	for (var stack = 0; stack < stacks / 2; stack++) {
		var currHead = prevHead + prevVert;	// 現在の先頭頂点番号
		var currVert = 4 * (stack + 1) + 1;	// 現在の頂点数
		for (var quad = 0; quad < 4; quad++) {	// 4象限
			var prevQuad = quad * stack;		// 前の象限オフセット
			var currQuad = quad * (stack + 1);	// 現在の象限オフセット
			for (var i = 0; ; i++) {
				var prev = prevHead + prevQuad + i;
				var curr = currHead + currQuad + i;
				indices.push(prev, curr, curr + 1);
				if (stack <= i) break;
				indices.push(prev, curr + 1, prev + 1);
			}
		}
		prevHead = currHead;
		prevVert = currVert;
	}
	for (var stack = stacks / 2 - 1; 0 <= stack; stack--) {
		var currHead = prevHead + prevVert;
		var currVert = 4 * stack + 1;
		for (var quad = 0; quad < 4; quad++) {
			var prevQuad = quad * (stack + 1);
			var currQuad = quad * stack;
			for (var i = 0; ; i++) {
				var prev = prevHead + prevQuad + i;
				var curr = currHead + currQuad + i;
				indices.push(curr, prev + 1, prev);
				if (stack <= i) break;
				indices.push(curr, curr + 1, prev + 1);
			}
		}
		prevHead = currHead;
		prevVert = currVert;
	}
 
	return {"positions":positions, "normals":normals, "texCoords":texCoords, "indices":indices};
}
 
</script>
</body>
 
最終更新:2016年02月18日 20:56