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+<!DOCTYPE html>
+<html>
+ <head>
+ <title>Canvas3d example</title>
+ <script src="resources/CanvasMatrix.js"> </script>
+ <script src="resources/utils3d.js"> </script>
+
+ <script id="vshader" type="x-shader/x-vertex">
+ uniform mat4 u_modelViewMatrix;
+ uniform mat4 u_modelViewProjMatrix;
+ uniform mat4 u_normalMatrix;
+ uniform vec3 lightDir;
+
+ attribute vec3 vNormal;
+ attribute vec4 vTexCoord;
+ attribute vec4 vPosition;
+
+ varying float v_Dot;
+ varying vec2 v_texCoord;
+
+ void main()
+ {
+ gl_Position = u_modelViewProjMatrix * vPosition;
+ v_texCoord = vTexCoord.st;
+ vec4 transNormal = u_normalMatrix * vec4(vNormal,1);
+ v_Dot = max(dot(transNormal.xyz, lightDir), 0.0);
+ }
+ </script>
+
+ <script id="fshader" type="x-shader/x-fragment">
+ uniform sampler2D sampler2d;
+
+ varying float v_Dot;
+ varying vec2 v_texCoord;
+
+ void main()
+ {
+ vec4 color = texture2D(sampler2d,v_texCoord);
+ color += vec4(0.1,0.1,0.1,1);
+ gl_FragColor = vec4(color.xyz * v_Dot, color.a);
+ }
+ </script>
+
+ <script>
+ const numRowCols = 4;
+ const numLayers = 3;
+ const layoutWidth = 10;
+ const layoutHeight = 8;
+ const globeSize = 25;
+ const minIncAngle = 0.2;
+ const maxIncAngle = 2;
+
+ function init()
+ {
+ var gl = initWebGL("example", "vshader", "fshader",
+ [ "vNormal", "vTexCoord", "vPosition"],
+ [ 0, 0, 0, 1 ], 10000);
+
+ gl.uniform3f(gl.getUniformLocation(gl.program, "lightDir"), 0, 0, 1);
+ gl.uniform1i(gl.getUniformLocation(gl.program, "sampler2d"), 0);
+
+ gl.enable(gl.TEXTURE_2D);
+
+ gl.sphere = makeSphere(gl, 1, 30, 30);
+
+ // get the images
+ earthTexture = loadImageTexture(gl, "resources/earthmap1k.jpg");
+ marsTexture = loadImageTexture(gl, "resources/mars500x250.png");
+
+ return gl;
+ }
+
+ width = -1;
+ height = -1;
+
+ function reshape(ctx)
+ {
+ var canvas = document.getElementById('example');
+ if (canvas.clientWidth == width && canvas.clientHeight == height)
+ return;
+
+ width = canvas.clientWidth;
+ height = canvas.clientHeight;
+
+ ctx.viewport(0, 0, width, height);
+
+ ctx.perspectiveMatrix = new CanvasMatrix4();
+ ctx.perspectiveMatrix.lookat(0,0,20, 0, 0, 0, 0, 1, 0);
+ ctx.perspectiveMatrix.perspective(30, width/height, 1, 10000);
+ }
+
+ function drawOne(ctx, angle, x, y, z, scale, texture)
+ {
+ // setup VBOs
+ ctx.enableVertexAttribArray(0);
+ ctx.enableVertexAttribArray(1);
+ ctx.enableVertexAttribArray(2);
+
+ ctx.bindBuffer(ctx.ARRAY_BUFFER, ctx.sphere.vertexObject);
+ ctx.vertexAttribPointer(2, 3, ctx.FLOAT, false, 0, 0);
+
+ ctx.bindBuffer(ctx.ARRAY_BUFFER, ctx.sphere.normalObject);
+ ctx.vertexAttribPointer(0, 3, ctx.FLOAT, false, 0, 0);
+
+ ctx.bindBuffer(ctx.ARRAY_BUFFER, ctx.sphere.texCoordObject);
+ ctx.vertexAttribPointer(1, 2, ctx.FLOAT, false, 0, 0);
+
+ ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, ctx.sphere.indexObject);
+
+ // generate the model-view matrix
+ var mvMatrix = new CanvasMatrix4();
+ mvMatrix.scale(scale, scale, scale);
+ mvMatrix.rotate(angle, 0,1,0);
+ mvMatrix.rotate(30, 1,0,0);
+ mvMatrix.translate(x,y,z);
+ ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_modelViewMatrix"), false, mvMatrix.getAsCanvasFloatArray());
+
+ // construct the normal matrix from the model-view matrix
+ var normalMatrix = new CanvasMatrix4(mvMatrix);
+ normalMatrix.invert();
+ normalMatrix.transpose();
+ ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_normalMatrix"), false, normalMatrix.getAsCanvasFloatArray());
+
+ // construct the model-view * projection matrix
+ var mvpMatrix = new CanvasMatrix4(mvMatrix);
+ mvpMatrix.multRight(ctx.perspectiveMatrix);
+ ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_modelViewProjMatrix"), false, mvpMatrix.getAsCanvasFloatArray());
+
+ ctx.bindTexture(ctx.TEXTURE_2D, texture);
+ ctx.drawElements(ctx.TRIANGLES, ctx.sphere.numIndices, ctx.UNSIGNED_SHORT, 0);
+ }
+
+ function drawPicture(ctx)
+ {
+ reshape(ctx);
+ ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT);
+
+ var startX = -layoutWidth/2;
+ var startY = -layoutHeight/2;
+ var startZ = 0;
+ var incX = layoutWidth / (numRowCols-1);
+ var incY = layoutHeight / (numRowCols-1);
+ var incZ = -5;
+
+ for (i = 0; i < numLayers; ++i) {
+ for (j = 0; j < numRowCols; ++j) {
+ for (k = 0; k < numRowCols; ++k) {
+ var index = i * numLayers * numRowCols + j * numRowCols + k;
+
+ drawOne(ctx, currentAngles[index],
+ startX + incX * k,
+ startY + incY * j,
+ startZ + incZ * i,
+ showEarth[index] ? 1 : 0.6, showEarth[index] ? earthTexture : marsTexture);
+
+ currentAngles[index] += incAngles[i];
+ if (currentAngles[index] > 360)
+ currentAngles[index] -= 360;
+ }
+ }
+ }
+
+ ctx.bindTexture(ctx.TEXTURE_2D, 0);
+ ctx.flush();
+
+ framerate.snapshot();
+ }
+
+ function start()
+ {
+ var ctx = init();
+ currentAngles = [ ];
+ incAngles = [ ];
+ showEarth = [ ];
+
+ for (var i = 0; i < numRowCols * numRowCols * numLayers; ++i) {
+ currentAngles[i] = 0;
+ incAngles[i] = Math.random() * (maxIncAngle - minIncAngle) + minIncAngle;
+ showEarth[i] = Math.random() > 0.5;
+ }
+
+ framerate = new Framerate("framerate");
+
+ var f = function() { drawPicture(ctx) };
+ setInterval(f, 10);
+ }
+ </script>
+ <style type="text/css">
+ canvas {
+ border: 2px solid black;
+ width:90%;
+ height:90%;
+ }
+ </style>
+ </head>
+ <body onload="start()">
+ <canvas id="example">
+ There is supposed to be an example drawing here, but it's not important.
+ </canvas>
+ <div id="framerate"></div>
+ </body>
+</html>