Black Octopus Cartoons
[code]_box
<head> <meta charset="utf-8"> <title></title> <link rel="stylesheet" href="../webgl.css" type="text/css"> <link rel="preconnect" href="https://fonts.googleapis.com"> <link rel="preconnect" href="https://fonts.gstatic.com" crossorigin> <link href="https://fonts.googleapis.com/css2?family=Press+Start+2P&display=swap" rel="stylesheet"> <style> canvas { border: 2px solid black; background-color: blue; } video { display: none; } </style> <script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js" integrity="sha512-zhHQR0/H5SEBL3Wn6yYSaTTZej12z0hVZKOv3TwCUXT1z5qeqGcXJLLrbERYRScEDDpYIJhPC1fk31gqR783iQ==" crossorigin="anonymous" defer> </script> <script src="webgl-demo.js" defer> </script> <body> <p>file : / <br> ========================== <br> _box.file</p> <div style="text-align: center"> <div> <canvas id="box" width="850" height="480" style="background-color: blue;" > </canvas> </div> <script> var cubeRotation = 0.0; window.onload = main; function main() { const canvas = document.querySelector('#box'); const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl'); if (!gl) { alert('Unable to initialize WebGL. Your browser or machine may not support it.'); return; } /* Vertex shader program */ const vsSource = ` attribute vec4 aVertexPosition; attribute vec4 aVertexColor; uniform mat4 uModelViewMatrix; uniform mat4 uProjectionMatrix; varying lowp vec4 vColor; void main(void) { gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition; vColor = aVertexColor; } `; // Fragment shader program const fsSource = ` varying lowp vec4 vColor; void main(void) { gl_FragColor = vColor; } `; // Initialize a shader program; this is where all the lighting // for the vertices and so forth is established. const shaderProgram = initShaderProgram(gl, vsSource, fsSource); // Collect all the info needed to use the shader program. // Look up which attributes our shader program is using // for aVertexPosition, aVertexColor and also // look up uniform locations. const programInfo = { program: shaderProgram, attribLocations: { vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), vertexColor: gl.getAttribLocation(shaderProgram, 'aVertexColor'), }, uniformLocations: { projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'), modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'), } }; // Here's where we call the routine that builds all the // objects we'll be drawing. const buffers = initBuffers(gl); var then = 0; // Draw the scene repeatedly function render(now) { now *= 0.001; // convert to seconds const deltaTime = now - then; then = now; drawScene(gl, programInfo, buffers, deltaTime); requestAnimationFrame(render); } requestAnimationFrame(render); } // // initBuffers // // Initialize the buffers we'll need. For this demo, we just // have one object -- a simple three-dimensional cube. // function initBuffers(gl) { // Create a buffer for the cube's vertex positions. const positionBuffer = gl.createBuffer(); // Select the positionBuffer as the one to apply buffer // operations to from here out. gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); // Now create an array of positions for the cube. const positions = [ /* Box */ 1,1,1, -1,1,1, -1,-1,1, 1,-1,1, -1, -1, 1, -1, -1, -1, -1,1, -1, -1, 1, 1, 1, 1, 1, 1, 1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, -1, -1, 1, -1, -1, -1, 1, -1, -1, -1, 1, -1, 1, 1, -1, 1, -1, -1, -1, -1, -1, 1, 1, 1, 1, 3, 1, -1, 3, 1, -1, 1, 1, ]; // Now pass the list of positions into WebGL to build the // shape. We do this by creating a Float32Array from the // JavaScript array, then use it to fill the current buffer. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // Now set up the colors for the faces. We'll use solid colors // for each face. const faceColors = [ /* Box */ [1, 1, 1, 1.0], [.9, .9, .9, 1.0], [.8, .8, .8, 1.0], [.7, .7, .7, 1.0], [.6, .6, .6, 1.0], [.8, .8, .8, 1.0], ]; // Convert the array of colors into a table for all the vertices. var colors = []; for (var j = 0; j < faceColors.length; ++j) { const c = faceColors[j]; // Repeat each color four times for the four vertices of the face colors = colors.concat(c, c, c, c); } const colorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW); // Build the element array buffer; this specifies the indices // into the vertex arrays for each face's vertices. const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); // This array defines each face as two triangles, using the // indices into the vertex array to specify each triangle's // position. const indices = [ 0, 1, 2, 0, 2, 3, // front 4, 5, 6, 4, 6, 7, // back 8, 9, 10, 8, 10, 11, // top 12, 13, 14, 12, 14, 15, // bottom 16, 17, 18, 16, 18, 19, // right 20, 21, 22, 20, 22, 23, ]; // Now send the element array to GL gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); return { position: positionBuffer, color: colorBuffer, indices: indexBuffer, }; } // // Draw the scene. // function drawScene(gl, programInfo, buffers, deltaTime) { gl.clearColor(0.1, 0.0, 0.1, 0.9); // Clear to black, fully opaque gl.clearDepth(1.0); // Clear everything gl.enable(gl.DEPTH_TEST); // Enable depth testing gl.depthFunc(gl.LEQUAL); // Near things obscure far things // Clear the canvas before we start drawing on it. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Create a perspective matrix, a special matrix that is // used to simulate the distortion of perspective in a camera. // Our field of view is 45 degrees, with a width/height // ratio that matches the display size of the canvas // and we only want to see objects between 0.1 units // and 100 units away from the camera. const fieldOfView = 45 * Math.PI / 180; // in radians const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight; const zNear = 0.1; const zFar = 100.0; const projectionMatrix = mat4.create(); // note: glmatrix.js always has the first argument // as the destination to receive the result. mat4.perspective(projectionMatrix, fieldOfView, aspect, zNear, zFar); // Set the drawing position to the "identity" point, which is // the center of the scene. const modelViewMatrix = mat4.create(); // Now move the drawing position a bit to where we want to // start drawing the square. mat4.translate(modelViewMatrix, // destination matrix modelViewMatrix, // matrix to translate [.5, 0, -15]); // amount to translate mat4.rotate(modelViewMatrix, // destination matrix modelViewMatrix, // matrix to rotate cubeRotation, // amount to rotate in radians [.5,1,.5]); // axis to rotate around (Z) mat4.rotate(modelViewMatrix, // destination matrix modelViewMatrix, // matrix to rotate cubeRotation * 1,// amount to rotate in radians [1,1,0]); // axis to rotate around (X) // Tell WebGL how to pull out the positions from the position // buffer into the vertexPosition attribute { const numComponents = 3; const type = gl.FLOAT; const normalize = false; const stride = 0; const offset = 0; gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); gl.vertexAttribPointer( programInfo.attribLocations.vertexPosition, numComponents, type, normalize, stride, offset); gl.enableVertexAttribArray( programInfo.attribLocations.vertexPosition); } // Tell WebGL how to pull out the colors from the color buffer // into the vertexColor attribute. { const numComponents = 4; const type = gl.FLOAT; const normalize = false; const stride = 0; const offset = 0; gl.bindBuffer(gl.ARRAY_BUFFER, buffers.color); gl.vertexAttribPointer( programInfo.attribLocations.vertexColor, numComponents, type, normalize, stride, offset); gl.enableVertexAttribArray( programInfo.attribLocations.vertexColor); } // Tell WebGL which indices to use to index the vertices gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices); // Tell WebGL to use our program when drawing gl.useProgram(programInfo.program); // Set the shader uniforms gl.uniformMatrix4fv( programInfo.uniformLocations.projectionMatrix, false, projectionMatrix); gl.uniformMatrix4fv( programInfo.uniformLocations.modelViewMatrix, false, modelViewMatrix); { const vertexCount = 36; const type = gl.UNSIGNED_SHORT; const offset = 0; gl.drawElements(gl.TRIANGLES, vertexCount, type, offset); } // Update the rotation for the next draw cubeRotation += deltaTime; } // // Initialize a shader program, so WebGL knows how to draw our data // function initShaderProgram(gl, vsSource, fsSource) { const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource); // Create the shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); // If creating the shader program failed, alert if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram)); return null; } return shaderProgram; } // // creates a shader of the given type, uploads the source and // compiles it. // function loadShader(gl, type, source) { const shader = gl.createShader(type); // Send the source to the shader object gl.shaderSource(shader, source); // Compile the shader program gl.compileShader(shader); // See if it compiled successfully if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } </script> </div> </body> </html> ">
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