servo/tests/html/webvr/js/vr-cube-island.js
2017-01-09 12:44:39 +01:00

210 lines
7 KiB
JavaScript

// Copyright 2016 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
/* global mat4, WGLUProgram */
/*
Like CubeSea, but designed around a users physical space. One central platform
that maps to the users play area and several floating cubes that sit just
those boundries (just to add visual interest)
*/
window.VRCubeIsland = (function () {
"use strict";
var cubeIslandVS = [
"uniform mat4 projectionMat;",
"uniform mat4 modelViewMat;",
"attribute vec3 position;",
"attribute vec2 texCoord;",
"varying vec2 vTexCoord;",
"void main() {",
" vTexCoord = texCoord;",
" gl_Position = projectionMat * modelViewMat * vec4( position, 1.0 );",
"}",
].join("\n");
var cubeIslandFS = [
"precision mediump float;",
"uniform sampler2D diffuse;",
"varying vec2 vTexCoord;",
"void main() {",
" gl_FragColor = texture2D(diffuse, vTexCoord);",
"}",
].join("\n");
var CubeIsland = function (gl, texture, width, depth) {
this.gl = gl;
this.statsMat = mat4.create();
this.texture = texture;
this.program = new WGLUProgram(gl);
this.program.attachShaderSource(cubeIslandVS, gl.VERTEX_SHADER);
this.program.attachShaderSource(cubeIslandFS, gl.FRAGMENT_SHADER);
this.program.bindAttribLocation({
position: 0,
texCoord: 1
});
this.program.link();
this.vertBuffer = gl.createBuffer();
this.indexBuffer = gl.createBuffer();
this.resize(width, depth);
};
CubeIsland.prototype.resize = function (width, depth) {
var gl = this.gl;
this.width = width;
this.depth = depth;
var cubeVerts = [];
var cubeIndices = [];
// Build a single box.
function appendBox (left, bottom, back, right, top, front) {
// Bottom
var idx = cubeVerts.length / 5.0;
cubeIndices.push(idx, idx + 1, idx + 2);
cubeIndices.push(idx, idx + 2, idx + 3);
cubeVerts.push(left, bottom, back, 0.0, 1.0);
cubeVerts.push(right, bottom, back, 1.0, 1.0);
cubeVerts.push(right, bottom, front, 1.0, 0.0);
cubeVerts.push(left, bottom, front, 0.0, 0.0);
// Top
idx = cubeVerts.length / 5.0;
cubeIndices.push(idx, idx + 2, idx + 1);
cubeIndices.push(idx, idx + 3, idx + 2);
cubeVerts.push(left, top, back, 0.0, 0.0);
cubeVerts.push(right, top, back, 1.0, 0.0);
cubeVerts.push(right, top, front, 1.0, 1.0);
cubeVerts.push(left, top, front, 0.0, 1.0);
// Left
idx = cubeVerts.length / 5.0;
cubeIndices.push(idx, idx + 2, idx + 1);
cubeIndices.push(idx, idx + 3, idx + 2);
cubeVerts.push(left, bottom, back, 0.0, 1.0);
cubeVerts.push(left, top, back, 0.0, 0.0);
cubeVerts.push(left, top, front, 1.0, 0.0);
cubeVerts.push(left, bottom, front, 1.0, 1.0);
// Right
idx = cubeVerts.length / 5.0;
cubeIndices.push(idx, idx + 1, idx + 2);
cubeIndices.push(idx, idx + 2, idx + 3);
cubeVerts.push(right, bottom, back, 1.0, 1.0);
cubeVerts.push(right, top, back, 1.0, 0.0);
cubeVerts.push(right, top, front, 0.0, 0.0);
cubeVerts.push(right, bottom, front, 0.0, 1.0);
// Back
idx = cubeVerts.length / 5.0;
cubeIndices.push(idx, idx + 2, idx + 1);
cubeIndices.push(idx, idx + 3, idx + 2);
cubeVerts.push(left, bottom, back, 1.0, 1.0);
cubeVerts.push(right, bottom, back, 0.0, 1.0);
cubeVerts.push(right, top, back, 0.0, 0.0);
cubeVerts.push(left, top, back, 1.0, 0.0);
// Front
idx = cubeVerts.length / 5.0;
cubeIndices.push(idx, idx + 1, idx + 2);
cubeIndices.push(idx, idx + 2, idx + 3);
cubeVerts.push(left, bottom, front, 0.0, 1.0);
cubeVerts.push(right, bottom, front, 1.0, 1.0);
cubeVerts.push(right, top, front, 1.0, 0.0);
cubeVerts.push(left, top, front, 0.0, 0.0);
}
// Appends a cube with the given centerpoint and size.
function appendCube (x, y, z, size) {
var halfSize = size * 0.5;
appendBox(x - halfSize, y - halfSize, z - halfSize,
x + halfSize, y + halfSize, z + halfSize);
}
// Main "island", covers where the user can safely stand. Top of the cube
// (the ground the user stands on) should be at Y=0 to align with users
// floor. X=0 and Z=0 should be at the center of the users play space.
appendBox(-width * 0.5, -width, -depth * 0.5, width * 0.5, 0, depth * 0.5);
// A sprinkling of other cubes to make things more visually interesting.
appendCube(1.1, 0.3, (-depth * 0.5) - 0.8, 0.5);
appendCube(-0.5, 1.0, (-depth * 0.5) - 0.9, 0.75);
appendCube(0.6, 1.5, (-depth * 0.5) - 0.6, 0.4);
appendCube(-1.0, 0.5, (-depth * 0.5) - 0.5, 0.2);
appendCube((-width * 0.5) - 0.8, 0.3, -1.1, 0.5);
appendCube((-width * 0.5) - 0.9, 1.0, 0.5, 0.75);
appendCube((-width * 0.5) - 0.6, 1.5, -0.6, 0.4);
appendCube((-width * 0.5) - 0.5, 0.5, 1.0, 0.2);
appendCube((width * 0.5) + 0.8, 0.3, 1.1, 0.5);
appendCube((width * 0.5) + 0.9, 1.0, -0.5, 0.75);
appendCube((width * 0.5) + 0.6, 1.5, 0.6, 0.4);
appendCube((width * 0.5) + 0.5, 0.5, -1.0, 0.2);
appendCube(1.1, 1.4, (depth * 0.5) + 0.8, 0.5);
appendCube(-0.5, 1.0, (depth * 0.5) + 0.9, 0.75);
appendCube(0.6, 0.4, (depth * 0.5) + 0.6, 0.4);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cubeVerts), gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeIndices), gl.STATIC_DRAW);
this.indexCount = cubeIndices.length;
};
CubeIsland.prototype.render = function (projectionMat, modelViewMat, stats) {
var gl = this.gl;
var program = this.program;
program.use();
gl.uniformMatrix4fv(program.uniform.projectionMat, false, projectionMat);
gl.uniformMatrix4fv(program.uniform.modelViewMat, false, modelViewMat);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertBuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
gl.enableVertexAttribArray(program.attrib.position);
gl.enableVertexAttribArray(program.attrib.texCoord);
gl.vertexAttribPointer(program.attrib.position, 3, gl.FLOAT, false, 20, 0);
gl.vertexAttribPointer(program.attrib.texCoord, 2, gl.FLOAT, false, 20, 12);
gl.activeTexture(gl.TEXTURE0);
gl.uniform1i(this.program.uniform.diffuse, 0);
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.drawElements(gl.TRIANGLES, this.indexCount, gl.UNSIGNED_SHORT, 0);
if (stats) {
// To ensure that the FPS counter is visible in VR mode we have to
// render it as part of the scene.
mat4.fromTranslation(this.statsMat, [0, 1.5, -this.depth * 0.5]);
mat4.scale(this.statsMat, this.statsMat, [0.5, 0.5, 0.5]);
mat4.rotateX(this.statsMat, this.statsMat, -0.75);
mat4.multiply(this.statsMat, modelViewMat, this.statsMat);
stats.render(projectionMat, this.statsMat);
}
};
return CubeIsland;
})();