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

188 lines
6.2 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 */
window.VRCubeSea = (function () {
"use strict";
var cubeSeaVS = [
"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 cubeSeaFS = [
"precision mediump float;",
"uniform sampler2D diffuse;",
"varying vec2 vTexCoord;",
"void main() {",
" gl_FragColor = texture2D(diffuse, vTexCoord);",
"}",
].join("\n");
var CubeSea = function (gl, texture) {
this.gl = gl;
this.statsMat = mat4.create();
this.texture = texture;
this.program = new WGLUProgram(gl);
this.program.attachShaderSource(cubeSeaVS, gl.VERTEX_SHADER);
this.program.attachShaderSource(cubeSeaFS, gl.FRAGMENT_SHADER);
this.program.bindAttribLocation({
position: 0,
texCoord: 1
});
this.program.link();
var cubeVerts = [];
var cubeIndices = [];
// Build a single cube.
function appendCube (x, y, z) {
if (!x && !y && !z) {
// Don't create a cube in the center.
return;
}
var size = 0.2;
// Bottom
var idx = cubeVerts.length / 5.0;
cubeIndices.push(idx, idx + 1, idx + 2);
cubeIndices.push(idx, idx + 2, idx + 3);
cubeVerts.push(x - size, y - size, z - size, 0.0, 1.0);
cubeVerts.push(x + size, y - size, z - size, 1.0, 1.0);
cubeVerts.push(x + size, y - size, z + size, 1.0, 0.0);
cubeVerts.push(x - size, y - size, z + size, 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(x - size, y + size, z - size, 0.0, 0.0);
cubeVerts.push(x + size, y + size, z - size, 1.0, 0.0);
cubeVerts.push(x + size, y + size, z + size, 1.0, 1.0);
cubeVerts.push(x - size, y + size, z + size, 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(x - size, y - size, z - size, 0.0, 1.0);
cubeVerts.push(x - size, y + size, z - size, 0.0, 0.0);
cubeVerts.push(x - size, y + size, z + size, 1.0, 0.0);
cubeVerts.push(x - size, y - size, z + size, 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(x + size, y - size, z - size, 1.0, 1.0);
cubeVerts.push(x + size, y + size, z - size, 1.0, 0.0);
cubeVerts.push(x + size, y + size, z + size, 0.0, 0.0);
cubeVerts.push(x + size, y - size, z + size, 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(x - size, y - size, z - size, 1.0, 1.0);
cubeVerts.push(x + size, y - size, z - size, 0.0, 1.0);
cubeVerts.push(x + size, y + size, z - size, 0.0, 0.0);
cubeVerts.push(x - size, y + size, z - size, 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(x - size, y - size, z + size, 0.0, 1.0);
cubeVerts.push(x + size, y - size, z + size, 1.0, 1.0);
cubeVerts.push(x + size, y + size, z + size, 1.0, 0.0);
cubeVerts.push(x - size, y + size, z + size, 0.0, 0.0);
}
var gridSize = 10;
// Build the cube sea
for (var x = 0; x < gridSize; ++x) {
for (var y = 0; y < gridSize; ++y) {
for (var z = 0; z < gridSize; ++z) {
appendCube(x - (gridSize / 2), y - (gridSize / 2), z - (gridSize / 2));
}
}
}
this.vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cubeVerts), gl.STATIC_DRAW);
this.indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeIndices), gl.STATIC_DRAW);
this.indexCount = cubeIndices.length;
};
var mortimer = mat4.create();
var a = [0.9868122935295105, -0.03754837438464165, -0.15745431184768677, 0, 0.011360996402800083, 0.9863911271095276, -0.1640235036611557, 0, 0.16147033870220184, 0.16007155179977417, 0.9738093614578247, 0, 0.192538782954216, 0.024526841938495636, -0.001076754298992455, 1.0000001192092896];
for (var i = 0; i < 16; ++i) {
mortimer[i] = a[i];
}
CubeSea.prototype.render = function (projectionMat, modelViewMat, stats) {
var gl = this.gl;
var program = this.program;
//mat4.invert(mortimer, modelViewMat);
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, -0.3, -0.5]);
mat4.scale(this.statsMat, this.statsMat, [0.3, 0.3, 0.3]);
mat4.rotateX(this.statsMat, this.statsMat, -0.75);
mat4.multiply(this.statsMat, modelViewMat, this.statsMat);
stats.render(projectionMat, this.statsMat);
}
};
return CubeSea;
})();