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| var VSHADER_SOURCE = 'attribute vec4 a_Position;\n' + 'attribute vec4 a_Color;\n' + 'attribute vec4 a_Normal;\n' + 'uniform mat4 u_MvpMatrix;\n' + 'uniform mat4 u_NormalMatrix;\n' + 'uniform vec3 u_LightColor;\n' + 'uniform vec3 u_LightDirection;\n' + 'uniform vec3 u_AmbientLight;\n' + 'varying vec4 v_Color;\n' + 'void main() {\n' + ' gl_Position = u_MvpMatrix * a_Position;\n' + ' vec3 normal = normalize(vec3(u_NormalMatrix * a_Normal));\n' + ' float nDotL = max(dot(u_LightDirection, normal), 0.0);\n' + ' vec3 diffuse = u_LightColor * vec3(a_Color) * nDotL;\n' + ' vec3 ambient = u_AmbientLight * vec3(a_Color);\n' + ' v_Color = vec4(diffuse + ambient, a_Color.a);\n' + '}\n';
var FSHADER_SOURCE= '#ifdef GL_ES\n' + 'precision mediump float;\n' + '#endif\n' + 'varying vec4 v_Color;\n' + 'void main(){\n'+ ' gl_FragColor = v_Color;\n'+ '}\n';
function main() {
var canvas = document.getElementById("webgl");
var gl = getWebGLContext(canvas);
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) { console.log("Failed to initialize shaders."); return; }
var n = initVertexBuffers(gl);
gl.clearColor(0, 0, 0, 1); gl.enable(gl.DEPTH_TEST);
var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix'); var u_NormalMatrix = gl.getUniformLocation(gl.program, 'u_NormalMatrix'); var u_LightColor = gl.getUniformLocation(gl.program, 'u_LightColor'); var u_LightDirection = gl.getUniformLocation(gl.program, 'u_LightDirection'); var u_AmbientLight = gl.getUniformLocation(gl.program, 'u_AmbientLight');
gl.uniform3f(u_LightColor, 1.0, 1.0, 1.0); gl.uniform3f(u_AmbientLight, 0.2, 0.2, 0.2);
var lightDirection = new Vector3([0.5, 3.0, 4.0]); lightDirection.normalize(); gl.uniform3fv(u_LightDirection, lightDirection.elements);
var modelMatrix = new Matrix4(); var mvpMatrix = new Matrix4(); var normalMatrix = new Matrix4();
modelMatrix.setTranslate(0,0.9,0); modelMatrix.rotate(90, 0,0,1);
mvpMatrix.setPerspective(30, canvas.width/canvas.height, 1 ,100); mvpMatrix.lookAt(3, 3, 7, 0, 0, 0, 0, 1, 0); mvpMatrix.multiply(modelMatrix); gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix.elements);
normalMatrix.setInverseOf(modelMatrix); normalMatrix.transpose(); gl.uniformMatrix4fv(u_NormalMatrix, false, normalMatrix.elements);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0); }
function initVertexBuffers(gl) { var vertices = new Float32Array([ 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0,-1.0, 1.0, 1.0,-1.0, 1.0, 1.0, 1.0, 1.0, 1.0,-1.0, 1.0, 1.0,-1.0,-1.0, 1.0, 1.0,-1.0, 1.0, 1.0, 1.0, 1.0, 1.0,-1.0, -1.0, 1.0,-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0,-1.0, -1.0,-1.0,-1.0, -1.0,-1.0, 1.0, -1.0,-1.0,-1.0, 1.0,-1.0,-1.0, 1.0,-1.0, 1.0, -1.0,-1.0, 1.0, 1.0,-1.0,-1.0, -1.0,-1.0,-1.0, -1.0, 1.0,-1.0, 1.0, 1.0,-1.0 ]);
var colors = new Float32Array([ 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0 ]);
var normals = new Float32Array([ 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0 ]);
var indices = new Uint8Array([ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9,10, 8,10,11, 12,13,14, 12,14,15, 16,17,18, 16,18,19, 20,21,22, 20,22,23 ]);
if (!initArrayBuffer(gl, vertices, 3, gl.FLOAT, 'a_Position')) return -1;
if (!initArrayBuffer(gl, colors, 3, gl.FLOAT, 'a_Color')) return -1;
if (!initArrayBuffer(gl, normals, 3, gl.FLOAT, 'a_Normal')) return -1;
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
return indices.length; }
function initArrayBuffer(gl, data, num, type, attribute) { var buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW); var a_attribute = gl.getAttribLocation(gl.program, attribute); if (a_attribute < 0) { console.log('Failed to get the storage location of ' + attribute); return false; } gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0); gl.enableVertexAttribArray(a_attribute);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
return true; }
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