记录: webgl编程指南_案例源码

完整源码(附带扫描版pdf): https://github.com/TaroRound/webgl-cookbook

// webgl.util.js
/*
* Copyright 2010, Google Inc. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following disclaimer * in the documentation and/or other materials provided with the * distribution. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /** * @fileoverview This file contains functions every webgl program will need * a version of one way or another. * * Instead of setting up a context manually it is recommended to * use. This will check for success or failure. On failure it * will attempt to present an approriate message to the user. * * gl = WebGLUtils.setupWebGL(canvas); * * For animated WebGL apps use of setTimeout or setInterval are * discouraged. It is recommended you structure your rendering * loop like this. * * function render() { * window.requestAnimationFrame(render, canvas); * * // do rendering * ... * } * render(); * * This will call your rendering function up to the refresh rate * of your display but will stop rendering if your app is not * visible. */ WebGLUtils = function() { /** * Creates the HTLM for a failure message * @param {string} canvasContainerId id of container of th * canvas. * @return {string} The html. */ var makeFailHTML = function(msg) { return '' + '<div style="margin: auto; width:500px;z-index:10000;margin-top:20em;text-align:center;">' + msg + '</div>'; return '' + '<table style="background-color: #8CE; width: 100%; height: 100%;"><tr>' + '<td align="center">' + '<div style="display: table-cell; vertical-align: middle;">' + '<div style="">' + msg + '</div>' + '</div>' + '</td></tr></table>'; }; /** * Mesasge for getting a webgl browser * @type {string} */ var GET_A_WEBGL_BROWSER = '' + 'This page requires a browser that supports WebGL.<br/>' + '<a href="http://get.webgl.org">Click here to upgrade your browser.</a>'; /** * Mesasge for need better hardware * @type {string} */ var OTHER_PROBLEM = '' + "It doesn't appear your computer can support WebGL.<br/>" + '<a href="http://get.webgl.org">Click here for more information.</a>'; /** * Creates a webgl context. If creation fails it will * change the contents of the container of the <canvas> * tag to an error message with the correct links for WebGL. * @param {Element} canvas. The canvas element to create a * context from. * @param {WebGLContextCreationAttirbutes} opt_attribs Any * creation attributes you want to pass in. * @param {function:(msg)} opt_onError An function to call * if there is an error during creation. * @return {WebGLRenderingContext} The created context. */ var setupWebGL = function(canvas, opt_attribs, opt_onError) { function handleCreationError(msg) { var container = document.getElementsByTagName("body")[0]; //var container = canvas.parentNode; if (container) { var str = window.WebGLRenderingContext ? OTHER_PROBLEM : GET_A_WEBGL_BROWSER; if (msg) { str += "<br/><br/>Status: " + msg; } container.innerHTML = makeFailHTML(str); } }; opt_onError = opt_onError || handleCreationError; if (canvas.addEventListener) { canvas.addEventListener("webglcontextcreationerror", function(event) { opt_onError(event.statusMessage); }, false); } var context = create3DContext(canvas, opt_attribs); if (!context) { if (!window.WebGLRenderingContext) { opt_onError(""); } else { opt_onError(""); } } return context; }; /** * Creates a webgl context. * @param {!Canvas} canvas The canvas tag to get context * from. If one is not passed in one will be created. * @return {!WebGLContext} The created context. */ var create3DContext = function(canvas, opt_attribs) { var names = ["webgl", "experimental-webgl", "webkit-3d", "moz-webgl"]; var context = null; for (var ii = 0; ii < names.length; ++ii) { try { context = canvas.getContext(names[ii], opt_attribs); } catch(e) {} if (context) { break; } } return context; } return { create3DContext: create3DContext, setupWebGL: setupWebGL }; }(); /** * Provides requestAnimationFrame in a cross browser * way. */ if (!window.requestAnimationFrame) { window.requestAnimationFrame = (function() { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(/* function FrameRequestCallback */ callback, /* DOMElement Element */ element) { window.setTimeout(callback, 1000/60); }; })(); } /** * ERRATA: 'cancelRequestAnimationFrame' renamed to 'cancelAnimationFrame' to reflect an update to the W3C Animation-Timing Spec. * * Cancels an animation frame request. * Checks for cross-browser support, falls back to clearTimeout. * @param {number} Animation frame request. */ if (!window.cancelAnimationFrame) { window.cancelAnimationFrame = (window.cancelRequestAnimationFrame || window.webkitCancelAnimationFrame || window.webkitCancelRequestAnimationFrame || window.mozCancelAnimationFrame || window.mozCancelRequestAnimationFrame || window.msCancelAnimationFrame || window.msCancelRequestAnimationFrame || window.oCancelAnimationFrame || window.oCancelRequestAnimationFrame || window.clearTimeout); }

 

 

// webgl-debug.js
//
Copyright (c) 2009 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. // Various functions for helping debug WebGL apps. WebGLDebugUtils = function() { /** * Wrapped logging function. * @param {string} msg Message to log. */ var log = function(msg) { if (window.console && window.console.log) { window.console.log(msg); } }; /** * Which arguements are enums. * @type {!Object.<number, string>} */ var glValidEnumContexts = { // Generic setters and getters 'enable': { 0:true }, 'disable': { 0:true }, 'getParameter': { 0:true }, // Rendering 'drawArrays': { 0:true }, 'drawElements': { 0:true, 2:true }, // Shaders 'createShader': { 0:true }, 'getShaderParameter': { 1:true }, 'getProgramParameter': { 1:true }, // Vertex attributes 'getVertexAttrib': { 1:true }, 'vertexAttribPointer': { 2:true }, // Textures 'bindTexture': { 0:true }, 'activeTexture': { 0:true }, 'getTexParameter': { 0:true, 1:true }, 'texParameterf': { 0:true, 1:true }, 'texParameteri': { 0:true, 1:true, 2:true }, 'texImage2D': { 0:true, 2:true, 6:true, 7:true }, 'texSubImage2D': { 0:true, 6:true, 7:true }, 'copyTexImage2D': { 0:true, 2:true }, 'copyTexSubImage2D': { 0:true }, 'generateMipmap': { 0:true }, // Buffer objects 'bindBuffer': { 0:true }, 'bufferData': { 0:true, 2:true }, 'bufferSubData': { 0:true }, 'getBufferParameter': { 0:true, 1:true }, // Renderbuffers and framebuffers 'pixelStorei': { 0:true, 1:true }, 'readPixels': { 4:true, 5:true }, 'bindRenderbuffer': { 0:true }, 'bindFramebuffer': { 0:true }, 'checkFramebufferStatus': { 0:true }, 'framebufferRenderbuffer': { 0:true, 1:true, 2:true }, 'framebufferTexture2D': { 0:true, 1:true, 2:true }, 'getFramebufferAttachmentParameter': { 0:true, 1:true, 2:true }, 'getRenderbufferParameter': { 0:true, 1:true }, 'renderbufferStorage': { 0:true, 1:true }, // Frame buffer operations (clear, blend, depth test, stencil) 'clear': { 0:true }, 'depthFunc': { 0:true }, 'blendFunc': { 0:true, 1:true }, 'blendFuncSeparate': { 0:true, 1:true, 2:true, 3:true }, 'blendEquation': { 0:true }, 'blendEquationSeparate': { 0:true, 1:true }, 'stencilFunc': { 0:true }, 'stencilFuncSeparate': { 0:true, 1:true }, 'stencilMaskSeparate': { 0:true }, 'stencilOp': { 0:true, 1:true, 2:true }, 'stencilOpSeparate': { 0:true, 1:true, 2:true, 3:true }, // Culling 'cullFace': { 0:true }, 'frontFace': { 0:true }, }; /** * Map of numbers to names. * @type {Object} */ var glEnums = null; /** * Initializes this module. Safe to call more than once. * @param {!WebGLRenderingContext} ctx A WebGL context. If * you have more than one context it doesn't matter which one * you pass in, it is only used to pull out constants. */ function init(ctx) { if (glEnums == null) { glEnums = { }; for (var propertyName in ctx) { if (typeof ctx[propertyName] == 'number') { glEnums[ctx[propertyName]] = propertyName; } } } } /** * Checks the utils have been initialized. */ function checkInit() { if (glEnums == null) { throw 'WebGLDebugUtils.init(ctx) not called'; } } /** * Returns true or false if value matches any WebGL enum * @param {*} value Value to check if it might be an enum. * @return {boolean} True if value matches one of the WebGL defined enums */ function mightBeEnum(value) { checkInit(); return (glEnums[value] !== undefined); } /** * Gets an string version of an WebGL enum. * * Example: * var str = WebGLDebugUtil.glEnumToString(ctx.getError()); * * @param {number} value Value to return an enum for * @return {string} The string version of the enum. */ function glEnumToString(value) { checkInit(); var name = glEnums[value]; return (name !== undefined) ? name : ("*UNKNOWN WebGL ENUM (0x" + value.toString(16) + ")"); } /** * Returns the string version of a WebGL argument. * Attempts to convert enum arguments to strings. * @param {string} functionName the name of the WebGL function. * @param {number} argumentIndx the index of the argument. * @param {*} value The value of the argument. * @return {string} The value as a string. */ function glFunctionArgToString(functionName, argumentIndex, value) { var funcInfo = glValidEnumContexts[functionName]; if (funcInfo !== undefined) { if (funcInfo[argumentIndex]) { return glEnumToString(value); } } return value.toString(); } /** * Given a WebGL context returns a wrapped context that calls * gl.getError after every command and calls a function if the * result is not gl.NO_ERROR. * * @param {!WebGLRenderingContext} ctx The webgl context to * wrap. * @param {!function(err, funcName, args): void} opt_onErrorFunc * The function to call when gl.getError returns an * error. If not specified the default function calls * console.log with a message. */ function makeDebugContext(ctx, opt_onErrorFunc) { init(ctx); opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) { // apparently we can't do args.join(","); var argStr = ""; for (var ii = 0; ii < args.length; ++ii) { argStr += ((ii == 0) ? '' : ', ') + glFunctionArgToString(functionName, ii, args[ii]); } log("WebGL error "+ glEnumToString(err) + " in "+ functionName + "(" + argStr + ")"); }; // Holds booleans for each GL error so after we get the error ourselves // we can still return it to the client app. var glErrorShadow = { }; // Makes a function that calls a WebGL function and then calls getError. function makeErrorWrapper(ctx, functionName) { return function() { var result = ctx[functionName].apply(ctx, arguments); var err = ctx.getError(); if (err != 0) { glErrorShadow[err] = true; opt_onErrorFunc(err, functionName, arguments); } return result; }; } // Make a an object that has a copy of every property of the WebGL context // but wraps all functions. var wrapper = {}; for (var propertyName in ctx) { if (typeof ctx[propertyName] == 'function') { wrapper[propertyName] = makeErrorWrapper(ctx, propertyName); } else { wrapper[propertyName] = ctx[propertyName]; } } // Override the getError function with one that returns our saved results. wrapper.getError = function() { for (var err in glErrorShadow) { if (glErrorShadow[err]) { glErrorShadow[err] = false; return err; } } return ctx.NO_ERROR; }; return wrapper; } function resetToInitialState(ctx) { var numAttribs = ctx.getParameter(ctx.MAX_VERTEX_ATTRIBS); var tmp = ctx.createBuffer(); ctx.bindBuffer(ctx.ARRAY_BUFFER, tmp); for (var ii = 0; ii < numAttribs; ++ii) { ctx.disableVertexAttribArray(ii); ctx.vertexAttribPointer(ii, 4, ctx.FLOAT, false, 0, 0); ctx.vertexAttrib1f(ii, 0); } ctx.deleteBuffer(tmp); var numTextureUnits = ctx.getParameter(ctx.MAX_TEXTURE_IMAGE_UNITS); for (var ii = 0; ii < numTextureUnits; ++ii) { ctx.activeTexture(ctx.TEXTURE0 + ii); ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, null); ctx.bindTexture(ctx.TEXTURE_2D, null); } ctx.activeTexture(ctx.TEXTURE0); ctx.useProgram(null); ctx.bindBuffer(ctx.ARRAY_BUFFER, null); ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null); ctx.bindFramebuffer(ctx.FRAMEBUFFER, null); ctx.bindRenderbuffer(ctx.RENDERBUFFER, null); ctx.disable(ctx.BLEND); ctx.disable(ctx.CULL_FACE); ctx.disable(ctx.DEPTH_TEST); ctx.disable(ctx.DITHER); ctx.disable(ctx.SCISSOR_TEST); ctx.blendColor(0, 0, 0, 0); ctx.blendEquation(ctx.FUNC_ADD); ctx.blendFunc(ctx.ONE, ctx.ZERO); ctx.clearColor(0, 0, 0, 0); ctx.clearDepth(1); ctx.clearStencil(-1); ctx.colorMask(true, true, true, true); ctx.cullFace(ctx.BACK); ctx.depthFunc(ctx.LESS); ctx.depthMask(true); ctx.depthRange(0, 1); ctx.frontFace(ctx.CCW); ctx.hint(ctx.GENERATE_MIPMAP_HINT, ctx.DONT_CARE); ctx.lineWidth(1); ctx.pixelStorei(ctx.PACK_ALIGNMENT, 4); ctx.pixelStorei(ctx.UNPACK_ALIGNMENT, 4); ctx.pixelStorei(ctx.UNPACK_FLIP_Y_WEBGL, false); ctx.pixelStorei(ctx.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false); // TODO: Delete this IF. if (ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL) { ctx.pixelStorei(ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL, ctx.BROWSER_DEFAULT_WEBGL); } ctx.polygonOffset(0, 0); ctx.sampleCoverage(1, false); ctx.scissor(0, 0, ctx.canvas.width, ctx.canvas.height); ctx.stencilFunc(ctx.ALWAYS, 0, 0xFFFFFFFF); ctx.stencilMask(0xFFFFFFFF); ctx.stencilOp(ctx.KEEP, ctx.KEEP, ctx.KEEP); ctx.viewport(0, 0, ctx.canvas.clientWidth, ctx.canvas.clientHeight); ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT | ctx.STENCIL_BUFFER_BIT); // TODO: This should NOT be needed but Firefox fails with 'hint' while(ctx.getError()); } function makeLostContextSimulatingContext(ctx) { var wrapper_ = {}; var contextId_ = 1; var contextLost_ = false; var resourceId_ = 0; var resourceDb_ = []; var onLost_ = undefined; var onRestored_ = undefined; var nextOnRestored_ = undefined; // Holds booleans for each GL error so can simulate errors. var glErrorShadow_ = { }; function isWebGLObject(obj) { //return false; return (obj instanceof WebGLBuffer || obj instanceof WebGLFramebuffer || obj instanceof WebGLProgram || obj instanceof WebGLRenderbuffer || obj instanceof WebGLShader || obj instanceof WebGLTexture); } function checkResources(args) { for (var ii = 0; ii < args.length; ++ii) { var arg = args[ii]; if (isWebGLObject(arg)) { return arg.__webglDebugContextLostId__ == contextId_; } } return true; } function clearErrors() { var k = Object.keys(glErrorShadow_); for (var ii = 0; ii < k.length; ++ii) { delete glErrorShdow_[k]; } } // Makes a function that simulates WebGL when out of context. function makeLostContextWrapper(ctx, functionName) { var f = ctx[functionName]; return function() { // Only call the functions if the context is not lost. if (!contextLost_) { if (!checkResources(arguments)) { glErrorShadow_[ctx.INVALID_OPERATION] = true; return; } var result = f.apply(ctx, arguments); return result; } }; } for (var propertyName in ctx) { if (typeof ctx[propertyName] == 'function') { wrapper_[propertyName] = makeLostContextWrapper(ctx, propertyName); } else { wrapper_[propertyName] = ctx[propertyName]; } } function makeWebGLContextEvent(statusMessage) { return {statusMessage: statusMessage}; } function freeResources() { for (var ii = 0; ii < resourceDb_.length; ++ii) { var resource = resourceDb_[ii]; if (resource instanceof WebGLBuffer) { ctx.deleteBuffer(resource); } else if (resource instanceof WebctxFramebuffer) { ctx.deleteFramebuffer(resource); } else if (resource instanceof WebctxProgram) { ctx.deleteProgram(resource); } else if (resource instanceof WebctxRenderbuffer) { ctx.deleteRenderbuffer(resource); } else if (resource instanceof WebctxShader) { ctx.deleteShader(resource); } else if (resource instanceof WebctxTexture) { ctx.deleteTexture(resource); } } } wrapper_.loseContext = function() { if (!contextLost_) { contextLost_ = true; ++contextId_; while (ctx.getError()); clearErrors(); glErrorShadow_[ctx.CONTEXT_LOST_WEBGL] = true; setTimeout(function() { if (onLost_) { onLost_(makeWebGLContextEvent("context lost")); } }, 0); } }; wrapper_.restoreContext = function() { if (contextLost_) { if (onRestored_) { setTimeout(function() { freeResources(); resetToInitialState(ctx); contextLost_ = false; if (onRestored_) { var callback = onRestored_; onRestored_ = nextOnRestored_; nextOnRestored_ = undefined; callback(makeWebGLContextEvent("context restored")); } }, 0); } else { throw "You can not restore the context without a listener" } } }; // Wrap a few functions specially. wrapper_.getError = function() { if (!contextLost_) { var err; while (err = ctx.getError()) { glErrorShadow_[err] = true; } } for (var err in glErrorShadow_) { if (glErrorShadow_[err]) { delete glErrorShadow_[err]; return err; } } return ctx.NO_ERROR; }; var creationFunctions = [ "createBuffer", "createFramebuffer", "createProgram", "createRenderbuffer", "createShader", "createTexture" ]; for (var ii = 0; ii < creationFunctions.length; ++ii) { var functionName = creationFunctions[ii]; wrapper_[functionName] = function(f) { return function() { if (contextLost_) { return null; } var obj = f.apply(ctx, arguments); obj.__webglDebugContextLostId__ = contextId_; resourceDb_.push(obj); return obj; }; }(ctx[functionName]); } var functionsThatShouldReturnNull = [ "getActiveAttrib", "getActiveUniform", "getBufferParameter", "getContextAttributes", "getAttachedShaders", "getFramebufferAttachmentParameter", "getParameter", "getProgramParameter", "getProgramInfoLog", "getRenderbufferParameter", "getShaderParameter", "getShaderInfoLog", "getShaderSource", "getTexParameter", "getUniform", "getUniformLocation", "getVertexAttrib" ]; for (var ii = 0; ii < functionsThatShouldReturnNull.length; ++ii) { var functionName = functionsThatShouldReturnNull[ii]; wrapper_[functionName] = function(f) { return function() { if (contextLost_) { return null; } return f.apply(ctx, arguments); } }(wrapper_[functionName]); } var isFunctions = [ "isBuffer", "isEnabled", "isFramebuffer", "isProgram", "isRenderbuffer", "isShader", "isTexture" ]; for (var ii = 0; ii < isFunctions.length; ++ii) { var functionName = isFunctions[ii]; wrapper_[functionName] = function(f) { return function() { if (contextLost_) { return false; } return f.apply(ctx, arguments); } }(wrapper_[functionName]); } wrapper_.checkFramebufferStatus = function(f) { return function() { if (contextLost_) { return ctx.FRAMEBUFFER_UNSUPPORTED; } return f.apply(ctx, arguments); }; }(wrapper_.checkFramebufferStatus); wrapper_.getAttribLocation = function(f) { return function() { if (contextLost_) { return -1; } return f.apply(ctx, arguments); }; }(wrapper_.getAttribLocation); wrapper_.getVertexAttribOffset = function(f) { return function() { if (contextLost_) { return 0; } return f.apply(ctx, arguments); }; }(wrapper_.getVertexAttribOffset); wrapper_.isContextLost = function() { return contextLost_; }; function wrapEvent(listener) { if (typeof(listener) == "function") { return listener; } else { return function(info) { listener.handleEvent(info); } } } wrapper_.registerOnContextLostListener = function(listener) { onLost_ = wrapEvent(listener); }; wrapper_.registerOnContextRestoredListener = function(listener) { if (contextLost_) { nextOnRestored_ = wrapEvent(listener); } else { onRestored_ = wrapEvent(listener); } } return wrapper_; } return { /** * Initializes this module. Safe to call more than once. * @param {!WebGLRenderingContext} ctx A WebGL context. If * you have more than one context it doesn't matter which one * you pass in, it is only used to pull out constants. */ 'init': init, /** * Returns true or false if value matches any WebGL enum * @param {*} value Value to check if it might be an enum. * @return {boolean} True if value matches one of the WebGL defined enums */ 'mightBeEnum': mightBeEnum, /** * Gets an string version of an WebGL enum. * * Example: * WebGLDebugUtil.init(ctx); * var str = WebGLDebugUtil.glEnumToString(ctx.getError()); * * @param {number} value Value to return an enum for * @return {string} The string version of the enum. */ 'glEnumToString': glEnumToString, /** * Converts the argument of a WebGL function to a string. * Attempts to convert enum arguments to strings. * * Example: * WebGLDebugUtil.init(ctx); * var str = WebGLDebugUtil.glFunctionArgToString('bindTexture', 0, gl.TEXTURE_2D); * * would return 'TEXTURE_2D' * * @param {string} functionName the name of the WebGL function. * @param {number} argumentIndx the index of the argument. * @param {*} value The value of the argument. * @return {string} The value as a string. */ 'glFunctionArgToString': glFunctionArgToString, /** * Given a WebGL context returns a wrapped context that calls * gl.getError after every command and calls a function if the * result is not NO_ERROR. * * You can supply your own function if you want. For example, if you'd like * an exception thrown on any GL error you could do this * * function throwOnGLError(err, funcName, args) { * throw WebGLDebugUtils.glEnumToString(err) + " was caused by call to" + * funcName; * }; * * ctx = WebGLDebugUtils.makeDebugContext( * canvas.getContext("webgl"), throwOnGLError); * * @param {!WebGLRenderingContext} ctx The webgl context to wrap. * @param {!function(err, funcName, args): void} opt_onErrorFunc The function * to call when gl.getError returns an error. If not specified the default * function calls console.log with a message. */ 'makeDebugContext': makeDebugContext, /** * Given a WebGL context returns a wrapped context that adds 4 * functions. * * ctx.loseContext: * simulates a lost context event. * * ctx.restoreContext: * simulates the context being restored. * * ctx.registerOnContextLostListener(listener): * lets you register a listener for context lost. Use instead * of addEventListener('webglcontextlostevent', listener); * * ctx.registerOnContextRestoredListener(listener): * lets you register a listener for context restored. Use * instead of addEventListener('webglcontextrestored', * listener); * * @param {!WebGLRenderingContext} ctx The webgl context to wrap. */ 'makeLostContextSimulatingContext': makeLostContextSimulatingContext, /** * Resets a context to the initial state. * @param {!WebGLRenderingContext} ctx The webgl context to * reset. */ 'resetToInitialState': resetToInitialState }; }();

 

// cuon-utils.js (c) 2012 kanda and matsuda
/**
 * Create a program object and make current
 * @param gl GL context
 * @param vshader a vertex shader program (string)
 * @param fshader a fragment shader program (string)
 * @return true, if the program object was created and successfully made current 
 */
function initShaders(gl, vshader, fshader) {
  var program = createProgram(gl, vshader, fshader);
  if (!program) {
    console.log('Failed to create program');
    return false;
  }

  gl.useProgram(program);
  gl.program = program;

  return true;
}

/**
 * Create the linked program object
 * @param gl GL context
 * @param vshader a vertex shader program (string)
 * @param fshader a fragment shader program (string)
 * @return created program object, or null if the creation has failed
 */
function createProgram(gl, vshader, fshader) {
  // Create shader object
  var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader);
  var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader);
  if (!vertexShader || !fragmentShader) {
    return null;
  }

  // Create a program object
  var program = gl.createProgram();
  if (!program) {
    return null;
  }

  // Attach the shader objects
  gl.attachShader(program, vertexShader);
  gl.attachShader(program, fragmentShader);

  // Link the program object
  gl.linkProgram(program);

  // Check the result of linking
  var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
  if (!linked) {
    var error = gl.getProgramInfoLog(program);
    console.log('Failed to link program: ' + error);
    gl.deleteProgram(program);
    gl.deleteShader(fragmentShader);
    gl.deleteShader(vertexShader);
    return null;
  }
  return program;
}

/**
 * Create a shader object
 * @param gl GL context
 * @param type the type of the shader object to be created
 * @param source shader program (string)
 * @return created shader object, or null if the creation has failed.
 */
function loadShader(gl, type, source) {
  // Create shader object
  var shader = gl.createShader(type);
  if (shader == null) {
    console.log('unable to create shader');
    return null;
  }

  // Set the shader program
  gl.shaderSource(shader, source);

  // Compile the shader
  gl.compileShader(shader);

  // Check the result of compilation
  var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
  if (!compiled) {
    var error = gl.getShaderInfoLog(shader);
    console.log('Failed to compile shader: ' + error);
    gl.deleteShader(shader);
    return null;
  }

  return shader;
}

/** 
 * Initialize and get the rendering for WebGL
 * @param canvas <cavnas> element
 * @param opt_debug flag to initialize the context for debugging
 * @return the rendering context for WebGL
 */
function getWebGLContext(canvas, opt_debug) {
  // Get the rendering context for WebGL
  var gl = WebGLUtils.setupWebGL(canvas);
  if (!gl) return null;

  // if opt_debug is explicitly false, create the context for debugging
  if (arguments.length < 2 || opt_debug) {
    gl = WebGLDebugUtils.makeDebugContext(gl);
  }

  return gl;
}

 

 

// cuon-matrix.js (c) 2012 kanda and matsuda
/** 
 * This is a class treating 4x4 matrix.
 * This class contains the function that is equivalent to OpenGL matrix stack.
 * The matrix after conversion is calculated by multiplying a conversion matrix from the right.
 * The matrix is replaced by the calculated result.
 */

/**
 * Constructor of Matrix4
 * If opt_src is specified, new matrix is initialized by opt_src.
 * Otherwise, new matrix is initialized by identity matrix.
 * @param opt_src source matrix(option)
 */
var Matrix4 = function(opt_src) {
  var i, s, d;
  if (opt_src && typeof opt_src === 'object' && opt_src.hasOwnProperty('elements')) {
    s = opt_src.elements;
    d = new Float32Array(16);
    for (i = 0; i < 16; ++i) {
      d[i] = s[i];
    }
    this.elements = d;
  } else {
    this.elements = new Float32Array([1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]);
  }
};

/**
 * Set the identity matrix.
 * @return this
 */
Matrix4.prototype.setIdentity = function() {
  var e = this.elements;
  e[0] = 1;   e[4] = 0;   e[8]  = 0;   e[12] = 0;
  e[1] = 0;   e[5] = 1;   e[9]  = 0;   e[13] = 0;
  e[2] = 0;   e[6] = 0;   e[10] = 1;   e[14] = 0;
  e[3] = 0;   e[7] = 0;   e[11] = 0;   e[15] = 1;
  return this;
};

/**
 * Copy matrix.
 * @param src source matrix
 * @return this
 */
Matrix4.prototype.set = function(src) {
  var i, s, d;

  s = src.elements;
  d = this.elements;

  if (s === d) {
    return;
  }
    
  for (i = 0; i < 16; ++i) {
    d[i] = s[i];
  }

  return this;
};

/**
 * Multiply the matrix from the right.
 * @param other The multiply matrix
 * @return this
 */
Matrix4.prototype.concat = function(other) {
  var i, e, a, b, ai0, ai1, ai2, ai3;
  
  // Calculate e = a * b
  e = this.elements;
  a = this.elements;
  b = other.elements;
  
  // If e equals b, copy b to temporary matrix.
  if (e === b) {
    b = new Float32Array(16);
    for (i = 0; i < 16; ++i) {
      b[i] = e[i];
    }
  }
  
  for (i = 0; i < 4; i++) {
    ai0=a[i];  ai1=a[i+4];  ai2=a[i+8];  ai3=a[i+12];
    e[i]    = ai0 * b[0]  + ai1 * b[1]  + ai2 * b[2]  + ai3 * b[3];
    e[i+4]  = ai0 * b[4]  + ai1 * b[5]  + ai2 * b[6]  + ai3 * b[7];
    e[i+8]  = ai0 * b[8]  + ai1 * b[9]  + ai2 * b[10] + ai3 * b[11];
    e[i+12] = ai0 * b[12] + ai1 * b[13] + ai2 * b[14] + ai3 * b[15];
  }
  
  return this;
};
Matrix4.prototype.multiply = Matrix4.prototype.concat;

/**
 * Multiply the three-dimensional vector.
 * @param pos  The multiply vector
 * @return The result of multiplication(Float32Array)
 */
Matrix4.prototype.multiplyVector3 = function(pos) {
  var e = this.elements;
  var p = pos.elements;
  var v = new Vector3();
  var result = v.elements;

  result[0] = p[0] * e[0] + p[1] * e[4] + p[2] * e[ 8] + e[11];
  result[1] = p[0] * e[1] + p[1] * e[5] + p[2] * e[ 9] + e[12];
  result[2] = p[0] * e[2] + p[1] * e[6] + p[2] * e[10] + e[13];

  return v;
};

/**
 * Multiply the four-dimensional vector.
 * @param pos  The multiply vector
 * @return The result of multiplication(Float32Array)
 */
Matrix4.prototype.multiplyVector4 = function(pos) {
  var e = this.elements;
  var p = pos.elements;
  var v = new Vector4();
  var result = v.elements;

  result[0] = p[0] * e[0] + p[1] * e[4] + p[2] * e[ 8] + p[3] * e[12];
  result[1] = p[0] * e[1] + p[1] * e[5] + p[2] * e[ 9] + p[3] * e[13];
  result[2] = p[0] * e[2] + p[1] * e[6] + p[2] * e[10] + p[3] * e[14];
  result[3] = p[0] * e[3] + p[1] * e[7] + p[2] * e[11] + p[3] * e[15];

  return v;
};

/**
 * Transpose the matrix.
 * @return this
 */
Matrix4.prototype.transpose = function() {
  var e, t;

  e = this.elements;

  t = e[ 1];  e[ 1] = e[ 4];  e[ 4] = t;
  t = e[ 2];  e[ 2] = e[ 8];  e[ 8] = t;
  t = e[ 3];  e[ 3] = e[12];  e[12] = t;
  t = e[ 6];  e[ 6] = e[ 9];  e[ 9] = t;
  t = e[ 7];  e[ 7] = e[13];  e[13] = t;
  t = e[11];  e[11] = e[14];  e[14] = t;

  return this;
};

/**
 * Calculate the inverse matrix of specified matrix, and set to this.
 * @param other The source matrix
 * @return this
 */
Matrix4.prototype.setInverseOf = function(other) {
  var i, s, d, inv, det;

  s = other.elements;
  d = this.elements;
  inv = new Float32Array(16);

  inv[0]  =   s[5]*s[10]*s[15] - s[5] *s[11]*s[14] - s[9] *s[6]*s[15]
            + s[9]*s[7] *s[14] + s[13]*s[6] *s[11] - s[13]*s[7]*s[10];
  inv[4]  = - s[4]*s[10]*s[15] + s[4] *s[11]*s[14] + s[8] *s[6]*s[15]
            - s[8]*s[7] *s[14] - s[12]*s[6] *s[11] + s[12]*s[7]*s[10];
  inv[8]  =   s[4]*s[9] *s[15] - s[4] *s[11]*s[13] - s[8] *s[5]*s[15]
            + s[8]*s[7] *s[13] + s[12]*s[5] *s[11] - s[12]*s[7]*s[9];
  inv[12] = - s[4]*s[9] *s[14] + s[4] *s[10]*s[13] + s[8] *s[5]*s[14]
            - s[8]*s[6] *s[13] - s[12]*s[5] *s[10] + s[12]*s[6]*s[9];

  inv[1]  = - s[1]*s[10]*s[15] + s[1] *s[11]*s[14] + s[9] *s[2]*s[15]
            - s[9]*s[3] *s[14] - s[13]*s[2] *s[11] + s[13]*s[3]*s[10];
  inv[5]  =   s[0]*s[10]*s[15] - s[0] *s[11]*s[14] - s[8] *s[2]*s[15]
            + s[8]*s[3] *s[14] + s[12]*s[2] *s[11] - s[12]*s[3]*s[10];
  inv[9]  = - s[0]*s[9] *s[15] + s[0] *s[11]*s[13] + s[8] *s[1]*s[15]
            - s[8]*s[3] *s[13] - s[12]*s[1] *s[11] + s[12]*s[3]*s[9];
  inv[13] =   s[0]*s[9] *s[14] - s[0] *s[10]*s[13] - s[8] *s[1]*s[14]
            + s[8]*s[2] *s[13] + s[12]*s[1] *s[10] - s[12]*s[2]*s[9];

  inv[2]  =   s[1]*s[6]*s[15] - s[1] *s[7]*s[14] - s[5] *s[2]*s[15]
            + s[5]*s[3]*s[14] + s[13]*s[2]*s[7]  - s[13]*s[3]*s[6];
  inv[6]  = - s[0]*s[6]*s[15] + s[0] *s[7]*s[14] + s[4] *s[2]*s[15]
            - s[4]*s[3]*s[14] - s[12]*s[2]*s[7]  + s[12]*s[3]*s[6];
  inv[10] =   s[0]*s[5]*s[15] - s[0] *s[7]*s[13] - s[4] *s[1]*s[15]
            + s[4]*s[3]*s[13] + s[12]*s[1]*s[7]  - s[12]*s[3]*s[5];
  inv[14] = - s[0]*s[5]*s[14] + s[0] *s[6]*s[13] + s[4] *s[1]*s[14]
            - s[4]*s[2]*s[13] - s[12]*s[1]*s[6]  + s[12]*s[2]*s[5];

  inv[3]  = - s[1]*s[6]*s[11] + s[1]*s[7]*s[10] + s[5]*s[2]*s[11]
            - s[5]*s[3]*s[10] - s[9]*s[2]*s[7]  + s[9]*s[3]*s[6];
  inv[7]  =   s[0]*s[6]*s[11] - s[0]*s[7]*s[10] - s[4]*s[2]*s[11]
            + s[4]*s[3]*s[10] + s[8]*s[2]*s[7]  - s[8]*s[3]*s[6];
  inv[11] = - s[0]*s[5]*s[11] + s[0]*s[7]*s[9]  + s[4]*s[1]*s[11]
            - s[4]*s[3]*s[9]  - s[8]*s[1]*s[7]  + s[8]*s[3]*s[5];
  inv[15] =   s[0]*s[5]*s[10] - s[0]*s[6]*s[9]  - s[4]*s[1]*s[10]
            + s[4]*s[2]*s[9]  + s[8]*s[1]*s[6]  - s[8]*s[2]*s[5];

  det = s[0]*inv[0] + s[1]*inv[4] + s[2]*inv[8] + s[3]*inv[12];
  if (det === 0) {
    return this;
  }

  det = 1 / det;
  for (i = 0; i < 16; i++) {
    d[i] = inv[i] * det;
  }

  return this;
};

/**
 * Calculate the inverse matrix of this, and set to this.
 * @return this
 */
Matrix4.prototype.invert = function() {
  return this.setInverseOf(this);
};

/**
 * Set the orthographic projection matrix.
 * @param left The coordinate of the left of clipping plane.
 * @param right The coordinate of the right of clipping plane.
 * @param bottom The coordinate of the bottom of clipping plane.
 * @param top The coordinate of the top top clipping plane.
 * @param near The distances to the nearer depth clipping plane. This value is minus if the plane is to be behind the viewer.
 * @param far The distances to the farther depth clipping plane. This value is minus if the plane is to be behind the viewer.
 * @return this
 */
Matrix4.prototype.setOrtho = function(left, right, bottom, top, near, far) {
  var e, rw, rh, rd;

  if (left === right || bottom === top || near === far) {
    throw 'null frustum';
  }

  rw = 1 / (right - left);
  rh = 1 / (top - bottom);
  rd = 1 / (far - near);

  e = this.elements;

  e[0]  = 2 * rw;
  e[1]  = 0;
  e[2]  = 0;
  e[3]  = 0;

  e[4]  = 0;
  e[5]  = 2 * rh;
  e[6]  = 0;
  e[7]  = 0;

  e[8]  = 0;
  e[9]  = 0;
  e[10] = -2 * rd;
  e[11] = 0;

  e[12] = -(right + left) * rw;
  e[13] = -(top + bottom) * rh;
  e[14] = -(far + near) * rd;
  e[15] = 1;

  return this;
};

/**
 * Multiply the orthographic projection matrix from the right.
 * @param left The coordinate of the left of clipping plane.
 * @param right The coordinate of the right of clipping plane.
 * @param bottom The coordinate of the bottom of clipping plane.
 * @param top The coordinate of the top top clipping plane.
 * @param near The distances to the nearer depth clipping plane. This value is minus if the plane is to be behind the viewer.
 * @param far The distances to the farther depth clipping plane. This value is minus if the plane is to be behind the viewer.
 * @return this
 */
Matrix4.prototype.ortho = function(left, right, bottom, top, near, far) {
  return this.concat(new Matrix4().setOrtho(left, right, bottom, top, near, far));
};

/**
 * Set the perspective projection matrix.
 * @param left The coordinate of the left of clipping plane.
 * @param right The coordinate of the right of clipping plane.
 * @param bottom The coordinate of the bottom of clipping plane.
 * @param top The coordinate of the top top clipping plane.
 * @param near The distances to the nearer depth clipping plane. This value must be plus value.
 * @param far The distances to the farther depth clipping plane. This value must be plus value.
 * @return this
 */
Matrix4.prototype.setFrustum = function(left, right, bottom, top, near, far) {
  var e, rw, rh, rd;

  if (left === right || top === bottom || near === far) {
    throw 'null frustum';
  }
  if (near <= 0) {
    throw 'near <= 0';
  }
  if (far <= 0) {
    throw 'far <= 0';
  }

  rw = 1 / (right - left);
  rh = 1 / (top - bottom);
  rd = 1 / (far - near);

  e = this.elements;

  e[ 0] = 2 * near * rw;
  e[ 1] = 0;
  e[ 2] = 0;
  e[ 3] = 0;

  e[ 4] = 0;
  e[ 5] = 2 * near * rh;
  e[ 6] = 0;
  e[ 7] = 0;

  e[ 8] = (right + left) * rw;
  e[ 9] = (top + bottom) * rh;
  e[10] = -(far + near) * rd;
  e[11] = -1;

  e[12] = 0;
  e[13] = 0;
  e[14] = -2 * near * far * rd;
  e[15] = 0;

  return this;
};

/**
 * Multiply the perspective projection matrix from the right.
 * @param left The coordinate of the left of clipping plane.
 * @param right The coordinate of the right of clipping plane.
 * @param bottom The coordinate of the bottom of clipping plane.
 * @param top The coordinate of the top top clipping plane.
 * @param near The distances to the nearer depth clipping plane. This value must be plus value.
 * @param far The distances to the farther depth clipping plane. This value must be plus value.
 * @return this
 */
Matrix4.prototype.frustum = function(left, right, bottom, top, near, far) {
  return this.concat(new Matrix4().setFrustum(left, right, bottom, top, near, far));
};

/**
 * Set the perspective projection matrix by fovy and aspect.
 * @param fovy The angle between the upper and lower sides of the frustum.
 * @param aspect The aspect ratio of the frustum. (width/height)
 * @param near The distances to the nearer depth clipping plane. This value must be plus value.
 * @param far The distances to the farther depth clipping plane. This value must be plus value.
 * @return this
 */
Matrix4.prototype.setPerspective = function(fovy, aspect, near, far) {
  var e, rd, s, ct;

  if (near === far || aspect === 0) {
    throw 'null frustum';
  }
  if (near <= 0) {
    throw 'near <= 0';
  }
  if (far <= 0) {
    throw 'far <= 0';
  }

  fovy = Math.PI * fovy / 180 / 2;
  s = Math.sin(fovy);
  if (s === 0) {
    throw 'null frustum';
  }

  rd = 1 / (far - near);
  ct = Math.cos(fovy) / s;

  e = this.elements;

  e[0]  = ct / aspect;
  e[1]  = 0;
  e[2]  = 0;
  e[3]  = 0;

  e[4]  = 0;
  e[5]  = ct;
  e[6]  = 0;
  e[7]  = 0;

  e[8]  = 0;
  e[9]  = 0;
  e[10] = -(far + near) * rd;
  e[11] = -1;

  e[12] = 0;
  e[13] = 0;
  e[14] = -2 * near * far * rd;
  e[15] = 0;

  return this;
};

/**
 * Multiply the perspective projection matrix from the right.
 * @param fovy The angle between the upper and lower sides of the frustum.
 * @param aspect The aspect ratio of the frustum. (width/height)
 * @param near The distances to the nearer depth clipping plane. This value must be plus value.
 * @param far The distances to the farther depth clipping plane. This value must be plus value.
 * @return this
 */
Matrix4.prototype.perspective = function(fovy, aspect, near, far) {
  return this.concat(new Matrix4().setPerspective(fovy, aspect, near, far));
};

/**
 * Set the matrix for scaling.
 * @param x The scale factor along the X axis
 * @param y The scale factor along the Y axis
 * @param z The scale factor along the Z axis
 * @return this
 */
Matrix4.prototype.setScale = function(x, y, z) {
  var e = this.elements;
  e[0] = x;  e[4] = 0;  e[8]  = 0;  e[12] = 0;
  e[1] = 0;  e[5] = y;  e[9]  = 0;  e[13] = 0;
  e[2] = 0;  e[6] = 0;  e[10] = z;  e[14] = 0;
  e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
  return this;
};

/**
 * Multiply the matrix for scaling from the right.
 * @param x The scale factor along the X axis
 * @param y The scale factor along the Y axis
 * @param z The scale factor along the Z axis
 * @return this
 */
Matrix4.prototype.scale = function(x, y, z) {
  var e = this.elements;
  e[0] *= x;  e[4] *= y;  e[8]  *= z;
  e[1] *= x;  e[5] *= y;  e[9]  *= z;
  e[2] *= x;  e[6] *= y;  e[10] *= z;
  e[3] *= x;  e[7] *= y;  e[11] *= z;
  return this;
};

/**
 * Set the matrix for translation.
 * @param x The X value of a translation.
 * @param y The Y value of a translation.
 * @param z The Z value of a translation.
 * @return this
 */
Matrix4.prototype.setTranslate = function(x, y, z) {
  var e = this.elements;
  e[0] = 1;  e[4] = 0;  e[8]  = 0;  e[12] = x;
  e[1] = 0;  e[5] = 1;  e[9]  = 0;  e[13] = y;
  e[2] = 0;  e[6] = 0;  e[10] = 1;  e[14] = z;
  e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
  return this;
};

/**
 * Multiply the matrix for translation from the right.
 * @param x The X value of a translation.
 * @param y The Y value of a translation.
 * @param z The Z value of a translation.
 * @return this
 */
Matrix4.prototype.translate = function(x, y, z) {
  var e = this.elements;
  e[12] += e[0] * x + e[4] * y + e[8]  * z;
  e[13] += e[1] * x + e[5] * y + e[9]  * z;
  e[14] += e[2] * x + e[6] * y + e[10] * z;
  e[15] += e[3] * x + e[7] * y + e[11] * z;
  return this;
};

/**
 * Set the matrix for rotation.
 * The vector of rotation axis may not be normalized.
 * @param angle The angle of rotation (degrees)
 * @param x The X coordinate of vector of rotation axis.
 * @param y The Y coordinate of vector of rotation axis.
 * @param z The Z coordinate of vector of rotation axis.
 * @return this
 */
Matrix4.prototype.setRotate = function(angle, x, y, z) {
  var e, s, c, len, rlen, nc, xy, yz, zx, xs, ys, zs;

  angle = Math.PI * angle / 180;
  e = this.elements;

  s = Math.sin(angle);
  c = Math.cos(angle);

  if (0 !== x && 0 === y && 0 === z) {
    // Rotation around X axis
    if (x < 0) {
      s = -s;
    }
    e[0] = 1;  e[4] = 0;  e[ 8] = 0;  e[12] = 0;
    e[1] = 0;  e[5] = c;  e[ 9] =-s;  e[13] = 0;
    e[2] = 0;  e[6] = s;  e[10] = c;  e[14] = 0;
    e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
  } else if (0 === x && 0 !== y && 0 === z) {
    // Rotation around Y axis
    if (y < 0) {
      s = -s;
    }
    e[0] = c;  e[4] = 0;  e[ 8] = s;  e[12] = 0;
    e[1] = 0;  e[5] = 1;  e[ 9] = 0;  e[13] = 0;
    e[2] =-s;  e[6] = 0;  e[10] = c;  e[14] = 0;
    e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
  } else if (0 === x && 0 === y && 0 !== z) {
    // Rotation around Z axis
    if (z < 0) {
      s = -s;
    }
    e[0] = c;  e[4] =-s;  e[ 8] = 0;  e[12] = 0;
    e[1] = s;  e[5] = c;  e[ 9] = 0;  e[13] = 0;
    e[2] = 0;  e[6] = 0;  e[10] = 1;  e[14] = 0;
    e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
  } else {
    // Rotation around another axis
    len = Math.sqrt(x*x + y*y + z*z);
    if (len !== 1) {
      rlen = 1 / len;
      x *= rlen;
      y *= rlen;
      z *= rlen;
    }
    nc = 1 - c;
    xy = x * y;
    yz = y * z;
    zx = z * x;
    xs = x * s;
    ys = y * s;
    zs = z * s;

    e[ 0] = x*x*nc +  c;
    e[ 1] = xy *nc + zs;
    e[ 2] = zx *nc - ys;
    e[ 3] = 0;

    e[ 4] = xy *nc - zs;
    e[ 5] = y*y*nc +  c;
    e[ 6] = yz *nc + xs;
    e[ 7] = 0;

    e[ 8] = zx *nc + ys;
    e[ 9] = yz *nc - xs;
    e[10] = z*z*nc +  c;
    e[11] = 0;

    e[12] = 0;
    e[13] = 0;
    e[14] = 0;
    e[15] = 1;
  }

  return this;
};

/**
 * Multiply the matrix for rotation from the right.
 * The vector of rotation axis may not be normalized.
 * @param angle The angle of rotation (degrees)
 * @param x The X coordinate of vector of rotation axis.
 * @param y The Y coordinate of vector of rotation axis.
 * @param z The Z coordinate of vector of rotation axis.
 * @return this
 */
Matrix4.prototype.rotate = function(angle, x, y, z) {
  return this.concat(new Matrix4().setRotate(angle, x, y, z));
};

/**
 * Set the viewing matrix.
 * @param eyeX, eyeY, eyeZ The position of the eye point.
 * @param centerX, centerY, centerZ The position of the reference point.
 * @param upX, upY, upZ The direction of the up vector.
 * @return this
 */
Matrix4.prototype.setLookAt = function(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) {
  var e, fx, fy, fz, rlf, sx, sy, sz, rls, ux, uy, uz;

  fx = centerX - eyeX;
  fy = centerY - eyeY;
  fz = centerZ - eyeZ;

  // Normalize f.
  rlf = 1 / Math.sqrt(fx*fx + fy*fy + fz*fz);
  fx *= rlf;
  fy *= rlf;
  fz *= rlf;

  // Calculate cross product of f and up.
  sx = fy * upZ - fz * upY;
  sy = fz * upX - fx * upZ;
  sz = fx * upY - fy * upX;

  // Normalize s.
  rls = 1 / Math.sqrt(sx*sx + sy*sy + sz*sz);
  sx *= rls;
  sy *= rls;
  sz *= rls;

  // Calculate cross product of s and f.
  ux = sy * fz - sz * fy;
  uy = sz * fx - sx * fz;
  uz = sx * fy - sy * fx;

  // Set to this.
  e = this.elements;
  e[0] = sx;
  e[1] = ux;
  e[2] = -fx;
  e[3] = 0;

  e[4] = sy;
  e[5] = uy;
  e[6] = -fy;
  e[7] = 0;

  e[8] = sz;
  e[9] = uz;
  e[10] = -fz;
  e[11] = 0;

  e[12] = 0;
  e[13] = 0;
  e[14] = 0;
  e[15] = 1;

  // Translate.
  return this.translate(-eyeX, -eyeY, -eyeZ);
};

/**
 * Multiply the viewing matrix from the right.
 * @param eyeX, eyeY, eyeZ The position of the eye point.
 * @param centerX, centerY, centerZ The position of the reference point.
 * @param upX, upY, upZ The direction of the up vector.
 * @return this
 */
Matrix4.prototype.lookAt = function(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) {
  return this.concat(new Matrix4().setLookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ));
};

/**
 * Multiply the matrix for project vertex to plane from the right.
 * @param plane The array[A, B, C, D] of the equation of plane "Ax + By + Cz + D = 0".
 * @param light The array which stored coordinates of the light. if light[3]=0, treated as parallel light.
 * @return this
 */
Matrix4.prototype.dropShadow = function(plane, light) {
  var mat = new Matrix4();
  var e = mat.elements;

  var dot = plane[0] * light[0] + plane[1] * light[1] + plane[2] * light[2] + plane[3] * light[3];

  e[ 0] = dot - light[0] * plane[0];
  e[ 1] =     - light[1] * plane[0];
  e[ 2] =     - light[2] * plane[0];
  e[ 3] =     - light[3] * plane[0];

  e[ 4] =     - light[0] * plane[1];
  e[ 5] = dot - light[1] * plane[1];
  e[ 6] =     - light[2] * plane[1];
  e[ 7] =     - light[3] * plane[1];

  e[ 8] =     - light[0] * plane[2];
  e[ 9] =     - light[1] * plane[2];
  e[10] = dot - light[2] * plane[2];
  e[11] =     - light[3] * plane[2];

  e[12] =     - light[0] * plane[3];
  e[13] =     - light[1] * plane[3];
  e[14] =     - light[2] * plane[3];
  e[15] = dot - light[3] * plane[3];

  return this.concat(mat);
}

/**
 * Multiply the matrix for project vertex to plane from the right.(Projected by parallel light.)
 * @param normX, normY, normZ The normal vector of the plane.(Not necessary to be normalized.)
 * @param planeX, planeY, planeZ The coordinate of arbitrary points on a plane.
 * @param lightX, lightY, lightZ The vector of the direction of light.(Not necessary to be normalized.)
 * @return this
 */
Matrix4.prototype.dropShadowDirectionally = function(normX, normY, normZ, planeX, planeY, planeZ, lightX, lightY, lightZ) {
  var a = planeX * normX + planeY * normY + planeZ * normZ;
  return this.dropShadow([normX, normY, normZ, -a], [lightX, lightY, lightZ, 0]);
};

/**
 * Constructor of Vector3
 * If opt_src is specified, new vector is initialized by opt_src.
 * @param opt_src source vector(option)
 */
var Vector3 = function(opt_src) {
  var v = new Float32Array(3);
  if (opt_src && typeof opt_src === 'object') {
    v[0] = opt_src[0]; v[1] = opt_src[1]; v[2] = opt_src[2];
  } 
  this.elements = v;
}

/**
  * Normalize.
  * @return this
  */
Vector3.prototype.normalize = function() {
  var v = this.elements;
  var c = v[0], d = v[1], e = v[2], g = Math.sqrt(c*c+d*d+e*e);
  if(g){
    if(g == 1)
        return this;
   } else {
     v[0] = 0; v[1] = 0; v[2] = 0;
     return this;
   }
   g = 1/g;
   v[0] = c*g; v[1] = d*g; v[2] = e*g;
   return this;
};

/**
 * Constructor of Vector4
 * If opt_src is specified, new vector is initialized by opt_src.
 * @param opt_src source vector(option)
 */
var Vector4 = function(opt_src) {
  var v = new Float32Array(4);
  if (opt_src && typeof opt_src === 'object') {
    v[0] = opt_src[0]; v[1] = opt_src[1]; v[2] = opt_src[2]; v[3] = opt_src[3];
  } 
  this.elements = v;
}

 

posted @ 2020-07-19 23:11  芋头圆  阅读(731)  评论(0)    收藏  举报