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buffer_uniform.html
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<!DOCTYPE html>
<!-- Ported from the OpenGL Samples Pack: https://github.com/g-truc/ogl-samples/blob/master/tests/gl-320-buffer-uniform.cpp -->
<html lang="en">
<head>
<title>WebGL 2 Samples - buffer_uniform</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link rel="stylesheet" href="style.css">
</head>
<body>
<div id="info">WebGL 2 Samples - buffer_uniform</div>
<script id="vs" type="x-shader/x-vertex">
#version 300 es
precision highp float;
precision highp int;
layout(std140, column_major) uniform;
struct Transform
{
mat4 P;
mat4 MV;
mat4 Mnormal;
};
uniform PerDraw
{
Transform transform;
} u_perDraw;
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec4 color;
out vec3 v_normal;
out vec3 v_view;
out vec4 v_color;
void main()
{
vec4 pEC = u_perDraw.transform.MV * vec4(position, 1.0);
v_normal = (u_perDraw.transform.Mnormal * vec4(normal, 0.0)).xyz;
v_view = -pEC.xyz;
v_color = color;
gl_Position = u_perDraw.transform.P * pEC;
}
</script>
<script id="fs" type="x-shader/x-fragment">
#version 300 es
precision highp float;
precision highp int;
layout(std140, column_major) uniform;
struct Material
{
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
struct Light
{
vec3 position; // Camera space
};
uniform PerScene
{
Material material;
} u_perScene;
uniform PerPass
{
Light light;
} u_perPass;
in vec3 v_normal;
in vec3 v_view;
in vec4 v_color;
out vec4 color;
void main()
{
vec3 n = normalize(v_normal);
vec3 l = normalize(u_perPass.light.position + v_view);
vec3 v = normalize(v_view);
vec3 diffuse = max(dot(n, l), 0.0) * u_perScene.material.diffuse;
vec3 r = - reflect(l, n);
vec3 specular = pow(max(dot(r, v), 0.0), u_perScene.material.shininess) * u_perScene.material.specular;
color = vec4(u_perScene.material.ambient + diffuse + specular, 1.0);
}
</script>
<script src="utility.js"></script>
<script>
(function () {
'use strict';
// --Init Canvas
var canvas = document.createElement('canvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
// --Init WebGL Context
var gl = canvas.getContext('webgl2', { antialias: false });
var isWebGL2 = !!gl;
if(!isWebGL2) {
document.getElementById('info').innerHTML = 'WebGL 2 is not available. See <a href="https://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation">How to get a WebGL 2 implementation</a>';
return;
}
// -- Init Program
var program = createProgram(gl, getShaderSource('vs'), getShaderSource('fs'));
gl.useProgram(program);
var uniformPerDrawLocation = gl.getUniformBlockIndex(program, 'PerDraw');
var uniformPerPassLocation = gl.getUniformBlockIndex(program, 'PerPass');
var uniformPerSceneLocation = gl.getUniformBlockIndex(program, 'PerScene');
gl.uniformBlockBinding(program, uniformPerDrawLocation, 0);
gl.uniformBlockBinding(program, uniformPerPassLocation, 1);
gl.uniformBlockBinding(program, uniformPerSceneLocation, 2);
// -- Init Buffer
var elementData = new Uint16Array([
0, 1, 2,
2, 3, 0
]);
var elementBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, elementData, gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
//vec3 position, vec3 normal, vec4 color
var vertices = new Float32Array([
-1.0, -1.0, -0.5, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0,
1.0, -1.0, -0.5, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0,
1.0, 1.0, -0.5, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0,
-1.0, 1.0, -0.5, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0
]);
var vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
//mat4 P, mat4 MV, mat3 Mnormal
var transforms = new Float32Array([
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
]);
var uniformPerDrawBuffer = gl.createBuffer();
gl.bindBuffer(gl.UNIFORM_BUFFER, uniformPerDrawBuffer);
gl.bufferData(gl.UNIFORM_BUFFER, transforms, gl.DYNAMIC_DRAW);
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, transforms);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
var lightPos = new Float32Array([
0.0, 0.0, 0.0, 0.0,
]);
var uniformPerPassBuffer = gl.createBuffer();
gl.bindBuffer(gl.UNIFORM_BUFFER, uniformPerPassBuffer);
gl.bufferData(gl.UNIFORM_BUFFER, lightPos, gl.DYNAMIC_DRAW);
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, lightPos);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
//vec3 ambient, diffuse, specular, float shininess
var material = new Float32Array([
0.1, 0.0, 0.0, 0.0,
0.5, 0.0, 0.0, 0.0,
1.0, 1.0, 1.0, 4.0,
]);
var uniformPerSceneBuffer = gl.createBuffer();
gl.bindBuffer(gl.UNIFORM_BUFFER, uniformPerSceneBuffer);
gl.bufferData(gl.UNIFORM_BUFFER, material, gl.STATIC_DRAW);
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, material);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
// -- Init Vertex Array
var vertexArray = gl.createVertexArray();
gl.bindVertexArray(vertexArray);
var vertexPosLocation = 0;
var vertexNorLocation = 1;
var vertexColorLocation = 2;
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.enableVertexAttribArray(vertexPosLocation);
gl.vertexAttribPointer(vertexPosLocation, 3, gl.FLOAT, false, 40, 0);
gl.enableVertexAttribArray(vertexNorLocation);
gl.vertexAttribPointer(vertexNorLocation, 3, gl.FLOAT, false, 40, 12);
gl.enableVertexAttribArray(vertexColorLocation);
gl.vertexAttribPointer(vertexColorLocation, 4, gl.FLOAT, false, 40, 24);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer);
gl.bindVertexArray(null);
gl.bindVertexArray(vertexArray);
gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, uniformPerDrawBuffer);
gl.bindBufferBase(gl.UNIFORM_BUFFER, 1, uniformPerPassBuffer);
gl.bindBufferBase(gl.UNIFORM_BUFFER, 2, uniformPerSceneBuffer);
var uTime = 0;
function render() {
uTime += 0.01;
// -- update uniform buffer
transforms[16] = 0.1 * Math.cos(uTime) + 0.4;
gl.bindBuffer(gl.UNIFORM_BUFFER, uniformPerDrawBuffer);
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, transforms);
lightPos[0] = Math.cos( 3 * uTime );
lightPos[1] = Math.sin( 6 * uTime );
gl.bindBuffer(gl.UNIFORM_BUFFER, uniformPerPassBuffer);
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, lightPos);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
requestAnimationFrame(render);
}
render();
// // -- Delete WebGL resources
// gl.deleteBuffer(vertexBuffer);
// gl.deleteBuffer(uniformPerSceneBuffer);
// gl.deleteBuffer(uniformPerPassBuffer);
// gl.deleteBuffer(uniformPerDrawBuffer);
// gl.deleteBuffer(elementBuffer);
// gl.deleteProgram(program);
// gl.deleteVertexArray(vertexArray);
})();
</script>
</body>
</html>