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textured_block_example.php
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<!--
* CN_GL Demo - Triangle Example
*
* Description:
* This library was developed by me to aide in this final project. It uses
* all of my knowledge of WebGL. Feel free to look at how the engine is
* documented.
*
* This engine was only written to aid me in CS456's final project. Since
* I wrote everything in it, only I am entitled to use it for educational
* purposes.
*
* Author:
* Clara Van Nguyen
*
-->
<?php
//Initialise CN_GL Engine
require_once("CN_GL/cn_gl.php");
//Initialise CN_GL
cn_gl_init();
?>
<script type = "text/javascript">
var gl, camera, cube_model;
var object_list = [];
var texture_list = {};
var CN_TRIANGLE_SHADER_PROGRAM, CN_TRIANGLE_NO_COLOUR_SHADER_PROGRAM;
var yy = 0;
var angle = 0;
function init() {
console.log(gl);
//Basic WebGL Properties
gl.clearColor(0.0, 0.0, 0.0, 1);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LESS);
//Create shader programs
CN_TRIANGLE_SHADER_PROGRAM = cn_gl_create_shader_program(
cn_gl_get_shader("CN_TRIANGLE_FRAGMENT"),
cn_gl_get_shader("CN_TRIANGLE_VERTEX")
);
CN_TEXTURE_SIMPLE_SHADER_PROGRAM = cn_gl_create_shader_program(
cn_gl_get_shader("CN_TEXTURE_SIMPLE_FRAGMENT"),
cn_gl_get_shader("CN_TEXTURE_SIMPLE_VERTEX")
);
//Create a texture
var texture = new CN_TEXTURE("texture/tex_ut.png");
texture_list["UT_TEX"] = texture;
//Create a camera
camera = new CN_CAMERA();
camera.set_projection_ext(4, 2, 4, 0, 0, 0, 0, 1, 0, 75, gl.canvas.clientWidth / gl.canvas.clientHeight, 0.1, 256.0);
//Load the block model
cube_model = new CN_MODEL();
cube_model.load_from_obj("model/obj/cube.obj");
//Create 4 block objects that use this model
//East
var cube_object = new CN_INSTANCE(
2, 0, 0,
cube_model,
texture_list["UT_TEX"],
CN_TEXTURE_SIMPLE_SHADER_PROGRAM
);
object_list.push(cube_object);
//West
cube_object = new CN_INSTANCE(
-2, 0, 0,
cube_model,
texture_list["UT_TEX"],
CN_TEXTURE_SIMPLE_SHADER_PROGRAM
);
object_list.push(cube_object);
//South
cube_object = new CN_INSTANCE(
0, 0, -2,
cube_model,
texture_list["UT_TEX"],
CN_TEXTURE_SIMPLE_SHADER_PROGRAM
);
object_list.push(cube_object);
//North
cube_object = new CN_INSTANCE(
0, 0, 2,
cube_model,
texture_list["UT_TEX"],
CN_TEXTURE_SIMPLE_SHADER_PROGRAM
);
object_list.push(cube_object);
//Start the draw event.
draw();
}
function draw() {
resize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clear(gl.CLEAR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
camera.set_projection_ext(
Math.cos(angle) * 4, 2, -Math.sin(angle) * 4, //Camera position
0, 0, 0, //Point to look at
0, 1, 0, //Up Vector (always this)
75, //FOV
gl.canvas.clientWidth / gl.canvas.clientHeight, //Aspect Ratio
1.0, //Closest distance
256.0 //Farthest distance
);
angle += 0.01;
//camera.push_matrix_to_shader(CN_TRIANGLE_SHADER_PROGRAM, "uPMatrix", "uMVMatrix");
gl.useProgram(CN_TRIANGLE_SHADER_PROGRAM);
camera.push_matrix_to_shader(CN_TRIANGLE_SHADER_PROGRAM, "uPMatrix", "uMVMatrix");
draw_triangle(
-0.5, 0.5, 0,
0.5, 0.5, 0,
0 , -0.5, 0,
make_color_rgb(255, 0, 0),
make_color_rgb(255, 0, 255),
make_color_rgb(255, 255, 0)
);
draw_triangle(
-0.5, yy , 0,
0.5, yy , 0,
0 , yy - 1, 0,
make_color_rgb(255, 0, 0),
make_color_rgb(255, 0, 255),
make_color_rgb(255, 255, 0)
);
//Draw the floor
draw_triangle(-1, -1, -1, 1, -1, -1, 1, -1, 1,
make_color_rgb(127, 127, 127),
make_color_rgb(127, 127, 127),
make_color_rgb(127, 127, 127)
);
draw_triangle(1, -1, 1, -1, -1, 1, -1, -1, -1,
make_color_rgb(127, 127, 127),
make_color_rgb(127, 127, 127),
make_color_rgb(127, 127, 127)
);
gl.useProgram(CN_TEXTURE_SIMPLE_SHADER_PROGRAM);
camera.push_matrix_to_shader(CN_TEXTURE_SIMPLE_SHADER_PROGRAM, "uPMatrix", "uMVMatrix");
for (var i = 0; i < object_list.length; i++)
object_list[i].draw();
yy += 0.1;
if (yy > 1)
yy = 0;
window.requestAnimationFrame(draw);
}
//Resize function to make sure that the canvas is the same size as the page.
function resize(canvasID) {
var retina = window.devicePixelRatio;
if (retina / 2 > 1) {
//Some devices may not be able to take drawing high resolution
//Half the retina if it can be halved, but it can't go under 1x.
retina /= 2;
}
canvasID.width = canvasID.clientWidth * retina;
canvasID.height = canvasID.clientHeight * retina;
}
</script>
<html>
<head>
<title>CN_GL Demo: CS456 Final Project</title>
<?php
//Call to CN_GL to include all needed JS files.
cn_gl_inject_js();
?>
</head>
<style type = "text/css">
html, body {
margin: 0px;
}
</style>
<body onload = "cn_gl_init_gl('glCanvas', init)">
<?php
//Setup our 3D view
cn_gl_create_canvas("glCanvas", "100vw", "100vh");
//CN Generic Shaders for "draw_shapes"
cn_gl_load_fragment_shader("CN_TRIANGLE_FRAGMENT", "shader/CN_SHAPES/triangle.frag");
cn_gl_load_vertex_shader ("CN_TRIANGLE_VERTEX", "shader/CN_SHAPES/triangle.vert");
cn_gl_load_fragment_shader("CN_TEXTURE_SIMPLE_FRAGMENT", "shader/CN_SHAPES/texture_simple.frag");
cn_gl_load_vertex_shader ("CN_TEXTURE_SIMPLE_VERTEX", "shader/CN_SHAPES/texture_simple.vert");
?>
</body>
</html>