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WebGL 1.0. Square translation using WASD and arrow keys

https://jsfiddle.net/tqnfyy53/

025_square_translation_using_keys.gif.fd3fa5d0b832905cc796aeea056f3fc5.gif

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <title>WebGL 1.0. Square translation using WASD and arrow keys</title>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.4.0/gl-matrix-min.js"></script>
    <style>
        #renderCanvas {
            border: 5px solid #aaaaaa;
        }
    </style>
</head>

<body>
    <p>Click here to active the window</p>
    <p>Use WASD or arrow keys</p>
    <canvas id="renderCanvas" width="250" height="250"></canvas>

    <script>
        var vertexShaderSource =
            `attribute vec2 a_Position;
            uniform mat4 u_ModelMatrix;

            void main()
            {
                gl_Position = u_ModelMatrix * vec4(a_Position, 0.0, 1.0);
            }`;

        var fragmentShaderSource =
            `precision mediump float;
            uniform vec3 u_Color;

            void main()
            {
                gl_FragColor = vec4(u_Color, 1.0);
            }`;

        var gl = document.getElementById("renderCanvas").getContext("webgl");

        var vShader = gl.createShader(gl.VERTEX_SHADER);
        gl.shaderSource(vShader, vertexShaderSource);
        gl.compileShader(vShader);

        var fShader = gl.createShader(gl.FRAGMENT_SHADER);
        gl.shaderSource(fShader, fragmentShaderSource);
        gl.compileShader(fShader);

        var program = gl.createProgram();
        gl.attachShader(program, vShader);
        gl.attachShader(program, fShader);
        gl.linkProgram(program);
        gl.useProgram(program);

        var vertices = new Float32Array([
            -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, -0.5
        ]);

        var vbo = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
        gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

        var a_Position = gl.getAttribLocation(program, "a_Position");
        gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(a_Position);

        var u_Color = gl.getUniformLocation(program, "u_Color");
        gl.uniform3f(u_Color, 0.635, 0.450, 0.125);

        var modelMatrix = mat4.create();
        var pos = { x: 0.1, y: 0.1 };
        var step = 0.2;

        window.addEventListener('keydown', function (event)
        {
            if (event.keyCode === 87 || event.keyCode === 38) // W, Up
                pos.y += step;
            else if (event.keyCode === 65 || event.keyCode === 37) // A, Left
                pos.x -= step;
            else if (event.keyCode === 83 || event.keyCode === 40) // S, Down
                pos.y -= step;
            else if (event.keyCode === 68 || event.keyCode === 39) // D, Right
                pos.x += step;
            draw(pos);
        });

        draw(pos);

        function draw(pos)
        {
            mat4.identity(modelMatrix);
            mat4.translate(modelMatrix, modelMatrix, vec3.fromValues(pos.x, pos.y, 0.0));
            mat4.scale(modelMatrix, modelMatrix, vec3.fromValues(0.2, 0.2, 0.2));

            var u_ModelMatrix = gl.getUniformLocation(program, "u_ModelMatrix");
            gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix);

            gl.clearColor(0.898, 0.984, 0.905, 1.0);
            gl.clear(gl.COLOR_BUFFER_BIT);

            gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
        }
    </script>
</body>

</html>

 

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WebGL 2.0. Square translation using WASD and arrow keys

https://jsfiddle.net/14z5m5hh/

025_square_translation_using_keys.gif.84898fbef854266f216fc41524a8ba1e.gif

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <title>WebGL 2.0. Square translation using WASD and arrow keys</title>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.4.0/gl-matrix-min.js"></script>
    <style>
        #renderCanvas {
            border: 5px solid #aaaaaa;
        }
    </style>
</head>

<body>
    <p>Click here to active the window</p>
    <p>Use WASD or arrow keys</p>
    <canvas id="renderCanvas" width="250" height="250"></canvas>

    <script>
        var vertexShaderSource =
            `#version 300 es
            
            in vec2 a_Position;
            uniform mat4 u_ModelMatrix;

            void main()
            {
                gl_Position = u_ModelMatrix * vec4(a_Position, 0.0, 1.0);
            }`;

        var fragmentShaderSource =
            `#version 300 es
            
            precision mediump float;
            uniform vec3 u_Color;
            out vec4 fragColor;

            void main()
            {
                fragColor = vec4(u_Color, 1.0);
            }`;

        var gl = document.getElementById("renderCanvas").getContext("webgl2");

        var vShader = gl.createShader(gl.VERTEX_SHADER);
        gl.shaderSource(vShader, vertexShaderSource);
        gl.compileShader(vShader);

        var fShader = gl.createShader(gl.FRAGMENT_SHADER);
        gl.shaderSource(fShader, fragmentShaderSource);
        gl.compileShader(fShader);

        var program = gl.createProgram();
        gl.attachShader(program, vShader);
        gl.attachShader(program, fShader);
        gl.linkProgram(program);
        gl.useProgram(program);

        var vertices = new Float32Array([
            -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, -0.5
        ]);

        var vbo = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
        gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

        var a_Position = gl.getAttribLocation(program, "a_Position");
        gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(a_Position);

        var u_Color = gl.getUniformLocation(program, "u_Color");
        gl.uniform3f(u_Color, 0.635, 0.450, 0.125);

        var modelMatrix = mat4.create();
        var pos = { x: 0.1, y: 0.1 };
        var step = 0.2;

        window.addEventListener('keydown', function (event)
        {
            if (event.keyCode === 87 || event.keyCode === 38) // W, Up
                pos.y += step;
            else if (event.keyCode === 65 || event.keyCode === 37) // A, Left
                pos.x -= step;
            else if (event.keyCode === 83 || event.keyCode === 40) // S, Down
                pos.y -= step;
            else if (event.keyCode === 68 || event.keyCode === 39) // D, Right
                pos.x += step;
            draw(pos);
        });

        draw(pos);

        function draw(pos)
        {
            mat4.identity(modelMatrix);
            mat4.translate(modelMatrix, modelMatrix, vec3.fromValues(pos.x, pos.y, 0.0));
            mat4.scale(modelMatrix, modelMatrix, vec3.fromValues(0.2, 0.2, 0.2));

            var u_ModelMatrix = gl.getUniformLocation(program, "u_ModelMatrix");
            gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix);

            gl.clearColor(0.898, 0.984, 0.905, 1.0);
            gl.clear(gl.COLOR_BUFFER_BIT);

            gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
        }
    </script>
</body>

</html>

 

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WebGL 1.0. Applying a texture to a square

https://jsfiddle.net/zjydm1ev/

026_applying_a_texture_to_a_square.png.61a92dc9f4031ebd13a184620a71d98d.png

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <title>WebGL 1.0. Applying a texture to a square</title>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.4.0/gl-matrix-min.js"></script>
    <style>
        #renderCanvas {
            border: 5px solid #aaaaaa;
        }
    </style>
</head>

<body>
    <canvas id="renderCanvas" width="250" height="250"></canvas>

    <script>
        var vertexShaderSource =
            `
            attribute vec2 a_Position;
            attribute vec2 a_TexCoord;
            uniform mat4 u_ModelMatrix;
            varying vec2 v_TexCoord;

            void main()
            {
                gl_Position = u_ModelMatrix * vec4(a_Position, 0.0, 1.0);
                v_TexCoord = a_TexCoord;
            }`;

        var fragmentShaderSource =
            `
            precision mediump float;
            uniform sampler2D u_Sampler;
            varying vec2 v_TexCoord;

            void main()
            {
                gl_FragColor = texture2D(u_Sampler, v_TexCoord);
            }`;

        var gl = document.getElementById("renderCanvas").getContext("webgl");

        var vShader = gl.createShader(gl.VERTEX_SHADER);
        gl.shaderSource(vShader, vertexShaderSource);
        gl.compileShader(vShader);

        var fShader = gl.createShader(gl.FRAGMENT_SHADER);
        gl.shaderSource(fShader, fragmentShaderSource);
        gl.compileShader(fShader);

        var program = gl.createProgram();
        gl.attachShader(program, vShader);
        gl.attachShader(program, fShader);
        gl.linkProgram(program);
        gl.useProgram(program);

        var verticesAndTexCoords = new Float32Array([
            -0.5, 0.5, 0.0, 1.0,    // (x, y), (u, v)
            -0.5, -0.5, 0.0, 0.0,
            0.5, 0.5, 1.0, 1.0,
            0.5, -0.5, 1.0, 0.0
        ]);

        var vbo = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
        gl.bufferData(gl.ARRAY_BUFFER, verticesAndTexCoords, gl.STATIC_DRAW);

        var FSIZE = verticesAndTexCoords.BYTES_PER_ELEMENT;

        var a_Position = gl.getAttribLocation(program, "a_Position");
        gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 4 * FSIZE, 0);
        gl.enableVertexAttribArray(a_Position);

        var a_TexCoord = gl.getAttribLocation(program, "a_TexCoord");
        gl.vertexAttribPointer(a_TexCoord, 2, gl.FLOAT, false, 4 * FSIZE, 2 * FSIZE);
        gl.enableVertexAttribArray(a_TexCoord);

        var image = new Image();

        image.onload = function ()
        {
            gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
            gl.activeTexture(gl.TEXTURE0);

            var texture = gl.createTexture();
            gl.bindTexture(gl.TEXTURE_2D, texture);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);

            var u_Sampler = gl.getUniformLocation(program, "u_Sampler");
            gl.uniform1i(u_Sampler, 0);

            var modelMatrix = mat4.create();
            mat4.scale(modelMatrix, modelMatrix, vec3.fromValues(1.5, 1.5, 1.5));

            var u_ModelMatrix = gl.getUniformLocation(program, "u_ModelMatrix");
            gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix);

            gl.clearColor(0.898, 0.984, 0.905, 1.0);
            gl.clear(gl.COLOR_BUFFER_BIT);

            gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
        }
        image.crossOrigin = "";
        image.src = 'https://dl.dropboxusercontent.com/s/xi091ya34qqzda2/lightblueflower.jpg';
    </script>
</body>

</html>

 

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WebGL 2.0. Applying a texture to a square

https://jsfiddle.net/gd2uo3jg/

026_applying_a_texture_to_a_square.png.701a7c799df8e118d3e907b4c717930f.png

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <title>WebGL 2.0. Applying a texture to a square</title>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.4.0/gl-matrix-min.js"></script>
    <style>
        #renderCanvas {
            border: 5px solid #aaaaaa;
        }
    </style>
</head>

<body>
    <canvas id="renderCanvas" width="250" height="250"></canvas>

    <script>
        var vertexShaderSource =
            `#version 300 es

            in vec2 a_Position;
            in vec2 a_TexCoord;
            uniform mat4 u_ModelMatrix;
            out vec2 v_TexCoord;

            void main()
            {
                gl_Position = u_ModelMatrix * vec4(a_Position, 0.0, 1.0);
                v_TexCoord = a_TexCoord;
            }`;

        var fragmentShaderSource =
            `#version 300 es

            precision mediump float;
            uniform sampler2D u_Sampler;
            in vec2 v_TexCoord;
            out vec4 fragColor;

            void main()
            {
                fragColor = texture(u_Sampler, v_TexCoord);
            }`;

        var gl = document.getElementById("renderCanvas").getContext("webgl2");

        var vShader = gl.createShader(gl.VERTEX_SHADER);
        gl.shaderSource(vShader, vertexShaderSource);
        gl.compileShader(vShader);

        var fShader = gl.createShader(gl.FRAGMENT_SHADER);
        gl.shaderSource(fShader, fragmentShaderSource);
        gl.compileShader(fShader);

        var program = gl.createProgram();
        gl.attachShader(program, vShader);
        gl.attachShader(program, fShader);
        gl.linkProgram(program);
        gl.useProgram(program);

        var verticesAndTexCoords = new Float32Array([
            -0.5, 0.5, 0.0, 1.0,    // (x, y), (u, v)
            -0.5, -0.5, 0.0, 0.0,
            0.5, 0.5, 1.0, 1.0,
            0.5, -0.5, 1.0, 0.0
        ]);

        var vbo = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
        gl.bufferData(gl.ARRAY_BUFFER, verticesAndTexCoords, gl.STATIC_DRAW);

        var FSIZE = verticesAndTexCoords.BYTES_PER_ELEMENT;

        var a_Position = gl.getAttribLocation(program, "a_Position");
        gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 4 * FSIZE, 0);
        gl.enableVertexAttribArray(a_Position);

        var a_TexCoord = gl.getAttribLocation(program, "a_TexCoord");
        gl.vertexAttribPointer(a_TexCoord, 2, gl.FLOAT, false, 4 * FSIZE, 2 * FSIZE);
        gl.enableVertexAttribArray(a_TexCoord);

        var image = new Image();

        image.onload = function ()
        {
            gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
            gl.activeTexture(gl.TEXTURE0);

            var texture = gl.createTexture();
            gl.bindTexture(gl.TEXTURE_2D, texture);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
            gl.texImage2D(gl.TEXTURE_2D , 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);

            var u_Sampler = gl.getUniformLocation(program, "u_Sampler");
            gl.uniform1i(u_Sampler, 0);

            var modelMatrix = mat4.create();
            mat4.scale(modelMatrix, modelMatrix, vec3.fromValues(1.5, 1.5, 1.5));

            var u_ModelMatrix = gl.getUniformLocation(program, "u_ModelMatrix");
            gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix);

            gl.clearColor(0.898, 0.984, 0.905, 1.0);
            gl.clear(gl.COLOR_BUFFER_BIT);

            gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
        }
        image.crossOrigin = "";
        image.src = 'https://dl.dropboxusercontent.com/s/xi091ya34qqzda2/lightblueflower.jpg';
    </script>
</body>

</html>

 

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  • 2 weeks later...

WebGL 1.0. Rotation animation

https://jsfiddle.net/8Observer8/gLpowbe2/

27_rotation_animation.gif.b1930dbb4733e834ca378924bcddad03.gif

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <title>WebGL 1.0. Rotation animation</title>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.4.0/gl-matrix-min.js"></script>
    <style>
        #renderCanvas {
            border: 5px solid #a8bdc4;
        }
    </style>
</head>

<body>
    <canvas id="renderCanvas" width="250" height="250"></canvas>

    <script>
        var vertexShaderSource =
            `attribute vec2 a_Position;
            uniform mat4 u_ModelMatrix;

            void main()
            {
                gl_Position = u_ModelMatrix * vec4(a_Position, 0.0, 1.0);
            }`;

        var fragmentShaderSource =
            `precision mediump float;
            uniform vec3 u_Color;

            void main()
            {
                gl_FragColor = vec4(u_Color, 1.0);
            }`;

        var canvas = document.getElementById("renderCanvas");
        var gl = canvas.getContext("webgl");

        var vShader = gl.createShader(gl.VERTEX_SHADER);
        gl.shaderSource(vShader, vertexShaderSource);
        gl.compileShader(vShader);

        var fShader = gl.createShader(gl.FRAGMENT_SHADER);
        gl.shaderSource(fShader, fragmentShaderSource);
        gl.compileShader(fShader);

        var program = gl.createProgram();
        gl.attachShader(program, vShader);
        gl.attachShader(program, fShader);
        gl.linkProgram(program);
        gl.useProgram(program);

        var vertices = new Float32Array([
            -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, -0.5
        ]);

        var vbo = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
        gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

        var a_Position = gl.getAttribLocation(program, "a_Position");
        gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(a_Position);

        var u_Color = gl.getUniformLocation(program, "u_Color");
        gl.uniform3f(u_Color, 0.207, 0.635, 0.125);

        var u_ModelMatrix = gl.getUniformLocation(program, "u_ModelMatrix");

        gl.clearColor(0.894, 0.976, 0.886, 1.0);

        var ANGLE_STEP = 45.0; // Rotation angle (degrees/second)
        var g_last = Date.now();

        var currentAngle = 0.0;
        var modelMatrix = mat4.create();

        var tick = function ()
        {
            currentAngle = animate(currentAngle);  // Update the rotation angle
            draw(4, currentAngle, modelMatrix, u_ModelMatrix);   // Draw the triangle
            requestAnimationFrame(tick, canvas); // Request that the browser calls tick
        };
        tick();

        function draw(n, currentAngle, modelMatrix, u_ModelMatrix)
        {
            mat4.identity(modelMatrix);
            mat4.rotateZ(modelMatrix, modelMatrix, currentAngle * Math.PI / 180);
            gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix);
            gl.clear(gl.COLOR_BUFFER_BIT);
            gl.drawArrays(gl.TRIANGLE_STRIP, 0, n);
        }

        function animate(angle)
        {
            // Calculate the elapsed time
            var now = Date.now();
            var elapsed = now - g_last;
            g_last = now;
            // Update the current rotation angle (adjusted by the elapsed time)
            var newAngle = angle + (ANGLE_STEP * elapsed) / 1000.0;
            return newAngle %= 360;
        }
    </script>
</body>

</html>

 

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WebGL 2.0. Rotation animation

https://jsfiddle.net/8Observer8/fLumroxa/

27_rotation_animation.gif.59e50fcfbc368276bec110ab11d1e575.gif

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <title>WebGL 2.0. Rotation animation</title>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.4.0/gl-matrix-min.js"></script>
    <style>
        #renderCanvas {
            border: 5px solid #a8bdc4;
        }
    </style>
</head>

<body>
    <canvas id="renderCanvas" width="250" height="250"></canvas>

    <script>
        var vertexShaderSource =
            `#version 300 es

            in vec2 a_Position;
            uniform mat4 u_ModelMatrix;

            void main()
            {
                gl_Position = u_ModelMatrix * vec4(a_Position, 0.0, 1.0);
            }`;

        var fragmentShaderSource =
            `#version 300 es
            
            precision mediump float;
            uniform vec3 u_Color;
            out vec4 fragColor;

            void main()
            {
                fragColor = vec4(u_Color, 1.0);
            }`;

        var canvas = document.getElementById("renderCanvas");
        var gl = canvas.getContext("webgl2");

        var vShader = gl.createShader(gl.VERTEX_SHADER);
        gl.shaderSource(vShader, vertexShaderSource);
        gl.compileShader(vShader);

        var fShader = gl.createShader(gl.FRAGMENT_SHADER);
        gl.shaderSource(fShader, fragmentShaderSource);
        gl.compileShader(fShader);

        var program = gl.createProgram();
        gl.attachShader(program, vShader);
        gl.attachShader(program, fShader);
        gl.linkProgram(program);
        gl.useProgram(program);

        var vertices = new Float32Array([
            -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, -0.5
        ]);

        var vbo = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
        gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

        var a_Position = gl.getAttribLocation(program, "a_Position");
        gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(a_Position);

        var u_Color = gl.getUniformLocation(program, "u_Color");
        gl.uniform3f(u_Color, 0.207, 0.635, 0.125);

        var u_ModelMatrix = gl.getUniformLocation(program, "u_ModelMatrix");

        gl.clearColor(0.894, 0.976, 0.886, 1.0);

        var ANGLE_STEP = 45.0; // Rotation angle (degrees/second)
        var g_last = Date.now();

        var currentAngle = 0.0;
        var modelMatrix = mat4.create();

        var tick = function ()
        {
            currentAngle = animate(currentAngle);  // Update the rotation angle
            draw(4, currentAngle, modelMatrix, u_ModelMatrix);   // Draw the triangle
            requestAnimationFrame(tick, canvas); // Request that the browser calls tick
        };
        tick();

        function draw(n, currentAngle, modelMatrix, u_ModelMatrix)
        {
            mat4.identity(modelMatrix);
            mat4.rotateZ(modelMatrix, modelMatrix, currentAngle * Math.PI / 180);
            gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix);
            gl.clear(gl.COLOR_BUFFER_BIT);
            gl.drawArrays(gl.TRIANGLE_STRIP, 0, n);
        }

        function animate(angle)
        {
            // Calculate the elapsed time
            var now = Date.now();
            var elapsed = now - g_last;
            g_last = now;
            // Update the current rotation angle (adjusted by the elapsed time)
            var newAngle = angle + (ANGLE_STEP * elapsed) / 1000.0;
            return newAngle %= 360;
        }
    </script>
</body>

</html>

 

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  • 1 month later...
  • 7 months later...
  • 3 months later...

Snake 2D Game rewritten in TypeScript and WebGL from tutorial: https://noobtuts.com/python/snake-game

Tools: WebGL 1.0, TypeScript, glMatrix, AMD, RequireJS

  • debugging in VSCode
  • compilation in ES5 by command in the console: tsc
  • loading AMD-modules by RequireJS

Playground
Source Code: snake2d-from-noobtuts-webgl-ts.zip

Snake2D_2.png.b7099ed16baaea70ea0be0b4c4e8a159.png

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I know how to improve workflow, productive of coding and code quality of our web Applications and Games. We can write specifications by Jasmine framework. I wrote a simple example how to write specs for Kata from CodeWars in TypeScript. It may be usefull for JS-developers too. See my short description and project on GitHub: https://goo.gl/DsuLXY This is an example how to run Jasmine Unit Tests in TS on Playground: https://goo.gl/Jrk6Zk I will rewrite my Snake Game to 3D with Unit Tests. I will give you a link on GitHub. Happy Coding!
grasshopper-summation-tdd-ts-200x500.png.da699ed9a483519f95dba238fa0faffe.png
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  • 1 month later...

Textured Rectangle with Transforms using ES5, WebGL 1.0, glMatrix

Playground

textured-rect-with-transforms-webgl-es5-webgl.png.fbbfe189461679d608a73760632aabec.png

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <meta http-equiv="X-UA-Compatible" content="ie=edge">
    <title>Textured Rectangle with Transforms using WebGL 1.0, ES5</title>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js"></script>
    <style>
        #renderCanvas {
            border: 5px solid #aaaaaa;
        }
    </style>
</head>

<body>
    <canvas id="renderCanvas" width="250" height="250"></canvas>

    <script>
        var vertexShaderSource =
            `
            attribute vec2 a_Position;
            attribute vec2 a_TexCoord;
            uniform mat4 u_ModelMatrix;
            varying vec2 v_TexCoord;

            void main()
            {
                gl_Position = u_ModelMatrix * vec4(a_Position, 0.0, 1.0);
                v_TexCoord = a_TexCoord;
            }`;

        var fragmentShaderSource =
            `
            precision mediump float;
            uniform sampler2D u_Sampler;
            varying vec2 v_TexCoord;

            void main()
            {
                gl_FragColor = texture2D(u_Sampler, v_TexCoord);
            }`;

        var gl = document.getElementById("renderCanvas").getContext("webgl");

        var vShader = gl.createShader(gl.VERTEX_SHADER);
        gl.shaderSource(vShader, vertexShaderSource);
        gl.compileShader(vShader);

        var fShader = gl.createShader(gl.FRAGMENT_SHADER);
        gl.shaderSource(fShader, fragmentShaderSource);
        gl.compileShader(fShader);

        var program = gl.createProgram();
        gl.attachShader(program, vShader);
        gl.attachShader(program, fShader);
        gl.linkProgram(program);
        gl.useProgram(program);

        var verticesAndTexCoords = new Float32Array([
            -0.5, 0.5, 0.0, 1.0,    // (x, y), (u, v)
            -0.5, -0.5, 0.0, 0.0,
            0.5, 0.5, 1.0, 1.0,
            0.5, -0.5, 1.0, 0.0
        ]);

        var vbo = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
        gl.bufferData(gl.ARRAY_BUFFER, verticesAndTexCoords, gl.STATIC_DRAW);

        var FSIZE = verticesAndTexCoords.BYTES_PER_ELEMENT;

        var a_Position = gl.getAttribLocation(program, "a_Position");
        gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 4 * FSIZE, 0);
        gl.enableVertexAttribArray(a_Position);

        var a_TexCoord = gl.getAttribLocation(program, "a_TexCoord");
        gl.vertexAttribPointer(a_TexCoord, 2, gl.FLOAT, false, 4 * FSIZE, 2 * FSIZE);
        gl.enableVertexAttribArray(a_TexCoord);

        gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);

        // Allows transperency with textures.
        gl.enable(gl.BLEND);
        gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

        var image = new Image();

        image.onload = function()
        {
            gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
            gl.activeTexture(gl.TEXTURE0);

            var texture = gl.createTexture();
            gl.bindTexture(gl.TEXTURE_2D, texture);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);

            var u_Sampler = gl.getUniformLocation(program, "u_Sampler");
            gl.uniform1i(u_Sampler, 0);

            var modelMatrix = mat4.create();
            mat4.translate(modelMatrix, modelMatrix, vec3.fromValues(0, 0.5, 0));
            mat4.rotateZ(modelMatrix, modelMatrix, 20.0 * Math.PI / 180.0);
            mat4.scale(modelMatrix, modelMatrix, vec3.fromValues(1 * 2.0, 1, 1));

            var u_ModelMatrix = gl.getUniformLocation(program, "u_ModelMatrix");
            gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix);

            gl.clearColor(0.898, 0.984, 0.905, 1.0);
            gl.clear(gl.COLOR_BUFFER_BIT);

            gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
        }
        image.crossOrigin = "";
        image.src = "https://dl.dropboxusercontent.com/s/nxvziah1a7n9txd/256px-WebGL_Logo.svg.png";
    </script>
</body>

</html>

 

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Textured Rectangle with Transforms using Webgl2, glMatrix, and TypeScript

Playground: https://plnkr.co/edit/OxENcZjrW1SeaGi3ncy9?p=preview

Source code: textured-rect-with-transforms-webgl2-typescript.zip

textured-rect-with-transforms-webgl-es5-webgl.png.4be7928c3195e9da7472967225a59a37.png

index.html

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <meta http-equiv="X-UA-Compatible" content="ie=edge">
    <title>Textured Rectangle with Transforms using WebGL 2.0, glMatrix, and TypeScript</title>
    <script data-main="dist/RequireConfig" src="https://cdnjs.cloudflare.com/ajax/libs/require.js/2.3.6/require.min.js"></script>
    <link rel="stylesheet" href="css/style.css">
</head>

<body>
    <canvas id="renderCanvas" width="250" height="250"></canvas>
</body>

</html>

style.css

#renderCanvas {
    border: 5px solid #aaaaaa;
}

Program.ts

import { Scene } from "./Scene";

class Program
{
    public static Main(): void
    {
        let scene = new Scene("renderCanvas");
    }
}
Program.Main();

RequireConfig.ts

requirejs.config({
    baseUrl: "dist",
    paths: {
        "gl-matrix": "https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min"
    }
});

requirejs(["Program"], (Program) =>
{

});

Scene.ts

import { ShaderProgram } from "./ShaderProgram";
import { mat4, vec3 } from "gl-matrix";

export class Scene
{
    private _shaderProgram: ShaderProgram;

    public constructor(canvasName: string)
    {
        this._shaderProgram = new ShaderProgram(canvasName);
        let gl = this._shaderProgram.GetGL();

        this.Init();
    }

    private Init()
    {
        var verticesAndTexCoords = new Float32Array([
            -0.5, 0.5, 0.0, 1.0,    // (x, y), (u, v)
            -0.5, -0.5, 0.0, 0.0,
            0.5, 0.5, 1.0, 1.0,
            0.5, -0.5, 1.0, 0.0
        ]);

        let gl = this._shaderProgram.GetGL();
        let program = this._shaderProgram.GetProgram();

        let vbo = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
        gl.bufferData(gl.ARRAY_BUFFER, verticesAndTexCoords, gl.STATIC_DRAW);

        let FSIZE = verticesAndTexCoords.BYTES_PER_ELEMENT;

        let a_Position = gl.getAttribLocation(program, "a_Position");
        gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 4 * FSIZE, 0);
        gl.enableVertexAttribArray(a_Position);

        let a_TexCoord = gl.getAttribLocation(program, "a_TexCoord");
        gl.vertexAttribPointer(a_TexCoord, 2, gl.FLOAT, false, 4 * FSIZE, 2 * FSIZE);
        gl.enableVertexAttribArray(a_TexCoord);

        gl.enable(gl.BLEND);
        gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

        let image = new Image();
        image.onload = () => { this.OnImageLoaded(image); };
        image.crossOrigin = "";
        image.src = "https://dl.dropboxusercontent.com/s/nxvziah1a7n9txd/256px-WebGL_Logo.svg.png";
    }

    private OnImageLoaded(image: HTMLImageElement)
    {
        let gl = this._shaderProgram.GetGL();
        let program = this._shaderProgram.GetProgram();

        gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
        gl.activeTexture(gl.TEXTURE0);

        var texture = gl.createTexture();
        gl.bindTexture(gl.TEXTURE_2D, texture);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);

        var u_Sampler = gl.getUniformLocation(program, "u_Sampler");
        gl.uniform1i(u_Sampler, 0);

        var modelMatrix = mat4.create();
        mat4.translate(modelMatrix, modelMatrix, vec3.fromValues(0, 0.5, 0));
        mat4.rotateZ(modelMatrix, modelMatrix, 20.0 * Math.PI / 180.0);
        mat4.scale(modelMatrix, modelMatrix, vec3.fromValues(1 * 2.0, 1, 1));

        var u_ModelMatrix = gl.getUniformLocation(program, "u_ModelMatrix");
        gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix);

        gl.clearColor(0.898, 0.984, 0.905, 1.0);
        gl.clear(gl.COLOR_BUFFER_BIT);

        gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
    }
}

ShaderProgram.ts


export class ShaderProgram
{
    private _gl: WebGLRenderingContext;
    private _program: WebGLProgram;

    private _vertexShaderSource =
    `#version 300 es

    in vec2 a_Position;
    in vec2 a_TexCoord;
    uniform mat4 u_ModelMatrix;
    out vec2 v_TexCoord;

    void main()
    {
        gl_Position = u_ModelMatrix * vec4(a_Position, 0.0, 1.0);
        v_TexCoord = a_TexCoord;
    }`;

    private _fragmentShaderSource =
    `#version 300 es

    precision mediump float;
    uniform sampler2D u_Sampler;
    in vec2 v_TexCoord;
    out vec4 fragColor;

    void main()
    {
        fragColor = texture(u_Sampler, v_TexCoord);
    }`;

    public constructor(canvasName: string)
    {
        let canvas = document.getElementById(canvasName) as HTMLCanvasElement;
        this._gl = canvas.getContext("webgl2") as WebGLRenderingContext;

        let gl = this._gl;

        let vShader = gl.createShader(gl.VERTEX_SHADER);
        gl.shaderSource(vShader, this._vertexShaderSource);
        gl.compileShader(vShader);

        let fShader = gl.createShader(gl.FRAGMENT_SHADER);
        gl.shaderSource(fShader, this._fragmentShaderSource);
        gl.compileShader(fShader);

        this._program = gl.createProgram();
        gl.attachShader(this._program, vShader);
        gl.attachShader(this._program, fShader);
        gl.linkProgram(this._program);
        gl.useProgram(this._program);
    }

    public GetGL(): WebGLRenderingContext
    {
        return this._gl;
    }

    public GetProgram(): WebGLProgram
    {
        return this._program;
    }
}

package.json

{
  "name": "textured-rect-with-transforms-webgl2-typescript",
  "version": "1.0.0",
  "description": "",
  "main": "index.js",
  "scripts": {
    "test": "echo \"Error: no test specified\" && exit 1"
  },
  "keywords": [],
  "author": "",
  "license": "ISC",
  "devDependencies": {
    "@types/gl-matrix": "^2.4.4",
    "@types/requirejs": "^2.1.31"
  }
}

tsconfig.json

{
    "compilerOptions": {
        "module": "amd",
        "sourceMap": true,
        "outDir": "dist",
        "target": "es5"
    },
    "exclude": [
        "node_modules"
    ]
}

 

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  • 1 year later...

Draw line. WebGL 1.0, TypeScript, glMatrix, jQuery, TypeScript

Playground: https://plnkr.co/edit/maq1F4JpXXulm9R8?preview
Source Code: draw-line-webgl10-ts.rar

draw-line-webgl10-ts.png.5ba996c86bbadd3c05ccf5c7ad7f1a47.png

index.html

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">

    <title>Line. WebGL 1.0, TypeScript</title>

    <script data-main="js/RequireConfig"
        src="https://cdnjs.cloudflare.com/ajax/libs/require.js/2.3.6/require.min.js"></script>
</head>

<body>
    <canvas id="renderCanvas" width="300" height="300"></canvas>
</body>

</html>

Main.ts


import * as $ from "jquery";
import { mat4 } from "gl-matrix";

$(() =>
{
    // Get WebGL context
    let canvas = document.getElementById("renderCanvas") as HTMLCanvasElement;
    let gl = canvas.getContext("webgl");

    let vShaderSource = [
        "attribute vec3 aPosition;",
        "uniform mat4 uProjMatrix;",
        "void main()",
        "{",
        "    gl_Position = uProjMatrix * vec4(aPosition, 1.0);",
        "}"
    ].join("\n");

    let fShaderSource = [
        "void main()",
        "{",
        "    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);",
        "}"
    ].join("\n");

    let vShader = gl.createShader(gl.VERTEX_SHADER);
    gl.shaderSource(vShader, vShaderSource);
    gl.compileShader(vShader);
    let vMessage = gl.getShaderInfoLog(vShader);
    if (vMessage.length > 0) console.log("Verex Shader Error: " + vMessage);

    let fShader = gl.createShader(gl.FRAGMENT_SHADER);
    gl.shaderSource(fShader, fShaderSource);
    gl.compileShader(fShader);
    let fMessage = gl.getShaderInfoLog(fShader);
    if (fMessage.length > 0) console.log("Fragment Shader Error: " + fMessage);

    let program = gl.createProgram();
    gl.attachShader(program, vShader);
    gl.attachShader(program, fShader);
    gl.linkProgram(program);
    let progMessage = gl.getProgramInfoLog(program);
    if (progMessage.length > 0) console.log("Failed to link a program: " + progMessage);
    gl.useProgram(program);

    let vertexPositions = [
        0.0, 0.0, 0.0,
        70, 70, 0.0
    ];
    
    let vertexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPositions), gl.STATIC_DRAW);

    let aPositionLocation = gl.getAttribLocation(program, "aPosition");
    if (aPositionLocation < 0) console.log ("Failed to get a aPosition location");
    gl.vertexAttribPointer(aPositionLocation, 3, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(aPositionLocation);

    let aProjMatrixLocation = gl.getUniformLocation(program, "uProjMatrix");
    if (!aProjMatrixLocation) console.log("Failed to get a uProjMatrix location");
    let projMatrix = mat4.ortho(mat4.create(), -100, 100, -100, 100, 10, -10);
    gl.uniformMatrix4fv(aProjMatrixLocation, false, projMatrix);

    gl.clearColor(0.9, 0.9, 0.9, 1.0);
    gl.clear(gl.COLOR_BUFFER_BIT);
    gl.drawArrays(gl.LINES, 0, 2);
});

RequireConfig.ts

requirejs.config({
    baseUrl: "js",
    paths: {
        "jquery": "https://cdnjs.cloudflare.com/ajax/libs/jquery/3.5.0/jquery.min",
        "gl-matrix": "https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min"
    }
});

requirejs(["Main"], () => { });

tsconfig.json

{
    "compilerOptions": {
        "target": "ES5",
        "module": "AMD",
        "sourceMap": true,
        "outDir": "public/js"
    },
    "include": [
        "src/**/*.ts"
    ],
    "exclude": [
        "node_modules/*"
    ]
}

package.json

{
  "name": "draw-line-webgl10-ts",
  "version": "1.0.0",
  "description": "",
  "main": "index.js",
  "scripts": {
    "test": "echo \"Error: no test specified\" && exit 1",
    "build": "tsc -p tsconfig.json"
  },
  "keywords": [],
  "author": "",
  "license": "ISC",
  "devDependencies": {
    "@types/gl-matrix": "^2.4.5",
    "@types/jquery": "^3.3.35",
    "@types/requirejs": "^2.1.31"
  }
}

 

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Draw line. WebGL 2.0, TypeScript, glMatrix, jQuery, TypeScript

Playground: https://plnkr.co/edit/6LDFAX2e8Dc0QCIo?preview
Source Code: draw-line-webgl20-ts.rar

draw-line-webgl20-ts.png.c05bc782f9c5558853c4fa0be1c9e159.png

index.html

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">

    <title>Line. WebGL 2.0, TypeScript</title>

    <script data-main="js/RequireConfig"
        src="https://cdnjs.cloudflare.com/ajax/libs/require.js/2.3.6/require.min.js"></script>
</head>

<body>
    <canvas id="renderCanvas" width="300" height="300"></canvas>
</body>

</html>

Main.ts


import * as $ from "jquery";
import { mat4 } from "gl-matrix";

$(() =>
{
    // Get WebGL context
    let canvas = document.getElementById("renderCanvas") as HTMLCanvasElement;
    let gl = canvas.getContext("webgl2");

    let vShaderSource = [
        "#version 300 es",
        "layout(location = 0) in vec3 aPosition;",
        "uniform mat4 uProjMatrix;",
        "void main()",
        "{",
        "    gl_Position = uProjMatrix * vec4(aPosition, 1.0);",
        "}"
    ].join("\n");

    let fShaderSource = [
        "#version 300 es",
        "precision mediump float;",
        "out vec4 fragColor;",
        "void main()",
        "{",
        "    fragColor = vec4(1.0, 0.0, 0.0, 1.0);",
        "}"
    ].join("\n");

    let vShader = gl.createShader(gl.VERTEX_SHADER);
    gl.shaderSource(vShader, vShaderSource);
    gl.compileShader(vShader);
    let vMessage = gl.getShaderInfoLog(vShader);
    if (vMessage.length > 0) console.log("Verex Shader Error: " + vMessage);

    let fShader = gl.createShader(gl.FRAGMENT_SHADER);
    gl.shaderSource(fShader, fShaderSource);
    gl.compileShader(fShader);
    let fMessage = gl.getShaderInfoLog(fShader);
    if (fMessage.length > 0) console.log("Fragment Shader Error: " + fMessage);

    let program = gl.createProgram();
    gl.attachShader(program, vShader);
    gl.attachShader(program, fShader);
    gl.linkProgram(program);
    let progMessage = gl.getProgramInfoLog(program);
    if (progMessage.length > 0) console.log("Failed to link a program: " + progMessage);
    gl.useProgram(program);

    let vertexPositions = [
        0.0, 0.0, 0.0,
        70, 70, 0.0
    ];
    
    let vertexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPositions), gl.STATIC_DRAW);

    let aPositionLocation = gl.getAttribLocation(program, "aPosition");
    if (aPositionLocation < 0) console.log ("Failed to get a aPosition location");
    gl.vertexAttribPointer(aPositionLocation, 3, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(aPositionLocation);

    let aProjMatrixLocation = gl.getUniformLocation(program, "uProjMatrix");
    if (!aProjMatrixLocation) console.log("Failed to get a uProjMatrix location");
    let projMatrix = mat4.ortho(mat4.create(), -100, 100, -100, 100, 10, -10);
    gl.uniformMatrix4fv(aProjMatrixLocation, false, projMatrix);

    gl.clearColor(0.9, 0.9, 0.9, 1.0);
    gl.clear(gl.COLOR_BUFFER_BIT);
    gl.drawArrays(gl.LINES, 0, 2);
});

RequireConfig.ts

requirejs.config({
    baseUrl: "js",
    paths: {
        "jquery": "https://cdnjs.cloudflare.com/ajax/libs/jquery/3.5.0/jquery.min",
        "gl-matrix": "https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min"
    }
});

requirejs(["Main"], () => { });

tsconfig.json

{
    "compilerOptions": {
        "target": "ES5",
        "module": "AMD",
        "sourceMap": true,
        "outDir": "public/js"
    },
    "include": [
        "src/**/*.ts"
    ],
    "exclude": [
        "node_modules/*"
    ]
}

package.json

{
  "name": "draw-line-webgl10-ts",
  "version": "1.0.0",
  "description": "",
  "main": "index.js",
  "scripts": {
    "test": "echo \"Error: no test specified\" && exit 1",
    "build": "tsc -p tsconfig.json"
  },
  "keywords": [],
  "author": "",
  "license": "ISC",
  "devDependencies": {
    "@types/gl-matrix": "^2.4.5",
    "@types/jquery": "^3.3.35",
    "@types/requirejs": "^2.1.31"
  }
}

 

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  • 1 year later...

Loading a cube from gltf 2.0 and draw it in pure WebGL

Sandbox: https://plnkr.co/edit/BYseznZdUBTrUmRa?preview

Source code: load-cube-from-gltf2-webgl-js.zip

image.png.5035fe687cf0ddc7c6d50dc49aa9f7c3.png

index.html

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Loading a cube from gltf 2.0. WebGL, JavaScript</title>
    <script src="https://cdn.jsdelivr.net/npm/[email protected]/gl-matrix-min.js"></script>
</head>

<body>
    <canvas id="renderCanvas" width="400" height="400"></canvas>
    <script>
        loadFile("assets/BoxBlender3.gltf", (content) =>
        {
            const gltf = JSON.parse(content);

            loadBin("assets/BoxBlender3.bin", (binData) =>
            {
                const canvas = document.getElementById("renderCanvas");
                const gl = canvas.getContext("webgl");

                gl.enable(gl.DEPTH_TEST);

                const vertShaderSource =
                    `attribute vec4 aPosition;
                    attribute vec4 aNormal;
                    uniform mat4 uMvpMatrix;
                    uniform mat4 uModelMatrix;
                    uniform mat4 uNormalMatrix;
                    varying vec3 vPosition;
                    varying vec3 vNormal;
                    void main()
                    {
                        gl_Position = uMvpMatrix * aPosition;
                        vPosition = vec3(uModelMatrix * aPosition);
                        vNormal = normalize(vec3(uNormalMatrix * aNormal));
                    }`;

                const fragShaderSource =
                    `precision mediump float;
                    const vec3 lightColor = vec3(1.0, 1.0, 1.0);
                    const vec3 ambientLight = vec3(0.2, 0.2, 0.2);
                    uniform vec3 uLightPosition;
                    varying vec3 vPosition;
                    varying vec3 vNormal;
                    void main()
                    {
                        vec4 color = vec4(0.5, 1.0, 0.5, 1.0);
                        vec3 normal = normalize(vNormal);
                        vec3 lightDirection = normalize(uLightPosition - vPosition);
                        float nDotL = max(dot(lightDirection, normal), 0.0);
                        vec3 diffuse = lightColor * color.rgb * nDotL;
                        vec3 ambient = ambientLight * color.rgb;
                        gl_FragColor = vec4(diffuse + ambient, color.a);
                    }`;

                const vShader = gl.createShader(gl.VERTEX_SHADER);
                gl.shaderSource(vShader, vertShaderSource);
                gl.compileShader(vShader);
                let ok = gl.getShaderParameter(vShader, gl.COMPILE_STATUS);
                if (!ok) { console.log("vert: " + gl.getShaderInfoLog(vShader)); };

                const fShader = gl.createShader(gl.FRAGMENT_SHADER);
                gl.shaderSource(fShader, fragShaderSource);
                gl.compileShader(fShader);
                ok = gl.getShaderParameter(vShader, gl.COMPILE_STATUS);
                if (!ok) { console.log("frag: " + gl.getShaderInfoLog(fShader)); };

                const program = gl.createProgram();
                gl.attachShader(program, vShader);
                gl.attachShader(program, fShader);
                gl.bindAttribLocation(program, 0, "aPosition");
                gl.bindAttribLocation(program, 1, "aNormal");
                gl.linkProgram(program);
                ok = gl.getProgramParameter(program, gl.LINK_STATUS);
                if (!ok) { console.log("link: " + gl.getProgramInfoLog(program)); };
                gl.useProgram(program);

                // Create a cube
                //    v6----- v5
                //   /|      /|
                //  v1------v0|
                //  | |     | |
                //  | |v7---|-|v4
                //  |/      |/
                //  v2------v3

                // const vertPositions = [
                //     0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, // v0-v1-v2-v3 front
                //     0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, // v0-v3-v4-v5 right
                //     0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, // v0-v5-v6-v1 up
                //     -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, // v1-v6-v7-v2 left
                //     -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, // v7-v4-v3-v2 down
                //     0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5 // v4-v7-v6-v5 back
                // ];
                const vertPosBuffer = gl.createBuffer();
                gl.bindBuffer(gl.ARRAY_BUFFER, vertPosBuffer);
                // gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertPositions), gl.STATIC_DRAW);
                // const vertPosData = new Uint8Array(binData, 0, 288);
                const vertPosData = new Float32Array(binData, 0, 288 / Float32Array.BYTES_PER_ELEMENT);
                gl.bufferData(gl.ARRAY_BUFFER, vertPosData, gl.STATIC_DRAW);
                gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
                gl.enableVertexAttribArray(0);

                // const normals = [
                //     0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, // v0-v1-v2-v3 front
                //     1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, // v0-v3-v4-v5 right
                //     0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, // v0-v5-v6-v1 up
                //     -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, // v1-v6-v7-v2 left
                //     0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, // v7-v4-v3-v2 down
                //     0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0 // v4-v7-v6-v5 back  
                // ];
                const normalBuffer = gl.createBuffer();
                gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
                // gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normals), gl.STATIC_DRAW);
                // const normalData = new Uint8Array(binData, 288, 288);
                const normalData = new Float32Array(binData, 288, 288 / Float32Array.BYTES_PER_ELEMENT);
                gl.bufferData(gl.ARRAY_BUFFER, normalData, gl.STATIC_DRAW);
                gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0);
                gl.enableVertexAttribArray(1);

                // const indices = [
                //     0, 1, 2, 0, 2, 3,       // front
                //     4, 5, 6, 4, 6, 7,       // right
                //     8, 9, 10, 8, 10, 11,    // up
                //     12, 13, 14, 12, 14, 15, // left
                //     16, 17, 18, 16, 18, 19, // down
                //     20, 21, 22, 20, 22, 23  // back 
                // ];
                const indexBuffer = gl.createBuffer();
                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
                // const indexData = new Uint8Array(binData, 576, 72);
                const indexData = new Uint16Array(binData, 576, 36);
                gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indexData, gl.STATIC_DRAW);

                const projMatrix = glMatrix.mat4.create();
                glMatrix.mat4.perspective(projMatrix, 55 * Math.PI / 180, 1, 0.1, 500);
                const viewMatrix = glMatrix.mat4.create();
                glMatrix.mat4.lookAt(viewMatrix, [10, 15, 20], [0, 0, 0], [0, 1, 0]);
                const projViewMatrix = glMatrix.mat4.create();
                glMatrix.mat4.mul(projViewMatrix, projMatrix, viewMatrix);

                const modelMatrix = glMatrix.mat4.create();
                glMatrix.mat4.fromTranslation(modelMatrix, [0, 0, 0]);
                glMatrix.mat4.rotate(modelMatrix, modelMatrix, 0 * Math.PI / 180, [1, 0, 0]);
                glMatrix.mat4.scale(modelMatrix, modelMatrix, [5, 5, 5]);
                const mvpMatrix = glMatrix.mat4.create();
                glMatrix.mat4.mul(mvpMatrix, projViewMatrix, modelMatrix);
                const uMvpMatrixLocation = gl.getUniformLocation(program, "uMvpMatrix");
                gl.uniformMatrix4fv(uMvpMatrixLocation, false, mvpMatrix);
                const uModelMatrixLocation = gl.getUniformLocation(program, "uModelMatrix");
                gl.uniformMatrix4fv(uModelMatrixLocation, false, modelMatrix);

                const normalMatrix = glMatrix.mat4.create();
                glMatrix.mat4.invert(normalMatrix, modelMatrix);
                glMatrix.mat4.transpose(normalMatrix, normalMatrix);
                const uNormalMatrixLocation = gl.getUniformLocation(program, "uNormalMatrix");
                gl.uniformMatrix4fv(uNormalMatrixLocation, false, normalMatrix);

                const lightPosition = glMatrix.vec3.fromValues(7, 8, 9);
                const uLightPositionLocation = gl.getUniformLocation(program, "uLightPosition");
                gl.uniform3fv(uLightPositionLocation, lightPosition);

                gl.clearColor(0.2, 0.2, 0.2, 1);
                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
                gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
            });
        });

        function loadFile(path, callback)
        {
            const xhr = new XMLHttpRequest();
            xhr.onreadystatechange = () =>
            {
                if (xhr.readyState === 4 && xhr.status != 404)
                {
                    callback(xhr.responseText);
                }
            };
            xhr.open("GET", path, true);
            xhr.send();
        }

        function loadBin(path, callback)
        {
            const xhr = new XMLHttpRequest();

            xhr.onreadystatechange = () =>
            {
                if (xhr.readyState === 4 && xhr.status != 404)
                {
                    callback(xhr.response);
                }
            };

            xhr.open("GET", path, true);
            xhr.responseType = "arraybuffer";
            xhr.send();
        }
    </script>
</body>

</html>

BoxBlender3.gltf

{
    "asset" : {
        "generator" : "Khronos glTF Blender I/O v1.7.33",
        "version" : "2.0"
    },
    "scene" : 0,
    "scenes" : [
        {
            "name" : "Scene",
            "nodes" : [
                0
            ]
        }
    ],
    "nodes" : [
        {
            "mesh" : 0,
            "name" : "Cube"
        }
    ],
    "materials" : [
        {
            "doubleSided" : true,
            "name" : "Material",
            "pbrMetallicRoughness" : {
                "baseColorFactor" : [
                    0.800000011920929,
                    0.800000011920929,
                    0.800000011920929,
                    1
                ],
                "metallicFactor" : 0,
                "roughnessFactor" : 0.4000000059604645
            }
        }
    ],
    "meshes" : [
        {
            "name" : "Cube",
            "primitives" : [
                {
                    "attributes" : {
                        "POSITION" : 0,
                        "NORMAL" : 1
                    },
                    "indices" : 2,
                    "material" : 0
                }
            ]
        }
    ],
    "accessors" : [
        {
            "bufferView" : 0,
            "componentType" : 5126,
            "count" : 24,
            "max" : [
                1,
                1,
                1
            ],
            "min" : [
                -1,
                -1,
                -1
            ],
            "type" : "VEC3"
        },
        {
            "bufferView" : 1,
            "componentType" : 5126,
            "count" : 24,
            "type" : "VEC3"
        },
        {
            "bufferView" : 2,
            "componentType" : 5123,
            "count" : 36,
            "type" : "SCALAR"
        }
    ],
    "bufferViews" : [
        {
            "buffer" : 0,
            "byteLength" : 288,
            "byteOffset" : 0
        },
        {
            "buffer" : 0,
            "byteLength" : 288,
            "byteOffset" : 288
        },
        {
            "buffer" : 0,
            "byteLength" : 72,
            "byteOffset" : 576
        }
    ],
    "buffers" : [
        {
            "byteLength" : 648,
            "uri" : "BoxBlender3.bin"
        }
    ]
}

 

Edited by 8Observer8
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Simple example of sprite animation in WebGL 2.0:

fang-sprite-animation.gif.f75c5b9a391581b8526a75a8d64157de.gif

Sprite sheet: fang-idle.png.2b846a6ee482fd7f88d6317f26f32026.png

GIMP project: fang-idle.xcf

JavaScript version, GitHub: https://github.com/8Observer8/fang-idle-sprite-animation-webgl2-js
JavaScript version, Sandbox: https://plnkr.co/edit/deINAH86rUcDgry4?preview

TypeScript version, GitHub: https://github.com/8Observer8/fang-idle-sprite-animation-webgl2-ts
TypeScript version, Sandbox: https://plnkr.co/edit/lpEfcivRWP2tKUI2?preview

index.html

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">

    <title>Fang Idle Sprite Animation. WebGL 2.0, JavaScript</title>

    <script src="https://cdn.jsdelivr.net/npm/[email protected]/gl-matrix-min.js"></script>
</head>

<body>
    <canvas id="renderCanvas" width="300" height="300"></canvas>

    <script>
        const canvas = document.getElementById("renderCanvas");
        const gl = canvas.getContext("webgl2");

        const vertShaderSrc =
            `#version 300 es
            in vec2 aPosition;
            in vec2 aTexCoord;
            uniform mat4 uMvpMatrix;
            out vec2 vTexCoord;
            void main()
            {
                gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);
                vTexCoord = aTexCoord;
            }`;

        const fragShaderSrc =
            `#version 300 es
            precision mediump float;
            uniform sampler2D uSampler;
            in vec2 vTexCoord;
            out vec4 fragColor;
            void main()
            {
                fragColor = texture(uSampler, vTexCoord);
            }`;

        const vShader = gl.createShader(gl.VERTEX_SHADER);
        gl.shaderSource(vShader, vertShaderSrc);
        gl.compileShader(vShader);
        let ok = gl.getShaderParameter(vShader, gl.COMPILE_STATUS);
        if (!ok) { console.log(gl.getShaderInfoLog(vShader));; }

        const fShader = gl.createShader(gl.FRAGMENT_SHADER);
        gl.shaderSource(fShader, fragShaderSrc);
        gl.compileShader(fShader);
        ok = gl.getShaderParameter(fShader, gl.COMPILE_STATUS);
        if (!ok) { console.log(gl.getShaderInfoLog(fShader));; }

        const program = gl.createProgram();
        gl.attachShader(program, vShader);
        gl.attachShader(program, fShader);
        gl.linkProgram(program);
        ok = gl.getProgramParameter(program, gl.LINK_STATUS);
        if (!ok) { console.log(gl.getProgramInfoLog(program)); }
        gl.useProgram(program);

        const aPositionLocation = gl.getAttribLocation(program, "aPosition");
        const aTexCoordLocation = gl.getAttribLocation(program, "aTexCoord");

        const vertPositions = [
            -0.5, -0.5, // frame 00
            0.5, -0.5,
            -0.5, 0.5,
            0.5, 0.5,
            -0.5, -0.5, // frame 01
            0.5, -0.5,
            -0.5, 0.5,
            0.5, 0.5,
            -0.5, -0.5, // frame 02
            0.5, -0.5,
            -0.5, 0.5,
            0.5, 0.5,
            -0.5, -0.5, // frame 03
            0.5, -0.5,
            -0.5, 0.5,
            0.5, 0.5
        ];
        const vertPosVBO = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vertPosVBO);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertPositions), gl.STATIC_DRAW);
        gl.vertexAttribPointer(aPositionLocation, 2, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(aPositionLocation);

        const texCoords = [
            0, 1, // frame 00
            1 / 4, 1,
            0, 0,
            1 / 4, 0,
            1 / 4, 1, // frame 01
            2 / 4, 1,
            1 / 4, 0,
            2 / 4, 0,
            2 / 4, 1, // frame 02
            3 / 4, 1,
            2 / 4, 0,
            3 / 4, 0,
            3 / 4, 1, // frame 03
            1, 1,
            3 / 4, 0,
            1, 0
        ];
        const texCoordVBO = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, texCoordVBO);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texCoords), gl.STATIC_DRAW);
        gl.vertexAttribPointer(aTexCoordLocation, 2, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(aTexCoordLocation);

        const projMatrix = glMatrix.mat4.create();
        glMatrix.mat4.ortho(projMatrix, 0, 100, 0, 100, 100, -100);

        const viewMatrix = glMatrix.mat4.create();
        glMatrix.mat4.lookAt(viewMatrix, [0, 0, 90], [0, 0, 0], [0, 1, 0]);

        const projViewMatrix = glMatrix.mat4.create();
        const mvpMatrix = glMatrix.mat4.create();
        const modelMatrix = glMatrix.mat4.create();

        glMatrix.mat4.mul(projViewMatrix, projMatrix, viewMatrix);

        const uMvpMatrixLocation = gl.getUniformLocation(program, "uMvpMatrix");
        const uSamplerLocation = gl.getUniformLocation(program, "uSampler");
        gl.uniform1i(uSamplerLocation, 0);

        gl.enable(gl.BLEND);
        gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
        gl.clearColor(0.93, 0.95, 0.98, 1);

        let currentTime, lastTime, deltaTime;
        let animationTime = 0;
        const timePeriod = 250;
        let drawingIndex = 0;

        const image = new Image();
        image.onload =
            () =>
            {
                gl.activeTexture(gl.TEXTURE0);

                const texture = gl.createTexture();
                gl.bindTexture(gl.TEXTURE_2D, texture);
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
                gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);

                glMatrix.mat4.identity(modelMatrix);
                glMatrix.mat4.translate(modelMatrix, modelMatrix, [50, 50, 0]);
                // glMatrix.mat4.rotateZ(modelMatrix, modelMatrix, 30 * Math. PI / 180);
                glMatrix.mat4.scale(modelMatrix, modelMatrix, [40, 50, 1]);
                glMatrix.mat4.mul(mvpMatrix, projViewMatrix, modelMatrix);
                gl.uniformMatrix4fv(uMvpMatrixLocation, false, mvpMatrix);

                lastTime = Date.now();
                animationLoop();
            };
        image.src = "assets/fang-idle.png";

        function animationLoop()
        {
            requestAnimationFrame(() => animationLoop());

            currentTime = Date.now();
            deltaTime = currentTime - lastTime;
            lastTime = currentTime;

            animationTime += deltaTime;
            if (animationTime >= timePeriod)
            {
                animationTime = 0;

                gl.clear(gl.COLOR_BUFFER_BIT);
                gl.drawArrays(gl.TRIANGLE_STRIP, drawingIndex, 4);

                drawingIndex += 4;
                if (drawingIndex >= 16) { drawingIndex = 0; }
            }
        }
    </script>
</body>

</html>

 

Edited by 8Observer8
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  • 2 months later...
  • 1 month later...
  • 5 months later...

Using glMatrix as an ES6 module

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <title>Example</title>
</head>

<body>
    <script type="importmap">
        {
            "imports": {
                "gl-matrix": "https://cdn.skypack.dev/[email protected]"
            }
        }
    </script>

    <script type="module">
        import { mat4, vec3, glMatrix } from "gl-matrix";

        function main() {
            // Conversion from degrees to radians
            const rad = glMatrix.toRadian(180);
            console.log(`radians = ${rad}`);
            // output: radians = 3.141592653589793

            // Identity matrix
            const m = mat4.create();
            console.log(`matrix = ${m}`);
            // output: matrix = 1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1

            // Vector addition
            const a = vec3.fromValues(1, 2, 3);
            const b = vec3.fromValues(4, 5, 6);
            const result = vec3.create();
            vec3.add(result, a, b);
            console.log(`result = ${result}`);
            // output: result = 5,7,9
        }
        main();
    </script>
</body>

</html>

 

Edited by 8Observer8
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  • 4 weeks later...

Load a texture using Promise, draw a triangle and import glMatrix as ES6-module

 

image.png.e1640087dde061eb1f8203406523e1c8.png

index.html

<!DOCTYPE html>

<html lang="en">

<head>
    <meta charset="UTF-8">
    <title>Example</title>
</head>

<body>
    <canvas id="renderCanvas" width="400" height="400"></canvas>

    <script type="importmap">
        {
            "imports": {
                "gl-matrix": "https://cdn.skypack.dev/[email protected]"
            }
        }
    </script>

    <script type="module">
        import { vec3 } from "gl-matrix";

        const gl = document.getElementById("renderCanvas").getContext("webgl");
        gl.clearColor(0.2, 0.2, 0.2, 1);

        const vertShaderSrc =
            `attribute vec3 aPosition;
            attribute vec2 aTexCoord;
            varying vec2 vTexCoord;
            void main() {
                gl_Position = vec4(aPosition, 1.0);
                vTexCoord = aTexCoord;
            }`;

        const fragShaderSrc =
            `precision mediump float;
            uniform sampler2D uSampler;
            varying vec2 vTexCoord;
            void main() {
                gl_FragColor = texture2D(uSampler, vTexCoord);
            }`;

        const vShader = gl.createShader(gl.VERTEX_SHADER);
        gl.shaderSource(vShader, vertShaderSrc);
        gl.compileShader(vShader);
        // console.log(gl.getShaderInfoLog(vShader));
        const fShader = gl.createShader(gl.FRAGMENT_SHADER);
        gl.shaderSource(fShader, fragShaderSrc);
        gl.compileShader(fShader);
        // console.log(gl.getShaderInfoLog(fShader));
        const program = gl.createProgram();
        gl.attachShader(program, vShader);
        gl.attachShader(program, fShader);
        gl.bindAttribLocation(program, 0, "aPosition");
        gl.bindAttribLocation(program, 1, "aTexCoord");
        gl.linkProgram(program);
        // console.log(gl.getProgramInfoLog(program));
        gl.useProgram(program);

        const vertPositions = [
            -0.5, -0.5, 0,
            0.5, -0.5, 0,
            0, 0.5, 0
        ];
        const vertPosBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vertPosBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertPositions),
            gl.STATIC_DRAW);
        gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(0);

        const texCoords = [
            0, 1,
            1, 1,
            0.5, 0
        ];
        const texCoordBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texCoords),
            gl.STATIC_DRAW);
        gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(1);

        function loadImage(url) {
            return new Promise(resolve => {
                const image = new Image();
                image.onload = () => {
                    resolve(image);
                };
                image.src = url;
            });
        }

        function draw() {
            gl.clear(gl.COLOR_BUFFER_BIT);
            gl.drawArrays(gl.TRIANGLES, 0, 3);
        }

        async function load() {
            const path = "TexturesCom_Wood_ParquetStrip_512_albedo.png";
            const image = await loadImage(path);
            const texture = gl.createTexture();
            gl.bindTexture(gl.TEXTURE_2D, texture);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE,
                image);

            draw();
        }

        load();
    </script>
</body>

</html>

 

Edited by 8Observer8
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Load Ammo.js and a texture using Promise. WebGL, JavaScript

index.html

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Load Ammo.js and a texture using Promise. Rollup, WebGL, JavaScript</title>
</head>

<body>
    <canvas id="renderCanvas" width="300" height="300"></canvas>

    <script type="importmap">
        {
            "imports": {
                "gl-matrix": "https://cdn.skypack.dev/[email protected]",
                "ammo-es": "https://dl.dropboxusercontent.com/s/1os9vvoo1pa3ajk/ammo-es.js"
            }
        }
    </script>

    <script type="module" src="./js/main.js"></script>
</body>

</html>

init-ammo.js

import AmmoLib from "ammo-es";

export let Ammo = null;
export let world = null;

export function initAmmo() {
    return new Promise(resolve => {
        AmmoLib().then((re) => {
            Ammo = re;

            const collisionConfiguration = new Ammo.btDefaultCollisionConfiguration();
            const dispatcher = new Ammo.btCollisionDispatcher(collisionConfiguration);
            const overlappingPairCache = new Ammo.btDbvtBroadphase();
            const solver = new Ammo.btSequentialImpulseConstraintSolver();

            world = new Ammo.btDiscreteDynamicsWorld(dispatcher, overlappingPairCache,
                solver, collisionConfiguration);
            world.setGravity(new Ammo.btVector3(0, -10, 0));

            resolve();
        });
    });
}

load-texture.js

import { gl } from "./webgl-context.js";

export default function loadTexture(url) {
    return new Promise(resolve => {
        const image = new Image();
        image.onload = () => {
            const texture = gl.createTexture();
            gl.bindTexture(gl.TEXTURE_2D, texture);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
            resolve(texture);
        };
        image.src = url;
    });
}

main.js

import { vec3, mat4 } from "gl-matrix";
import { gl, initWebGLContext } from "./webgl-context.js";
import { Ammo, world, initAmmo } from "./init-ammo.js";
import loadTexture from "./load-texture.js";

async function init() {
    // Initialize the WebGL context
    if (!initWebGLContext("renderCanvas")) return;
    gl.clearColor(0.2, 0.2, 0.4, 1);
    gl.clear(gl.COLOR_BUFFER_BIT);

    // Init Ammo.js and print a gravity
    await initAmmo();
    const gravity = world.getGravity();
    console.log(gravity.x(), gravity.y(), gravity.z());

    // Load a texture
    const texture = await loadTexture("./assets/floor.png");
    console.log(texture);

    // Create a vector and a matrix
    const v = vec3.fromValues(1, 2, 3);
    console.log("v =", v);
    const m = mat4.create();
    console.log("m =", m);
}

init();

webgl-context.js

export let gl = null;

export function initWebGLContext(canvasName) {
    const canvas = document.getElementById(canvasName);
    if (canvas === null) {
        console.log(`Failed to get a canvas element with the name "${canvasName}"`);
        return false;
    }
    gl = canvas.getContext("webgl", { alpha: false, premultipliedAlpha: false });
    return true;
}

 

Edited by 8Observer8
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  • 2 weeks later...

Five-pointed star in WebGL1 and JavaScript

Playground: https://plnkr.co/edit/W49ndxcQemMgkAoP

image.png.ede77d643d0fd72d6ac1f09e7d9273a2.png

assets/shaders/devault.vert

attribute vec2 aPosition;
uniform mat4 uMvpMatrix;

void main() {
    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);
}

assets/shaders/devault.frag

precision mediump float;
uniform vec3 uColor;

void main() {
    gl_FragColor = vec4(uColor, 1.0);
}

index.html

<!DOCTYPE html>

<html>

<head>
    <meta charset="UTF-8">
    <title>Example</title>
</head>

<body>
    <canvas id="renderCanvas" width="300" height="300"></canvas>

    <script type="importmap">
        {
            "imports": {
                "gl-matrix": "https://cdn.skypack.dev/[email protected]"
            }
        }
    </script>

    <script type="module">
        import { mat4, vec3 } from "gl-matrix";

        let gl, program;

        function initWebGLContext(canvasName) {
            const canvas = document.getElementById(canvasName);
            if (canvas === null) {
                console.log(`Failed to get a canvas element with the name "${canvasName}"`);
                return false;
            }
            gl = canvas.getContext("webgl", { alpha: false, premultipliedAlpha: false });
            return true;
        }

        async function createShaderProgram(path, vertShaderFileName, fragShaderFileName) {
            let response = await fetch(path + vertShaderFileName);
            const vertShaderSource = await response.text();
            response = await fetch(path + fragShaderFileName);
            const fragShaderSource = await response.text();

            const vShader = gl.createShader(gl.VERTEX_SHADER);
            gl.shaderSource(vShader, vertShaderSource);
            gl.compileShader(vShader);
            let ok = gl.getShaderParameter(vShader, gl.COMPILE_STATUS);
            if (!ok) {
                console.log("vert: " + gl.getShaderInfoLog(vShader));
                return null;
            };

            const fShader = gl.createShader(gl.FRAGMENT_SHADER);
            gl.shaderSource(fShader, fragShaderSource);
            gl.compileShader(fShader);
            ok = gl.getShaderParameter(vShader, gl.COMPILE_STATUS);
            if (!ok) {
                console.log("frag: " + gl.getShaderInfoLog(fShader));
                return null;
            };

            const program = gl.createProgram();
            gl.attachShader(program, vShader);
            gl.attachShader(program, fShader);
            gl.linkProgram(program);
            ok = gl.getProgramParameter(program, gl.LINK_STATUS);
            if (!ok) {
                console.log("link: " + gl.getProgramInfoLog(program));
                return null;
            };
            gl.useProgram(program);

            return program;
        }

        async function init() {
            if (!initWebGLContext("renderCanvas")) return;

            gl.clearColor(0.8, 0.8, 0.95, 1);
            gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

            program = await createShaderProgram("assets/shaders/",
                "default.vert", "default.frag");

            const vertPositions = [
                0, 0, // 0
                0.1123, 0.1545,
                0, 0.5,
                0, 0, // 1
                0, 0.5,
                -0.1123, 0.1545
            ];
            const vertPosBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, vertPosBuffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertPositions), gl.STATIC_DRAW);

            const aPositionLocation = gl.getAttribLocation(program, "aPosition");
            gl.vertexAttribPointer(aPositionLocation, 2, gl.FLOAT, false, 0, 0);
            gl.enableVertexAttribArray(aPositionLocation);

            const projMatrix = mat4.create();
            mat4.ortho(projMatrix, -50, 50, -50, 50, -10, 10);

            const viewMatrix = mat4.create();
            mat4.lookAt(viewMatrix, [0, 0, 10], [0, 0, 0], [0, 1, 0]);

            const projViewMatrix = mat4.create();
            mat4.mul(projViewMatrix, projMatrix, viewMatrix);

            const modelMatrix = mat4.create();
            const mvpMatrix = mat4.create();
            const uMvpMatrixLocation = gl.getUniformLocation(program, "uMvpMatrix");

            const uColorLocation = gl.getUniformLocation(program, "uColor");

            gl.clear(gl.COLOR_BUFFER_BIT);

            // Star
            const radStep = 2 * Math.PI / 5;
            for (let rad = 0; rad < 2 * Math.PI; rad += radStep) {
                mat4.fromTranslation(modelMatrix, [0, 0, 0]);
                mat4.rotateZ(modelMatrix, modelMatrix, rad);
                mat4.scale(modelMatrix, modelMatrix, [50, 50, 1]);
                mat4.mul(mvpMatrix, projViewMatrix, modelMatrix);
                gl.uniformMatrix4fv(uMvpMatrixLocation, false, mvpMatrix);
                gl.uniform3fv(uColorLocation, [0.5, 0, 0]);
                gl.drawArrays(gl.TRIANGLES, 0, 6);
            }
        }

        init();
    </script>
</body>

</html>

 

Edited by 8Observer8
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