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visuals.js
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165 lines (135 loc) · 4.32 KB
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// Machine System
// Sam Gruber
// Global GL data structure
var glData = {
shaderProgram: null,
pMatrix: mat4.create(),
mvMatrix: mat4.create(),
mvMatrixStack: [],
buf: {
nodeVertexPos: null,
rackVertexCol: null,
physVertexCol: null,
virtVertexCol: null
},
view: {
x: 0,
y: 0,
z: -3000
},
tic: 0
};
var gl;
function initGL(canvas) {
try {
gl = canvas.getContext('experimental-webgl');
gl.vpWidth = canvas.width;
gl.vpHeight = canvas.height;
} catch(e) {}
if (!gl) {
alert("Could not intialize WebGL!");
}
}
function initShaders() {
var fragmentShader = getShader('frag');
var vertexShader = getShader('vert');
glData.shaderProgram = gl.createProgram();
gl.attachShader(glData.shaderProgram, vertexShader);
gl.attachShader(glData.shaderProgram, fragmentShader);
gl.linkProgram(glData.shaderProgram);
if (!gl.getProgramParameter(glData.shaderProgram, gl.LINK_STATUS)) {
alert('Could not initialize shaders');
}
gl.useProgram(glData.shaderProgram);
glData.shaderProgram.vertexPos = gl.getAttribLocation(glData.shaderProgram, 'aVertexPosition');
gl.enableVertexAttribArray(glData.shaderProgram.vertexPos);
glData.shaderProgram.vertexCol = gl.getAttribLocation(glData.shaderProgram, 'aVertexColor');
gl.enableVertexAttribArray(glData.shaderProgram.vertexCol);
glData.shaderProgram.pMatrixUniform = gl.getUniformLocation(glData.shaderProgram, 'uPMatrix');
glData.shaderProgram.mvMatrixUniform = gl.getUniformLocation(glData.shaderProgram, 'uMVMatrix');
}
function setMatrixUniforms() {
gl.uniformMatrix4fv(glData.shaderProgram.pMatrixUniform, false, glData.pMatrix);
gl.uniformMatrix4fv(glData.shaderProgram.mvMatrixUniform, false, glData.mvMatrix);
}
function mvPushMatrix() {
var copy = mat4.create();
mat4.set(glData.mvMatrix, copy);
glData.mvMatrixStack.push(copy);
}
function mvPopMatrix() {
if (glData.mvMatrixStack.length == 0) {
throw "invalid popMatrix!";
}
glData.mvMatrix = glData.mvMatrixStack.pop();
}
function initBuffers() {
glData.buf.nodeVertexPos = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, glData.buf.nodeVertexPos);
var vertices = [
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
glData.buf.nodeVertexPos.itemSize = 3;
glData.buf.nodeVertexPos.numItems = 4;
glData.buf.rackVertexCol = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, glData.buf.rackVertexCol);
colors = [];
for (var i=0; i<4; i++) {
colors = colors.concat([1.0, 0.5, 0.5, 1.0]);
}
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
glData.buf.rackVertexCol.itemSize = 4;
glData.buf.rackVertexCol.numItems = 4;
glData.buf.physVertexCol = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, glData.buf.physVertexCol);
colors = [];
for (var i=0; i<4; i++) {
colors = colors.concat([0.5, 1.0, 0.5, 1.0]);
}
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
glData.buf.physVertexCol.itemSize = 4;
glData.buf.physVertexCol.numItems = 4;
glData.buf.virtVertexCol = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, glData.buf.virtVertexCol);
colors = [];
for (var i=0; i<4; i++) {
colors = colors.concat([0.5, 0.5, 1.0, 1.0]);
}
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
glData.buf.virtVertexCol.itemSize = 4;
glData.buf.virtVertexCol.numItems = 4;
}
function drawScene(interval) {
gl.viewport(0, 0, gl.vpWidth, gl.vpHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(45, gl.vpWidth / gl.vpHeight, 0.1, 5000.0, glData.pMatrix);
mat4.identity(glData.mvMatrix);
mat4.translate(glData.mvMatrix, [glData.view.x, glData.view.y, glData.view.z]);
for (r in machinesystem.rackList) {
machinesystem.rackList[r].draw(interval);
}
}
function updateScene() {
return;
}
function doNextFrame() {
toc = new Date().getTime();
requestAnimFrame(doNextFrame);
drawScene((toc-glData.tic)/100.0);
updateScene();
glData.tic = toc;
}
function webGLStart() {
var canvas = document.getElementById('visualization');
initGL(canvas);
initShaders();
initBuffers();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
doNextFrame();
glData.tic = new Date().getTime();
}