var canvas = document.getElementById("c");
var gl = canvas.getContext("webgl");
var ext = gl.getExtension("OES_texture_float");
if (!ext) {
alert("need OES_texture_float extension cause I'm lazy");
//return;
}
if (gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) < 2) {
alert("need to be able to access textures from vertex shaders");
//return;
}
var m4 = twgl.m4;
var v3 = twgl.v3;
var programInfo = twgl.createProgramInfo(gl, ["vshader", "fshader"]);
// Cube data
var positions = [
-1, -1, -1, // 0 lbb
+1, -1, -1, // 1 rbb 2---3
-1, +1, -1, // 2 ltb /| /|
+1, +1, -1, // 3 rtb 6---7 |
-1, -1, +1, // 4 lbf | | | |
+1, -1, +1, // 5 rbf | 0-|-1
-1, +1, +1, // 6 ltf |/ |/
+1, +1, +1, // 7 rtf 4---5
];
var positionIndices = [
3, 7, 5, 3, 5, 1, // right
6, 2, 0, 6, 0, 4, // left
6, 7, 3, 6, 3, 2, // top
0, 1, 5, 0, 5, 4, // bottom
7, 6, 4, 7, 4, 5, // front
2, 3, 1, 2, 1, 0, // back
];
var normals = [
+1, 0, 0,
-1, 0, 0,
0, +1, 0,
0, -1, 0,
0, 0, +1,
0, 0, -1,
]
var normalIndices = [
0, 0, 0, 0, 0, 0, // right
1, 1, 1, 1, 1, 1, // left
2, 2, 2, 2, 2, 2, // top
3, 3, 3, 3, 3, 3, // bottom
4, 4, 4, 4, 4, 4, // front
5, 5, 5, 5, 5, 5, // back
];
function degToRad(deg) {
return deg * Math.PI / 180;
}
var bufferInfo = twgl.createBufferInfoFromArrays(gl, {
a_positionIndex: { size: 1, data: positionIndices },
a_normalIndex: { size: 1, data: normalIndices, },
});
var textures = twgl.createTextures(gl, {
positions: {
format: gl.RGB,
type: gl.FLOAT,
height: 1,
src: positions,
min: gl.NEAREST,
mag: gl.NEAREST,
wrap: gl.CLAMP_TO_EDGE,
},
normals: {
format: gl.RGB,
type: gl.FLOAT,
height: 1,
src: normals,
min: gl.NEAREST,
mag: gl.NEAREST,
wrap: gl.CLAMP_TO_EDGE,
},
});
var xRot = degToRad(30);
var yRot = degToRad(20);
var lightDir = v3.normalize([-0.2, -0.1, 0.5]);
function draw(time) {
time *= 0.001; // convert to seconds
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
yRot = time;
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
gl.useProgram(programInfo.program);
var persp = m4.perspective(
degToRad(45),
gl.canvas.clientWidth / gl.canvas.clientHeight,
0.1, 100.0);
var mat = m4.identity();
mat = m4.translate(mat, [0.0, 0.0, -5.0]);
mat = m4.rotateX(mat, xRot);
mat = m4.rotateY(mat, yRot);
var uniforms = {
u_positions: textures.positions,
u_positionsSize: [positions.length / 3, 1],
u_normals: textures.normals,
u_normalsSize: [normals.length / 3, 1],
u_mvpMatrix: m4.multiply(persp, mat),
u_mvMatrix: mat,
u_color: [0.5, 0.8, 1, 1],
u_lightDirection: lightDir,
};
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
twgl.setUniforms(programInfo, uniforms);
twgl.drawBufferInfo(gl, bufferInfo);
requestAnimationFrame(draw);
}
requestAnimationFrame(draw);
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
<script src="//twgljs.org/dist/2.x/twgl-full.min.js"></script>
<script id="vshader" type="whatever">
attribute float a_positionIndex;
attribute float a_normalIndex;
attribute vec4 a_pos;
uniform sampler2D u_positions;
uniform vec2 u_positionsSize;
uniform sampler2D u_normals;
uniform vec2 u_normalsSize;
uniform mat4 u_mvpMatrix;
uniform mat4 u_mvMatrix;
varying vec3 v_normal;
// to index the value in the texture we need to
// compute a texture coordinate that will access
// the correct texel. To do that we need access from
// the middle of the first texel to the middle of the
// last texel.
//
// In other words if we had 3 values (and therefore
// 3 texels) we'd have something like this
//
// ------3x1 ----- texels ----------
// [ ][ ][ ]
// 0.0 |<----------------------------->| 1.0
//
// If we just did index / numValues we'd get
//
// [ ][ ][ ]
// | | |
// 0.0 0.333 0.666
//
// Which is right between texels so we add a
// a halfTexel to get this
//
// [ ][ ][ ]
// | | |
// 0.167 0.5 0.833
// note: In WebGL2 we could just use `textureFetch`
// which takes integer pixel locations
vec2 texCoordFromIndex(const float index, const vec2 textureSize) {
vec2 colRow = vec2(
mod(index, textureSize.x), // columm
floor(index / textureSize.x)); // row
return vec2((colRow + 0.5) / textureSize);
}
void main() {
vec2 ptc = texCoordFromIndex(a_positionIndex, u_positionsSize);
vec3 position = texture2D(u_positions, ptc).rgb;
vec2 ntc = texCoordFromIndex(a_normalIndex, u_normalsSize);
vec3 normal = texture2D(u_normals, ntc).rgb;
gl_Position = u_mvpMatrix * vec4(position, 1);
v_normal = (u_mvMatrix * vec4(normal, 0)).xyz;
}
</script>
<script id="fshader" type="whatever">
precision mediump float;
uniform vec4 u_color;
uniform vec3 u_lightDirection;
varying vec3 v_normal;
void main() {
float light = dot(
normalize(v_normal), u_lightDirection) * 0.5 + 0.5;
gl_FragColor = vec4(u_color.rgb * light, u_color.a);
}
</script>
<canvas id="c"></canvas>