void initializeGL() { jsMatrix_ = createJavaScriptMatrix4(); WMatrix4x4 worldTransform; worldTransform.lookAt(0, 0, 5, 0, 0, -1, 0, 1, 0); setJavaScriptMatrix4(jsMatrix_, worldTransform); //setClientSideWalkHandler(jsMatrix_, 1./20, 1./100); setClientSideLookAtHandler(jsMatrix_, 0, 0, 0, 0, 1, 0, 0.005, 0.005); // First, load a simple shader Shader fragmentShader = createShader(FRAGMENT_SHADER); shaderSource(fragmentShader, fragmentShaderSrc); compileShader(fragmentShader); Shader vertexShader = createShader(VERTEX_SHADER); shaderSource(vertexShader, vertexShaderSrc); compileShader(vertexShader); shaderProgram_ = createProgram(); attachShader(shaderProgram_, vertexShader); attachShader(shaderProgram_, fragmentShader); linkProgram(shaderProgram_); useProgram(shaderProgram_); vertexPositionAttribute_ = getAttribLocation(shaderProgram_, "aVertexPosition"); enableVertexAttribArray(vertexPositionAttribute_); vertexColorAttribute_ = getAttribLocation(shaderProgram_, "aVertexColor"); enableVertexAttribArray(vertexColorAttribute_); pMatrixUniform_ = getUniformLocation(shaderProgram_, "uPMatrix"); cMatrixUniform_ = getUniformLocation(shaderProgram_, "uCMatrix"); mvMatrixUniform_ = getUniformLocation(shaderProgram_, "uMVMatrix"); // Next, load a texture shader Shader texFragmentShader = createShader(FRAGMENT_SHADER); shaderSource(texFragmentShader, texFragmentShaderSrc); compileShader(texFragmentShader); Shader texVertexShader = createShader(VERTEX_SHADER); shaderSource(texVertexShader, texVertexShaderSrc); compileShader(texVertexShader); texShaderProgram_ = createProgram(); attachShader(texShaderProgram_, texVertexShader); attachShader(texShaderProgram_, texFragmentShader); linkProgram(texShaderProgram_); useProgram(texShaderProgram_); texVertexPositionAttribute_ = getAttribLocation(texShaderProgram_, "aVertexPosition"); enableVertexAttribArray(texVertexPositionAttribute_); texCoordAttribute_ = getAttribLocation(texShaderProgram_, "aTextureCoord"); enableVertexAttribArray(texCoordAttribute_); texPMatrixUniform_ = getUniformLocation(texShaderProgram_, "uPMatrix"); texCMatrixUniform_ = getUniformLocation(shaderProgram_, "uCMatrix"); texMvMatrixUniform_ = getUniformLocation(texShaderProgram_, "uMVMatrix"); texSamplerUniform_ = getUniformLocation(texShaderProgram_, "uSampler"); // Now, preload buffers triangleVertexPositionBuffer_ = createBuffer(); bindBuffer(ARRAY_BUFFER, triangleVertexPositionBuffer_); double trianglePosition[] = { 0.0, 1.0, 0.0, -1.0,-1.0, 0.0, 1.0,-1.0, 0.0 }; bufferDatafv(ARRAY_BUFFER, trianglePosition, 9, STATIC_DRAW); triangleVertexColorBuffer_ = createBuffer(); bindBuffer(ARRAY_BUFFER, triangleVertexColorBuffer_); double triangleColor[] = { 1.0,0.0,0.0,1.0, 0.0,1.0,0.0,1.0, 0.0,0.0,1.0,1.0 }; bufferDatafv(ARRAY_BUFFER, triangleColor, 12, STATIC_DRAW); squareVertexPositionBuffer_ = createBuffer(); bindBuffer(ARRAY_BUFFER, squareVertexPositionBuffer_); double squarePosition[] = { 1.0, 1.0,0.0, -1.0, 1.0,0.0, 1.0,-1.0,0.0, -1.0,-1.0,0.0 }; bufferDatafv(ARRAY_BUFFER, squarePosition, 12, STATIC_DRAW); squareVertexColorBuffer_ = createBuffer(); bindBuffer(ARRAY_BUFFER, squareVertexColorBuffer_); double squareColor[] = { 1.0,0.0,0.0,1.0, 0.0,1.0,0.0,1.0, 0.0,0.0,1.0,1.0, 0.0,1.0,1.0,1.0 }; bufferDatafv(ARRAY_BUFFER, squareColor, 16, STATIC_DRAW); squareElementBuffer_ = createBuffer(); bindBuffer(ELEMENT_ARRAY_BUFFER, squareElementBuffer_); int elements[] = { 0, 1, 2, 3 }; bufferDataiv(ELEMENT_ARRAY_BUFFER, elements, 4, STATIC_DRAW, DT_UNSIGNED_BYTE); texture_ = createTextureAndLoad("texture.jpg"); bindTexture(TEXTURE_2D, texture_); pixelStorei(UNPACK_FLIP_Y_WEBGL, true); texImage2D(TEXTURE_2D, 0, RGB, RGB, PT_UNSIGNED_BYTE, texture_); texParameteri(TEXTURE_2D, TEXTURE_MAG_FILTER, LINEAR); texParameteri(TEXTURE_2D, TEXTURE_MIN_FILTER, LINEAR); textureCoordBuffer_ = createBuffer(); bindBuffer(ARRAY_BUFFER, textureCoordBuffer_); float textureCoords[] = { 1, 1, 0, 1, 1, 0, 0, 0 }; bufferDatafv(ARRAY_BUFFER, textureCoords, 8, STATIC_DRAW); }
// The initializeGL() captures all JS commands that are to be executed // before the scene is rendered for the first time. It is executed only // once. It is re-executed when the WebGL context is restored after it // was lost. // In general, it should be used to set up shaders, create VBOs, initialize // matrices, ... void PaintWidget::initializeGL() { // In order to know where to look at, calculate the centerpoint of the // scene double cx, cy, cz; centerpoint(cx, cy, cz); // Transform the world so that we look at the centerpoint of the scene WMatrix4x4 worldTransform; worldTransform.lookAt( cx, cy, cz + 10, // camera position cx, cy, cz, // looking at 0, 1, 0); // 'up' vector // We want to be able to change the camera position client-side. In // order to do so, the world transformation matrix must be stored in // a matrix that can be manipulated from JavaScript. if (!initialized_) { initJavaScriptMatrix4(jsMatrix_); setJavaScriptMatrix4(jsMatrix_, worldTransform); // This installs a client-side mouse handler that modifies the // world transformation matrix. Like WMatrix4x4::lookAt, this works // by specifying a center point and an up direction; mouse movements // will allow the camera to be moved around the center point. setClientSideLookAtHandler(jsMatrix_, // the name of the JS matrix cx, cy, cz, // the center point 0, 1, 0, // the up direction 0.005, 0.005); // 'speed' factors // Alternative: this installs a client-side mouse handler that allows // to 'walk' around: go forward, backward, turn left, turn right, ... //setClientSideWalkHandler(jsMatrix_, 0.05, 0.005); initialized_ = true; } // First, load a simple shader Shader fragmentShader = createShader(FRAGMENT_SHADER); shaderSource(fragmentShader, fragmentShader_); compileShader(fragmentShader); Shader vertexShader = createShader(VERTEX_SHADER); shaderSource(vertexShader, vertexShader_); compileShader(vertexShader); shaderProgram_ = createProgram(); attachShader(shaderProgram_, vertexShader); attachShader(shaderProgram_, fragmentShader); linkProgram(shaderProgram_); useProgram(shaderProgram_); // Extract the references to the attributes from the shader. vertexNormalAttribute_ = getAttribLocation(shaderProgram_, "aVertexNormal"); vertexPositionAttribute_ = getAttribLocation(shaderProgram_, "aVertexPosition"); enableVertexAttribArray(vertexPositionAttribute_); enableVertexAttribArray(vertexNormalAttribute_); // Extract the references the uniforms from the shader pMatrixUniform_ = getUniformLocation(shaderProgram_, "uPMatrix"); cMatrixUniform_ = getUniformLocation(shaderProgram_, "uCMatrix"); mvMatrixUniform_ = getUniformLocation(shaderProgram_, "uMVMatrix"); nMatrixUniform_ = getUniformLocation(shaderProgram_, "uNMatrix"); // Create a Vertex Buffer Object (VBO) and load all polygon's data // (points, normals) into it. In this case we use one VBO that contains // all data (6 per point: vx, vy, vz, nx, ny, nz); alternatively you // can use multiple VBO's (e.g. one VBO for normals, one for points, // one for texture coordinates). // Note that if you use indexed buffers, you cannot have indexes // larger than 65K, due to the limitations of WebGL. objBuffer_ = createBuffer(); bindBuffer(ARRAY_BUFFER, objBuffer_); if (!useBinaryBuffers_) { // embed the buffer directly in the JavaScript stream. bufferDatafv(ARRAY_BUFFER, data.begin(), data.end(), STATIC_DRAW); } else { //Alternatively uncomment the following lines to directly transfer the array //as a binary data resource. //The binary data is prepared as a downloadable resource which is requested //by an XHR of the javascript client WMemoryResource * mem = new WMemoryResource("application/octet", this); // cast the doubles to an unsigned char array to serve it by the memory resource mem->setData( reinterpret_cast<unsigned char*>(&(data[0])), data.size() * sizeof(float)); // create client side identifier for the buffer resource and set up for preloading ArrayBuffer clientBufferResource = createAndLoadArrayBuffer(mem->generateUrl()); bufferData(ARRAY_BUFFER, clientBufferResource, STATIC_DRAW); } // Set the clear color to a transparant background clearColor(0, 0, 0, 0); // Reset Z-buffer, enable Z-buffering clearDepth(1); enable(DEPTH_TEST); depthFunc(LEQUAL); }