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index.html
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<!DOCTYPE html>
<html>
<head>
<title></title>
<meta charset="utf-8">
</head>
<body onload="start()">
<canvas id="glcanvas" width="640" height="480"></canvas>
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 a_position;
attribute vec2 a_uv;
uniform mat4 u_matrix;
varying highp vec2 vTextureCoord;
void main() {
// Multiply the position by the matrix.
gl_Position = u_matrix * a_position;
vTextureCoord = a_uv;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
varying highp vec2 vTextureCoord;
uniform sampler2D uSampler;
void main() {
gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
// gl_FragColor = vec4(0, 1, 0, 1); // green
}
</script>
<script type="text/javascript" src="pmx.js"></script>
<script type="text/javascript">
function loadModel(url){
var oReq = new XMLHttpRequest();
oReq.open("GET", url, true);
oReq.responseType = "arraybuffer";
oReq.onload = function (oEvent) {
arrayBuffer = oReq.response; // Note: not oReq.responseText
if (arrayBuffer) {
file = new FileReader(arrayBuffer);
pmx = new PMXFile(file);
var textures = [];
pmx.loadTextures("model",function(index, image){
console.log("Texture %d loaded", index);
textures[index] = loadTexture(image);
});
console.log(pmx);
var rot = 0;
var frameFunction = function(){
rot+=0.01;
draw(pmx.vertexData,pmx.uvData,textures, pmx.materials, pmx.surfaces,0,-10,-25,rot);
requestAnimationFrame(frameFunction);
};
requestAnimationFrame(frameFunction);
}
};
oReq.send(null);
}
var gl;
var shaderProgram;
function compileShader(gl, shaderSource, shaderType) {
// Create the shader object
var shader = gl.createShader(shaderType);
// Set the shader source code.
gl.shaderSource(shader, shaderSource);
// Compile the shader
gl.compileShader(shader);
// Check if it compiled
var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!success) {
// Something went wrong during compilation; get the error
throw "could not compile shader:" + gl.getShaderInfoLog(shader);
}
return shader;
}
function createProgram(gl, vertexShader, fragmentShader) {
// create a program.
var program = gl.createProgram();
// attach the shaders.
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
// link the program.
gl.linkProgram(program);
// Check if it linked.
var success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!success) {
// something went wrong with the link
throw ("program filed to link:" + gl.getProgramInfoLog (program));
}
return program;
};
function createShaderFromScript(gl, scriptId, opt_shaderType) {
// look up the script tag by id.
var shaderScript = document.getElementById(scriptId);
if (!shaderScript) {
console.log(shaderScript);
throw("*** Error: unknown script element " + scriptId);
}
// extract the contents of the script tag.
var shaderSource = shaderScript.text;
// If we didn't pass in a type, use the 'type' from
// the script tag.
if (!opt_shaderType) {
if (shaderScript.type == "x-shader/x-vertex") {
opt_shaderType = gl.VERTEX_SHADER;
} else if (shaderScript.type == "x-shader/x-fragment") {
opt_shaderType = gl.FRAGMENT_SHADER;
} else if (!opt_shaderType) {
throw("*** Error: shader type not set");
}
}
return compileShader(gl, shaderSource, opt_shaderType);
};
function createProgramFromScripts(
gl, vertexShaderId, fragmentShaderId) {
var vertexShader = createShaderFromScript(gl, vertexShaderId);
var fragmentShader = createShaderFromScript(gl, fragmentShaderId);
return createProgram(gl, vertexShader, fragmentShader);
};
var whiteTex;
function start(){
// Get A WebGL context
var canvas = document.getElementById("glcanvas");
gl = canvas.getContext("experimental-webgl");
gl.enable(gl.DEPTH_TEST);
whiteTex = gl.createTexture();
// setup a GLSL program
shaderProgram = createProgramFromScripts(gl, "vertex-shader", "fragment-shader");
gl.useProgram(shaderProgram);
loadModel("model/model.pmx");
}
function generateVerticeBuffer(gl, vertices){
var vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
return vertexBuffer;
}
function draw(vertices, uvs, textures, materials, indices, x,y,z, rot){
gl.clearColor(0.0,0.0,0.0,1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
//Bind vertices position to shader
var vertexBuffer = generateVerticeBuffer(gl, vertices);
var positionLoc = gl.getAttribLocation(shaderProgram,"a_position");
gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 0,0);
// Texture Coordinates
var textureCoordsBuffer = generateVerticeBuffer(gl, uvs);
var textureCoordsAttrib = gl.getAttribLocation(shaderProgram, "a_uv");
gl.enableVertexAttribArray(textureCoordsAttrib);
gl.vertexAttribPointer(textureCoordsAttrib, 2, gl.FLOAT, false, 0,0);
// Triangles
var indiceBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indiceBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
// Projection Matrix
var matrixLoc = gl.getUniformLocation(shaderProgram,"u_matrix");
var matrix = matrixMultiply(makeYRotation(rot), makeTranslation(x,y,z));
gl.uniformMatrix4fv(matrixLoc, false, matrixMultiply(matrix,makePerspective(Math.PI/4,640/480,1,2000)));
var surfaces = 0;
gl.activeTexture(gl.TEXTURE0);
for(var i = 1; i < materials.length; i++){
if(materials[i].toonReference == 0){
gl.bindTexture(gl.TEXTURE_2D, textures[materials[i].textureIndex]);
gl.uniform1i(gl.getUniformLocation(shaderProgram,"uSampler"), 0);
gl.drawElements(gl.TRIANGLES, surfaces+materials[i].surfaceCount, gl.UNSIGNED_SHORT, surfaces);
if(rot == 0.01){
console.log(surfaces);
console.log(i);
console.log(materials[i]);
}
}
surfaces+=materials[i].surfaceCount;
}
}
function makePerspective(fieldOfViewInRadians, aspect, near, far) {
var f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewInRadians);
var rangeInv = 1.0 / (near - far);
return [
f / aspect, 0, 0, 0,
0, f, 0, 0,
0, 0, (near + far) * rangeInv, -1,
0, 0, near * far * rangeInv * 2, 0
];
};
function makeTranslation(tx, ty, tz) {
return [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
tx, ty, tz, 1
];
}
function makeYRotation(angleInRadians) {
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
return [
c, 0, -s, 0,
0, 1, 0, 0,
s, 0, c, 0,
0, 0, 0, 1
];
};
function matrixMultiply(a, b) {
var a00 = a[0*4+0];
var a01 = a[0*4+1];
var a02 = a[0*4+2];
var a03 = a[0*4+3];
var a10 = a[1*4+0];
var a11 = a[1*4+1];
var a12 = a[1*4+2];
var a13 = a[1*4+3];
var a20 = a[2*4+0];
var a21 = a[2*4+1];
var a22 = a[2*4+2];
var a23 = a[2*4+3];
var a30 = a[3*4+0];
var a31 = a[3*4+1];
var a32 = a[3*4+2];
var a33 = a[3*4+3];
var b00 = b[0*4+0];
var b01 = b[0*4+1];
var b02 = b[0*4+2];
var b03 = b[0*4+3];
var b10 = b[1*4+0];
var b11 = b[1*4+1];
var b12 = b[1*4+2];
var b13 = b[1*4+3];
var b20 = b[2*4+0];
var b21 = b[2*4+1];
var b22 = b[2*4+2];
var b23 = b[2*4+3];
var b30 = b[3*4+0];
var b31 = b[3*4+1];
var b32 = b[3*4+2];
var b33 = b[3*4+3];
return [a00 * b00 + a01 * b10 + a02 * b20 + a03 * b30,
a00 * b01 + a01 * b11 + a02 * b21 + a03 * b31,
a00 * b02 + a01 * b12 + a02 * b22 + a03 * b32,
a00 * b03 + a01 * b13 + a02 * b23 + a03 * b33,
a10 * b00 + a11 * b10 + a12 * b20 + a13 * b30,
a10 * b01 + a11 * b11 + a12 * b21 + a13 * b31,
a10 * b02 + a11 * b12 + a12 * b22 + a13 * b32,
a10 * b03 + a11 * b13 + a12 * b23 + a13 * b33,
a20 * b00 + a21 * b10 + a22 * b20 + a23 * b30,
a20 * b01 + a21 * b11 + a22 * b21 + a23 * b31,
a20 * b02 + a21 * b12 + a22 * b22 + a23 * b32,
a20 * b03 + a21 * b13 + a22 * b23 + a23 * b33,
a30 * b00 + a31 * b10 + a32 * b20 + a33 * b30,
a30 * b01 + a31 * b11 + a32 * b21 + a33 * b31,
a30 * b02 + a31 * b12 + a32 * b22 + a33 * b32,
a30 * b03 + a31 * b13 + a32 * b23 + a33 * b33];
}
function loadTexture(image){
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
return texture;
}
</script>
</body>
</html>