WebGL의 생태계
WebGL에 대한 흥미 유발?
Three.js 간단한 사용법
function webGLStart() {
var canvas = document.getElementById("canvas-id");
initGL(canvas);
initShaders()
initBuffers();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
drawScene();
}function initGL(canvas) {
try {
gl = canvas.getContext("experimental-webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch (e) {
}
if (!gl) {
alert("Could not initialise WebGL, sorry :-(");
}
}function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
}
function initBuffers() {
triangleVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
var vertices = [
0.0, 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);
triangleVertexPositionBuffer.itemSize = 3;
triangleVertexPositionBuffer.numItems = 3;
var indices = [0, 2, 1];
triangleIndexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, triangleIndexPositionBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
triangleVertexColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer);
var colors = [
1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
triangleVertexColorBuffer.itemSize = 4;
triangleVertexColorBuffer.numItems = 3;
}
WEBGL CODE(5)
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, [0, 0.0, -7.0]);
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, triangleVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
setMatrixUniforms();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, triangleIndexPositionBuffer);
gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT,0);
}function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, [0, 0.0, -7.0]);
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, triangleVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
setMatrixUniforms();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, triangleIndexPositionBuffer);
gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT,0);
}var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.BoxGeometry(1, 1, 1);
var material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
camera.position.z = 5;
var animate = function() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
};
animate();
var renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
var scene = new THREE.Scene();
scene.add(object);
scene.add(mesh);
scene.add(light);var camera =
new THREE.PerspectiveCamera(
50,
innerWidth / innerHeight,
1,
10000
);
camera.position.z = 1000;PerspectiveCamera(fov, aspect, near, far);OrthographicCamera(left, right, top, bottom, near, far);
function createMesh() {
var geometry = new THREE.SphereGeometry(200);
var material = new THREE.MeshBasicMaterial({
color: 0x1d6e99,
wireframe: true
});
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
}
AmbientLight(hex)
DirectionLight(hex, intensity, distance)
PointLightZ(color, intensity, distance)
SpotLight(color, intensity, distance, castShadow)
renderer.shadowMapEnabled = true;
light.castShadow = true;
object.castShadow = true;
object.receiveShadow = true;var texture = THREE.ImageUtils.loadTexture('any.jpg');
new THREE.MeshBasicMaterial({
map: texture
});끝