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webgl-3d-animation

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Interactive 3D animation using WebGL showing a 2D predator prey ecology on a grid which is real-time mapped onto the surface of a 3D torus. node.js server side gives access to WAV format files which are rendered using Web Audio API

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<!DOCTYPE html> <!-- /* * Copyright (C) 2009 Apple Inc. All Rights Reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ --> <html> <head> <title>Earth and Mars</title> <script src="resources/J3DI.js"> </script> <script src="resources/J3DIMath.js" type="text/javascript"> </script> <script id="vshader" type="x-shader/x-vertex"> uniform mat4 u_modelViewProjMatrix; uniform mat4 u_normalMatrix; uniform vec3 lightDir; attribute vec3 vNormal; attribute vec4 vTexCoord; attribute vec4 vPosition; varying float v_Dot; varying vec2 v_texCoord; void main() { gl_Position = u_modelViewProjMatrix * vPosition; v_texCoord = vTexCoord.st; vec4 transNormal = u_normalMatrix * vec4(vNormal,1); v_Dot = max(dot(transNormal.xyz, lightDir), 0.0); } </script> <script id="fshader" type="x-shader/x-fragment"> #ifdef GL_ES precision mediump float; #endif uniform sampler2D sampler2d; varying float v_Dot; varying vec2 v_texCoord; void main() { vec4 color = texture2D(sampler2d,v_texCoord); color += vec4(0.1,0.1,0.1,1); gl_FragColor = vec4(color.xyz * v_Dot, color.a); } </script> <script> function init() { var gl = initWebGL("example", "vshader", "fshader", [ "vNormal", "vTexCoord", "vPosition"], [ 0, 0, 0, 1 ], 10000); gl.uniform3f(gl.getUniformLocation(gl.program, "lightDir"), 0, 0, 1); gl.uniform1i(gl.getUniformLocation(gl.program, "sampler2d"), 0); gl.enable(gl.TEXTURE_2D); gl.sphere = makeSphere(gl, 1, 30, 30); // get the images // earthTexture = loadImageTexture(gl, "resources/earthmap1k.jpg"); earthTexture = loadImageTexture(gl, "resources/world.topo.bathy.200409.3x5400x2700.jpg"); marsTexture = loadImageTexture(gl, "resources/mars500x250.png"); return gl; } width = -1; height = -1; function reshape(ctx) { var canvas = document.getElementById('example'); if (canvas.width == width && canvas.width == height) return; width = canvas.width; height = canvas.height; ctx.viewport(0, 0, width, height); ctx.perspectiveMatrix = new J3DIMatrix4(); ctx.perspectiveMatrix.perspective(30, width/height, 1, 10000); ctx.perspectiveMatrix.lookat(0,0,6, 0, 0, 0, 0, 1, 0); } function drawOne(ctx, angle, x, y, z, scale, texture) { // setup VBOs ctx.enableVertexAttribArray(0); ctx.enableVertexAttribArray(1); ctx.enableVertexAttribArray(2); ctx.bindBuffer(ctx.ARRAY_BUFFER, ctx.sphere.vertexObject); ctx.vertexAttribPointer(2, 3, ctx.FLOAT, false, 0, 0); ctx.bindBuffer(ctx.ARRAY_BUFFER, ctx.sphere.normalObject); ctx.vertexAttribPointer(0, 3, ctx.FLOAT, false, 0, 0); ctx.bindBuffer(ctx.ARRAY_BUFFER, ctx.sphere.texCoordObject); ctx.vertexAttribPointer(1, 2, ctx.FLOAT, false, 0, 0); ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, ctx.sphere.indexObject); // generate the model-view matrix var mvMatrix = new J3DIMatrix4(); mvMatrix.translate(x,y,z); mvMatrix.rotate(30, 1,0,0); mvMatrix.rotate(angle, 0,1,0); mvMatrix.scale(scale, scale, scale); // construct the normal matrix from the model-view matrix var normalMatrix = new J3DIMatrix4(mvMatrix); normalMatrix.invert(); normalMatrix.transpose(); normalMatrix.setUniform(ctx, ctx.getUniformLocation(ctx.program, "u_normalMatrix"), false); // construct the model-view * projection matrix var mvpMatrix = new J3DIMatrix4(ctx.perspectiveMatrix); mvpMatrix.multiply(mvMatrix); mvpMatrix.setUniform(ctx, ctx.getUniformLocation(ctx.program, "u_modelViewProjMatrix"), false); ctx.bindTexture(ctx.TEXTURE_2D, texture); ctx.drawElements(ctx.TRIANGLES, ctx.sphere.numIndices, ctx.UNSIGNED_SHORT, 0); } function drawPicture(ctx) { reshape(ctx); ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT); drawOne(ctx, currentAngle, -1, 0, 0, 1, earthTexture); drawOne(ctx, -currentAngle, 1, 0, 0, 0.6, marsTexture); ctx.flush(); framerate.snapshot(); currentAngle += incAngle; if (currentAngle > 360) currentAngle -= 360; } function start() { var c = document.getElementById("example"); var w = Math.floor(window.innerWidth * 0.9); var h = Math.floor(window.innerHeight * 0.9); c.width = w; c.height = h; var ctx = init(); currentAngle = 0; incAngle = 0.2; var f = function() { drawPicture(ctx) }; setInterval(f, 10); framerate = new Framerate("framerate"); } </script> <style type="text/css"> canvas { border: 2px solid black; } </style> </head> <body onload="start()"> <canvas id="example"> There is supposed to be an example drawing here, but it's not important. </canvas> <div id="framerate"></div> <div id="console"></div> </body> </html>