const canvas = document.getElementById('glCanvas');
const gl = canvas.getContext('webgl');
gl.enable(gl.DEPTH_TEST);
const vsSource = `
attribute vec4 aVertexPosition;
attribute vec3 aVertexNormal;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
uniform mat4 uNormalMatrix;
varying highp vec3 vNormal;
varying highp vec3 vPosition;
void main() {
gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
vNormal = (uNormalMatrix * vec4(aVertexNormal, 0.0)).xyz;
vPosition = (uModelViewMatrix * aVertexPosition).xyz;
}
`;
const fsSource = `
varying highp vec3 vNormal;
varying highp vec3 vPosition;
void main() {
highp vec3 lightDir = normalize(vec3(1.0, 1.0, 1.0));
highp vec3 normal = normalize(vNormal);
highp vec3 viewDir = normalize(-vPosition);
// Ambient
highp vec3 ambient = vec3(0.2, 0.2, 0.3);
// Diffuse
highp float diff = max(dot(normal, lightDir), 0.0);
highp vec3 diffuse = diff * vec3(0.5, 0.7, 1.0);
// Specular
highp vec3 reflectDir = reflect(-lightDir, normal);
highp float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0);
highp vec3 specular = spec * vec3(1.0, 1.0, 1.0);
highp vec3 result = ambient + diffuse + specular;
gl_FragColor = vec4(result, 1.0);
}
`;
function initShaderProgram(gl, vsSource, fsSource) {
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
return shaderProgram;
}
function loadShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
return shader;
}
// Create sphere geometry
function createSphere(radius, segments) {
const positions = [], normals = [], indices = [];
for (let lat = 0; lat <= segments; lat++) {
const theta = lat * Math.PI / segments;
const sinTheta = Math.sin(theta), cosTheta = Math.cos(theta);
for (let lon = 0; lon <= segments; lon++) {
const phi = lon * 2 * Math.PI / segments;
const sinPhi = Math.sin(phi), cosPhi = Math.cos(phi);
const x = cosPhi * sinTheta, y = cosTheta, z = sinPhi * sinTheta;
positions.push(radius * x, radius * y, radius * z);
normals.push(x, y, z);
}
}
for (let lat = 0; lat < segments; lat++) {
for (let lon = 0; lon < segments; lon++) {
const first = lat * (segments + 1) + lon;
const second = first + segments + 1;
indices.push(first, second, first + 1, second, second + 1, first + 1);
}
}
return { positions, normals, indices };
}
const sphere = createSphere(0.7, 20);
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(sphere.positions), gl.STATIC_DRAW);
const normalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(sphere.normals), gl.STATIC_DRAW);
const indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(sphere.indices), gl.STATIC_DRAW);
const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
const vertexPosition = gl.getAttribLocation(shaderProgram, 'aVertexPosition');
const vertexNormal = gl.getAttribLocation(shaderProgram, 'aVertexNormal');
const projectionMatrix = gl.getUniformLocation(shaderProgram, 'uProjectionMatrix');
const modelViewMatrix = gl.getUniformLocation(shaderProgram, 'uModelViewMatrix');
const normalMatrix = gl.getUniformLocation(shaderProgram, 'uNormalMatrix');
let rotation = 0;
function perspective(fov, aspect, near, far) {
const f = 1.0 / Math.tan(fov / 2);
return [f/aspect,0,0,0, 0,f,0,0, 0,0,(far+near)/(near-far),-1, 0,0,(2*far*near)/(near-far),0];
}
function render() {
rotation += 0.005;
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const proj = perspective(Math.PI / 4, 1, 0.1, 100);
const c = Math.cos(rotation), s = Math.sin(rotation);
const mv = [c,0,s,0, 0,1,0,0, -s,0,c,0, 0,0,-3,1];
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(vertexPosition, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vertexPosition);
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.vertexAttribPointer(vertexNormal, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vertexNormal);
gl.useProgram(shaderProgram);
gl.uniformMatrix4fv(projectionMatrix, false, proj);
gl.uniformMatrix4fv(modelViewMatrix, false, mv);
gl.uniformMatrix4fv(normalMatrix, false, mv);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.drawElements(gl.TRIANGLES, sphere.indices.length, gl.UNSIGNED_SHORT, 0);
requestAnimationFrame(render);
}
render();