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<!DOCTYPE html>
<head>
<meta charset="utf-8"/>
<title>Кубът</title>
<script src="webgl-fmi.js"></script>
<script id="vshader" type="x-shader/x-vertex">
uniform mat4 uProjectionMatrix;
uniform mat4 uViewMatrix;
uniform mat4 uModelMatrix;
uniform bool uUseAmbient;
uniform vec3 uAmbientColor;
uniform bool uUseDiffuse;
uniform vec3 uDiffuseColor;
uniform vec3 uLightDir;
attribute vec3 aXYZ;
attribute vec3 aColor;
attribute vec3 aNormal;
varying vec3 vColor;
void main ()
{
mat4 mvMatrix = uViewMatrix * uModelMatrix;
gl_Position = uProjectionMatrix * mvMatrix * vec4(aXYZ,1);
// околна светлина
if (uUseAmbient)
vColor = uAmbientColor*aColor;
else
vColor = aColor;
// дифузно отражение
if (uUseDiffuse)
{
vec3 light = normalize(-uLightDir);
vec3 normal = vec3(normalize(mvMatrix*vec4(aNormal,0)));
vColor += aColor*uDiffuseColor*max(dot(normal,light),0.0);
}
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec3 vColor;
void main( )
{
gl_FragColor = vec4(vColor.r,vColor.gb,1);
}
</script>
<script>
function start( )
{
var canvas = document.getElementById("picasso");
canvas.addEventListener('webglcontextlost',function(event){event.preventDefault();},false);
canvas.addEventListener('webglcontextrestored',function(){init();},false);
init();
drawFrame();
}
function init()
{
gl = getContext("picasso");
glprog = getProgram("vshader","fshader");
aXYZ = gl.getAttribLocation(glprog,"aXYZ");
uProjectionMatrix = gl.getUniformLocation(glprog,"uProjectionMatrix");
uViewMatrix = gl.getUniformLocation(glprog,"uViewMatrix");
uModelMatrix = gl.getUniformLocation(glprog,"uModelMatrix");
aColor = gl.getAttribLocation(glprog,"aColor");
uAmbientColor = gl.getUniformLocation(glprog,"uAmbientColor");
uUseAmbient = gl.getUniformLocation(glprog,"uUseAmbient");
aNormal = gl.getAttribLocation(glprog,"aNormal");
uDiffuseColor = gl.getUniformLocation(glprog,"uDiffuseColor");
uUseDiffuse = gl.getUniformLocation(glprog,"uUseDiffuse");
uLightDir = gl.getUniformLocation(glprog,"uLightDir");
gl.enable(gl.DEPTH_TEST);
gl.clearColor(2/4,2/4,2/4,1);
identity();
perspective(30,gl.canvas.width/gl.canvas.height,1,40000);
gl.uniform3f(uAmbientColor,0.4,0.4,0.4);
gl.uniform1i(uUseAmbient,true);
gl.uniform3f(uDiffuseColor,1,1,1);
gl.uniform1i(uUseDiffuse,true);
gl.uniform3f(uLightDir,0,0,-1);
const CUBE_COLOR = [0,0,0];
const POSSIBLE_COLORS = [
[0,0.607,0.282] /* Зелено */, [0.725,0,0] /* Червено */, [0,0.270,0.678] /* Синьо */,
[1,0.349,0] /* Оранжево */ , [1,1,1] /* Бяло */ , [1,0.835,0] /* Жълто */];
c = [];
// тук да се генерира Куб на Рубик
for (var i = 1; i < 30; i++) {
if (i % 10 === 0) i++;
c.push(new CubePlate( i, POSSIBLE_COLORS[Math.floor(random(0,5.9))], CUBE_COLOR));
c.push(new CubePlate(-i, POSSIBLE_COLORS[Math.floor(random(0,5.9))], CUBE_COLOR));
}
}
CubePlate = function(rubikPosition, color, cubeColor) {
/* Позиционирането работи малко гадно, като най-дясната цифра определя къде е плочката
* по едно лица на куба (цифри 1 до 9), и най-лявата определя по коя абсциса ще се "придвижи" (завърти)
* стената, а знака определя дали това ще е напред или назад.
* Доста е неудобно ако трябва да се правят сметки, които ползват позициите на плочките, обаче е
* много лесно да се итерира през всичките и много лесно се изчислява позицията и завъртането. */
var sign = Math.sign(rubikPosition);
var pInd = rubikPosition % 10 * sign - 1; // индекс на плочката по страната
var cInd = Math.floor(rubikPosition * sign / 10); // индекс позиция по куба
this.position = [pInd % 3 - 1, Math.floor(pInd / 3) - 1, 1.5];
this.rotation = [((cInd === 0) * sign) * 90, ((cInd === 1 || cInd === 2) * sign + (cInd === 2)) * 90];
this.color = color;
this.cubeColor = cubeColor;
// Формата на една плочка
var v = [ [ 0.5, 0.5,0 ], [ 0.5,-0.5,0],
[-0.5,-0.5,0 ], [-0.5, 0.5,0],
[ 0.4, 0.4,0.1], [ 0.4,-0.4,0.1],
[-0.4,-0.4,0.1], [-0.4, 0.4,0.1]];
var n = [ [1,0,1], [0,-1,1], [-1,0,1], [0,1,1], [0,0,1] ];
var data = [].concat(
v[0],n[0],v[1],n[0],v[4],n[0],
v[4],n[0],v[5],n[0],v[1],n[0],
v[1],n[1],v[2],n[1],v[5],n[1],
v[5],n[1],v[6],n[1],v[2],n[1],
v[2],n[2],v[3],n[2],v[6],n[2],
v[6],n[2],v[7],n[2],v[3],n[2],
v[3],n[3],v[0],n[3],v[7],n[3],
v[7],n[3],v[4],n[3],v[0],n[3],
v[7],n[4],v[4],n[4],v[5],n[4],
v[7],n[4],v[6],n[4],v[5],n[4],
);
var buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);
this.buf = buf;
}
CubePlate.prototype.draw = function() {
pushMatrix();
xRotate(this.rotation[0]);
yRotate(this.rotation[1]);
translate(this.position);
useMatrix();
gl.bindBuffer(gl.ARRAY_BUFFER, this.buf);
gl.enableVertexAttribArray(aXYZ);
gl.vertexAttribPointer(aXYZ, 3, gl.FLOAT, false, 6*FLOATS, 0*FLOATS);
gl.enableVertexAttribArray(aNormal);
gl.vertexAttribPointer(aNormal, 3, gl.FLOAT, false, 6*FLOATS, 3*FLOATS);
gl.vertexAttrib3fv(aColor, this.cubeColor);
gl.drawArrays(gl.TRIANGLES, 0, 24);
gl.vertexAttrib3fv(aColor, this.color);
gl.drawArrays(gl.TRIANGLES, 24, 6);
popMatrix();
}
var cubePlate;
var frame = 0;
function drawFrame()
{
frame++;
gl.clear(gl.COLOR_BUFFER_BIT+gl.DEPTH_BUFFER_BIT);
lookAt([0,10,0], [0,0,0], [0,-1,1]);
xRotate(0.4); yRotate(0.5); zRotate(0.2);
// рисуване на куба
c.forEach((part) => part.draw());
requestAnimationFrame(drawFrame);
}
</script>
</head>
<body onload="start()">
<h2>Кубът</h2>
<noscript>
Искаме JavaScript, но няма!
</noscript>
<canvas id="picasso" width="600" height="400" style="border: solid;">
Искаме canvas, но няма!
</canvas>
</body>
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