| 1 | <html>
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| 2 |
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| 3 | <head>
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| 4 | <title>ISSM Web APP — Testing</title>
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| 5 | <meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">
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| 6 |
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| 7 |
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| 8 | <!-- CSS -->
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| 9 | <link rel="stylesheet" href="css/animate.css"/>
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| 10 | <link rel="stylesheet" href="css/jquery.ui.all.css"/>
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| 11 | <link rel="stylesheet" type="text/css" href="js/sidebar/css/blue-glass/sidebar.css" />
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| 12 | <link rel="stylesheet" href="css/mystyle.css"/>
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| 13 |
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| 14 | <!-- JavaScript -->
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| 15 | <script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
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| 16 | <script type="text/javascript" src="http://code.jquery.com/ui/1.8.13/jquery-ui.min.js"></script>
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| 17 | <script type="text/javascript" src="src/glMatrix-0.9.5.min.js"></script>
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| 18 | <script type="text/javascript" src="src/coordinate.js"></script>
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| 19 | <script type="text/javascript" src="src/color.js"></script>
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| 20 | <script type="text/javascript" src="src/webgl-utils.js"></script>
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| 21 | <script type="text/javascript" src="js/sidebar/src/jquery.sidebar.js"></script>
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| 22 |
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| 23 | <script id="shader-fs1" type="x-shader/x-fragment">
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| 24 | precision mediump float;
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| 25 |
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| 26 | varying vec2 vTextureCoord;
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| 27 | uniform sampler2D uSampler;
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| 28 |
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| 29 | void main(void) {
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| 30 | gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
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| 31 | }
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| 32 | </script>
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| 33 |
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| 34 | <script id="shader-vs1" type="x-shader/x-vertex">
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| 35 | attribute vec3 aVertexPosition;
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| 36 | attribute vec2 aTextureCoord;
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| 37 |
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| 38 | uniform mat4 uMVMatrix;
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| 39 | uniform mat4 uPMatrix;
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| 40 |
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| 41 | varying vec2 vTextureCoord;
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| 42 |
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| 43 | void main(void) {
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| 44 | gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
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| 45 | vTextureCoord = aTextureCoord;
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| 46 | }
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| 47 | </script>
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| 48 |
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| 49 | <script id="shader-fs2" type="x-shader/x-fragment">
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| 50 | precision mediump float;
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| 51 |
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| 52 | varying vec4 vColor;
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| 53 |
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| 54 | void main(void) {
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| 55 | gl_FragColor = vColor;
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| 56 | }
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| 57 | </script>
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| 58 |
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| 59 | <script id="shader-vs2" type="x-shader/x-vertex">
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| 60 | attribute vec3 aVertexPosition;
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| 61 | attribute vec4 aVertexColor;
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| 62 |
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| 63 | uniform mat4 uMVMatrix;
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| 64 | uniform mat4 uPMatrix;
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| 65 |
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| 66 | varying vec4 vColor;
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| 67 |
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| 68 | void main(void) {
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| 69 | gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
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| 70 | vColor = aVertexColor;
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| 71 | }
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| 72 | </script>
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| 73 |
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| 74 | <script type="text/javascript">
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| 75 |
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| 76 | var gl;
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| 77 |
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| 78 | function initGL(canvas) {
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| 79 | try {
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| 80 | gl = canvas.getContext("experimental-webgl");
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| 81 | gl.viewportWidth = canvas.width;
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| 82 | gl.viewportHeight = canvas.height;
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| 83 | } catch (e) {
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| 84 | }
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| 85 | if (!gl) {
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| 86 | alert("Could not initialise WebGL, sorry :-(");
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| 87 | }
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| 88 | }
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| 89 |
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| 90 |
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| 91 | function getShader(gl, id) {
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| 92 | var shaderScript = document.getElementById(id);
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| 93 | if (!shaderScript) {
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| 94 | return null;
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| 95 | }
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| 96 |
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| 97 | var str = "";
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| 98 | var k = shaderScript.firstChild;
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| 99 | while (k) {
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| 100 | if (k.nodeType == 3) {
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| 101 | str += k.textContent;
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| 102 | }
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| 103 | k = k.nextSibling;
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| 104 | }
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| 105 |
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| 106 | var shader;
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| 107 | if (shaderScript.type == "x-shader/x-fragment") {
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| 108 | shader = gl.createShader(gl.FRAGMENT_SHADER);
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| 109 | } else if (shaderScript.type == "x-shader/x-vertex") {
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| 110 | shader = gl.createShader(gl.VERTEX_SHADER);
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| 111 | } else {
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| 112 | return null;
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| 113 | }
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| 114 |
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| 115 | gl.shaderSource(shader, str);
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| 116 | gl.compileShader(shader);
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| 117 |
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| 118 | if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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| 119 | alert(gl.getShaderInfoLog(shader));
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| 120 | return null;
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| 121 | }
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| 122 |
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| 123 | return shader;
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| 124 | }
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| 125 |
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| 126 |
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| 127 |
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| 128 | var shaderProgram1;
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| 129 |
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| 130 | function initShaders1() {
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| 131 | var fragmentShader = getShader(gl, "shader-fs1");
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| 132 | var vertexShader = getShader(gl, "shader-vs1");
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| 133 |
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| 134 | shaderProgram1 = gl.createProgram();
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| 135 | gl.attachShader(shaderProgram1, vertexShader);
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| 136 | gl.attachShader(shaderProgram1, fragmentShader);
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| 137 | gl.linkProgram(shaderProgram1);
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| 138 |
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| 139 | if (!gl.getProgramParameter(shaderProgram1, gl.LINK_STATUS) )
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| 140 | {
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| 141 | alert("Could not initialise shaders");
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| 142 | }
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| 143 |
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| 144 | gl.useProgram(shaderProgram1);
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| 145 |
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| 146 | shaderProgram1.vertexPositionAttribute = gl.getAttribLocation(shaderProgram1, "aVertexPosition");
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| 147 | gl.enableVertexAttribArray(shaderProgram1.vertexPositionAttribute);
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| 148 |
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| 149 | shaderProgram1.textureCoordAttribute = gl.getAttribLocation(shaderProgram1, "aTextureCoord");
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| 150 | gl.enableVertexAttribArray(shaderProgram1.textureCoordAttribute);
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| 151 |
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| 152 | shaderProgram1.pMatrixUniform = gl.getUniformLocation(shaderProgram1, "uPMatrix");
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| 153 | shaderProgram1.mvMatrixUniform = gl.getUniformLocation(shaderProgram1, "uMVMatrix");
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| 154 | shaderProgram1.samplerUniform = gl.getUniformLocation(shaderProgram1, "uSampler");
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| 155 | }
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| 156 |
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| 157 |
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| 158 | var shaderProgram2;
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| 159 |
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| 160 | function initShaders2() {
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| 161 | var fragmentShader = getShader(gl, "shader-fs2");
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| 162 | var vertexShader = getShader(gl, "shader-vs2");
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| 163 |
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| 164 | shaderProgram2 = gl.createProgram();
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| 165 | gl.attachShader(shaderProgram2, vertexShader);
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| 166 | gl.attachShader(shaderProgram2, fragmentShader);
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| 167 | gl.linkProgram(shaderProgram2);
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| 168 |
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| 169 | if (!gl.getProgramParameter(shaderProgram2, gl.LINK_STATUS) )
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| 170 | {
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| 171 | alert("Could not initialise shaders");
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| 172 | }
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| 173 |
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| 174 | gl.useProgram(shaderProgram2);
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| 175 |
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| 176 | shaderProgram2.vertexPositionAttribute = gl.getAttribLocation(shaderProgram2, "aVertexPosition");
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| 177 | gl.enableVertexAttribArray(shaderProgram2.vertexPositionAttribute);
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| 178 |
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| 179 | shaderProgram2.vertexColorAttribute = gl.getAttribLocation(shaderProgram2, "aVertexColor");
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| 180 | gl.enableVertexAttribArray(shaderProgram2.vertexColorAttribute);
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| 181 |
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| 182 | shaderProgram2.pMatrixUniform = gl.getUniformLocation(shaderProgram2, "uPMatrix");
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| 183 | shaderProgram2.mvMatrixUniform = gl.getUniformLocation(shaderProgram2, "uMVMatrix");
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| 184 | }
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| 185 |
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| 186 | function handleLoadedTexture(texture) {
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| 187 | gl.bindTexture(gl.TEXTURE_2D, texture);
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| 188 | gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
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| 189 | gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
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| 190 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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| 191 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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| 192 | gl.bindTexture(gl.TEXTURE_2D, null);
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| 193 | }
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| 194 |
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| 195 |
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| 196 | var neheTexture;
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| 197 |
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| 198 | function initTexture() {
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| 199 | neheTexture = gl.createTexture();
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| 200 | neheTexture.image = new Image();
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| 201 | neheTexture.image.onload = function () {
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| 202 | handleLoadedTexture(neheTexture)
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| 203 | }
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| 204 |
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| 205 | neheTexture.image.src = "images/greenland.png";
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| 206 | }
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| 207 |
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| 208 |
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| 209 | var mvMatrix = mat4.create();
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| 210 | var mvMatrixStack = [];
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| 211 | var pMatrix = mat4.create();
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| 212 |
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| 213 | function mvPushMatrix() {
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| 214 | var copy = mat4.create();
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| 215 | mat4.set(mvMatrix, copy);
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| 216 | mvMatrixStack.push(copy);
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| 217 | }
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| 218 |
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| 219 | function mvPopMatrix() {
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| 220 | if (mvMatrixStack.length == 0) {
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| 221 | throw "Invalid popMatrix!";
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| 222 | }
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| 223 | mvMatrix = mvMatrixStack.pop();
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| 224 | }
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| 225 |
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| 226 |
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| 227 | function setMatrixUniforms1() {
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| 228 | gl.uniformMatrix4fv(shaderProgram1.pMatrixUniform, false, pMatrix);
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| 229 | gl.uniformMatrix4fv(shaderProgram1.mvMatrixUniform, false, mvMatrix);
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| 230 | }
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| 231 |
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| 232 | function setMatrixUniforms2() {
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| 233 | gl.uniformMatrix4fv(shaderProgram2.pMatrixUniform, false, pMatrix);
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| 234 | gl.uniformMatrix4fv(shaderProgram2.mvMatrixUniform, false, mvMatrix);
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| 235 | }
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| 236 |
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| 237 |
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| 238 | function degToRad(degrees) {
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| 239 | return degrees * Math.PI / 180;
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| 240 | }
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| 241 |
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| 242 | var triangleVertexPositionBuffer;
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| 243 | var triangleVertexColorBuffer;
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| 244 | var col = 9;
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| 245 | function VertexArray(x1,y1,z1,x2,y2,z2,x3,y3,z3)
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| 246 | {
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| 247 | return [x1,y1,z1,x2,y2,z2,x3,y3,z3];
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| 248 | }
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| 249 |
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| 250 | function ColorsArray(R1,G1,B1,A1,R2,G2,B2,A2,R3,G3,B3,A3)
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| 251 | {
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| 252 | return [R1,G1,B1,A1,R2,G2,B2,A2,R3,G3,B3,A3];
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| 253 | }
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| 254 | function generateTriangle(row)
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| 255 | {
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| 256 | var x1 = coordinate[col*row+0];
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| 257 | var y1 = coordinate[col*row+1];
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| 258 | var z1 = coordinate[col*row+2];
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| 259 | var x2 = coordinate[col*row+3];
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| 260 | var y2 = coordinate[col*row+4];
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| 261 | var z2 = coordinate[col*row+5];
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| 262 | var x3 = coordinate[col*row+6];
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| 263 | var y3 = coordinate[col*row+7];
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| 264 | var z3 = coordinate[col*row+8];
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| 265 |
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| 266 | var result;
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| 267 | result = new VertexArray(x1,y1,z1,x2,y2,z2,x3,y3,z3);
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| 268 | return result;
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| 269 | }
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| 270 |
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| 271 | function generateTriangleColor(row)
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| 272 | {
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| 273 | var R1 = color[col*row+0];
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| 274 | var G1 = color[col*row+1];
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| 275 | var B1 = color[col*row+2];
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| 276 | var R2 = color[col*row+3];
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| 277 | var G2 = color[col*row+4];
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| 278 | var B2 = color[col*row+5];
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| 279 | var R3 = color[col*row+6];
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| 280 | var G3 = color[col*row+7];
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| 281 | var B3 = color[col*row+8];
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| 282 |
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| 283 | var result;
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| 284 | result = new ColorsArray(R1,G1,B1,1.0,R2,G2,B2,1.0,R3,G3,B3,1.0);
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| 285 | return result;
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| 286 | }
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| 287 |
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| 288 | var size = 252;
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| 289 | function createTriangles()
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| 290 | {
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| 291 | triangleVertexPositionBuffer = new Array(size);
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| 292 | triangleVertexColorBuffer = new Array(size);
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| 293 | triangleVertexPositionBuffer.itemSize = 3;
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| 294 | triangleVertexPositionBuffer.numItems = 3;
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| 295 | triangleVertexColorBuffer.itemSize = 4;
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| 296 | triangleVertexColorBuffer.numItems = 3;
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| 297 |
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| 298 | var triangleVertex;
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| 299 | var triangleColor;
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| 300 |
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| 301 | for(var i = 0; i < size; i++)
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| 302 | {
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| 303 | triangleVertex = generateTriangle(i);
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| 304 | triangleColor = generateTriangleColor(i);
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| 305 |
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| 306 | //create buffer on GL side for vertex
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| 307 | triangleVertexPositionBuffer[i] = gl.createBuffer();
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| 308 | gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer[i]);
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| 309 | gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertex), gl.STATIC_DRAW);
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| 310 |
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| 311 | //create buffer on GL side for color
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| 312 | triangleVertexColorBuffer[i] = gl.createBuffer();
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| 313 | gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer[i]);
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| 314 | gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleColor), gl.STATIC_DRAW);
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| 315 | }
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| 316 | }
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| 317 |
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| 318 |
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| 319 | function initBuffers()
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| 320 | {
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| 321 | createTriangles();
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| 322 | }
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| 323 |
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| 324 |
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| 325 |
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| 326 | var squareVertexPositionBuffer;
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| 327 | var squareVertexTextureCoordBuffer;
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| 328 | var squareVertexIndexBuffer;
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| 329 |
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| 330 | function initBuffers() {
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| 331 | squareVertexPositionBuffer = gl.createBuffer();
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| 332 | gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
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| 333 | vertices = [
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| 334 | // Front face
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| 335 | -1.0, -1.0, 0.0,
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| 336 | 1.0, -1.0, 0.0,
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| 337 | 1.0, 1.0, 0.0,
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| 338 | -1.0, 1.0, 0.0,
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| 339 | ];
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| 340 | gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
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| 341 | squareVertexPositionBuffer.itemSize = 3;
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| 342 | squareVertexPositionBuffer.numItems = 4;
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| 343 |
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| 344 | squareVertexTextureCoordBuffer = gl.createBuffer();
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| 345 | gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexTextureCoordBuffer);
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| 346 | var textureCoords = [
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| 347 | // Front face
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| 348 | 0.0, 0.0,
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| 349 | 1.0, 0.0,
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| 350 | 1.0, 1.0,
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| 351 | 0.0, 1.0,
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| 352 | ];
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| 353 | gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
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| 354 | squareVertexTextureCoordBuffer.itemSize = 2;
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| 355 | squareVertexTextureCoordBuffer.numItems = 4;
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| 356 |
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| 357 | squareVertexIndexBuffer = gl.createBuffer();
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| 358 | gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, squareVertexIndexBuffer);
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| 359 | var squareVertexIndices = [
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| 360 | 0, 1, 2, 0, 2, 3, // Front face
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| 361 | ];
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| 362 | gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(squareVertexIndices), gl.STATIC_DRAW);
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| 363 | squareVertexIndexBuffer.itemSize = 1;
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| 364 | squareVertexIndexBuffer.numItems = 6;
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| 365 |
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| 366 | createTriangles();
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| 367 | }
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| 368 |
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| 369 | function drawScene() {
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| 370 | gl.useProgram(shaderProgram2);
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| 371 | gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
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| 372 | gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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| 373 |
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| 374 | mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
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| 375 |
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| 376 | mat4.identity(mvMatrix);
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| 377 | mat4.translate(mvMatrix, [0, 0, -3.0]);
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| 378 |
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| 379 |
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| 380 | for(var i = 0; i < size; i++)
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| 381 | {
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| 382 | gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer[i]);
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| 383 | gl.vertexAttribPointer(shaderProgram2.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
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| 384 |
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| 385 | gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer[i]);
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| 386 | gl.vertexAttribPointer(shaderProgram2.vertexColorAttribute, triangleVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
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| 387 |
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| 388 | setMatrixUniforms2();
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| 389 | gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems);
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| 390 | }
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| 391 | }
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| 392 |
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| 393 |
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| 394 | var xRot = 0;
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| 395 | var yRot = 0;
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| 396 | var zRot = 0;
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| 397 |
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| 398 | function drawBackground()
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| 399 | {
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| 400 | gl.useProgram(shaderProgram1);
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| 401 | gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
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| 402 | gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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| 403 |
|
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| 404 | mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
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| 405 |
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| 406 | mat4.identity(mvMatrix);
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| 407 | mat4.translate(mvMatrix, [0.0, 0.0, -2.0]);
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| 408 |
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| 409 | // draw background position
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| 410 | gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
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| 411 | gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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| 412 |
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| 413 | mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
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| 414 |
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| 415 | mat4.identity(mvMatrix);
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| 416 |
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| 417 | mat4.translate(mvMatrix, [0.0, 0.0, -3.0]);
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| 418 |
|
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| 419 | gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
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| 420 | gl.vertexAttribPointer(shaderProgram1.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
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| 421 |
|
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| 422 | gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexTextureCoordBuffer);
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|---|
| 423 | gl.vertexAttribPointer(shaderProgram1.textureCoordAttribute, squareVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);
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| 424 |
|
|---|
| 425 | gl.activeTexture(gl.TEXTURE0);
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|---|
| 426 | gl.bindTexture(gl.TEXTURE_2D, neheTexture);
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|---|
| 427 | gl.uniform1i(shaderProgram1.samplerUniform, 0);
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|---|
| 428 |
|
|---|
| 429 | gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, squareVertexIndexBuffer);
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|---|
| 430 | setMatrixUniforms1();
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|---|
| 431 | gl.drawElements(gl.TRIANGLES, squareVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
|
|---|
| 432 | }
|
|---|
| 433 |
|
|---|
| 434 | var lastTime = 0;
|
|---|
| 435 |
|
|---|
| 436 | function animate() {
|
|---|
| 437 | var timeNow = new Date().getTime();
|
|---|
| 438 | if (lastTime != 0) {
|
|---|
| 439 | var elapsed = timeNow - lastTime;
|
|---|
| 440 |
|
|---|
| 441 | //xRot += (90 * elapsed) / 1000.0;
|
|---|
| 442 | //yRot += (90 * elapsed) / 1000.0;
|
|---|
| 443 | //zRot += (90 * elapsed) / 1000.0;
|
|---|
| 444 | }
|
|---|
| 445 | lastTime = timeNow;
|
|---|
| 446 | }
|
|---|
| 447 |
|
|---|
| 448 | var drawFigure = 0;
|
|---|
| 449 |
|
|---|
| 450 | function tick() {
|
|---|
| 451 | requestAnimFrame(tick);
|
|---|
| 452 | if( drawFigure == 0)
|
|---|
| 453 | drawBackground();
|
|---|
| 454 | else
|
|---|
| 455 | drawScene();
|
|---|
| 456 | //animate();
|
|---|
| 457 | }
|
|---|
| 458 |
|
|---|
| 459 | function triggerDrawFigure()
|
|---|
| 460 | {
|
|---|
| 461 | drawFigure = 1;
|
|---|
| 462 | }
|
|---|
| 463 |
|
|---|
| 464 | function webGLStart() {
|
|---|
| 465 | var canvas = document.getElementById("ISSM-canvas");
|
|---|
| 466 | initGL(canvas);
|
|---|
| 467 | initShaders1();
|
|---|
| 468 | initShaders2();
|
|---|
| 469 | initBuffers();
|
|---|
| 470 | initTexture();
|
|---|
| 471 |
|
|---|
| 472 | gl.clearColor(0.0, 0.0, 0.0, 1.0);
|
|---|
| 473 | gl.enable(gl.DEPTH_TEST);
|
|---|
| 474 |
|
|---|
| 475 | tick();
|
|---|
| 476 | }
|
|---|
| 477 |
|
|---|
| 478 |
|
|---|
| 479 | </script>
|
|---|
| 480 |
|
|---|
| 481 | <script>
|
|---|
| 482 | $(function() {
|
|---|
| 483 | $( "input[type=submit], button" )
|
|---|
| 484 | .button()
|
|---|
| 485 | .click(function( event ) {
|
|---|
| 486 | event.preventDefault();
|
|---|
| 487 | });
|
|---|
| 488 | });
|
|---|
| 489 |
|
|---|
| 490 | $(function() {
|
|---|
| 491 | $( "#friction-slider" ).slider({
|
|---|
| 492 | range: "min",
|
|---|
| 493 | value: 20,
|
|---|
| 494 | min: 10,
|
|---|
| 495 | max: 500,
|
|---|
| 496 | slide: function( event, ui ) {
|
|---|
| 497 | $( "#amount1" ).val( " " + ui.value );
|
|---|
| 498 | }
|
|---|
| 499 | });
|
|---|
| 500 | $( "#amount1" ).val( " " + $( "#friction-slider" ).slider( "value" ) );
|
|---|
| 501 |
|
|---|
| 502 | $( "#temperature-slider" ).slider({
|
|---|
| 503 | range: "min",
|
|---|
| 504 | value: 20,
|
|---|
| 505 | min: 10,
|
|---|
| 506 | max: 500,
|
|---|
| 507 | slide: function( event, ui ) {
|
|---|
| 508 | $( "#amount2" ).val( " " + ui.value );
|
|---|
| 509 | }
|
|---|
| 510 | });
|
|---|
| 511 | $( "#amount2" ).val( " " + $( "#temperature-slider" ).slider( "value" ) );
|
|---|
| 512 |
|
|---|
| 513 | $( "#sea-slider" ).slider({
|
|---|
| 514 | range: "min",
|
|---|
| 515 | value: 20,
|
|---|
| 516 | min: 10,
|
|---|
| 517 | max: 500,
|
|---|
| 518 | slide: function( event, ui ) {
|
|---|
| 519 | $( "#amount3" ).val( " " + ui.value );
|
|---|
| 520 | }
|
|---|
| 521 | });
|
|---|
| 522 | $( "#amount3" ).val( " " + $( "#sea-slider" ).slider( "value" ) );
|
|---|
| 523 | });
|
|---|
| 524 | </script>
|
|---|
| 525 |
|
|---|
| 526 | </head>
|
|---|
| 527 |
|
|---|
| 528 | <body onload="webGLStart();">
|
|---|
| 529 | <div id="frame" style="position: relative; left: 0; top: 0;" >
|
|---|
| 530 | <img src="images/ISSMJPLTOP.png" class="imageBorder" width="750" height="120" style="top: 0; left: 0;">
|
|---|
| 531 | <a href="ISSM.html" target=""><img src="images/ISSMlogo.png" width="500" height="70" style="position: absolute; top: 30; left: 250;"></a>
|
|---|
| 532 | <ul id="sidebar" >
|
|---|
| 533 | <li><a href="gallery.html" >Gallery</a></li>
|
|---|
| 534 | <li><a href="ISSM.html" >Simulator</a></li>
|
|---|
| 535 | <li><a href="http://issm.jpl.nasa.gov/" >Visit Us</a></li>
|
|---|
| 536 | </ul>
|
|---|
| 537 | <script type="text/javascript">
|
|---|
| 538 | $("ul#sidebar").sidebar();
|
|---|
| 539 | </script>
|
|---|
| 540 | <div id="canvasframe">
|
|---|
| 541 | <canvas class="animated bounceInDown" id="ISSM-canvas" style="border: none;" width="700" height="580"></canvas>
|
|---|
| 542 | <br/>
|
|---|
| 543 | <br/>
|
|---|
| 544 | <table id="sliderTable">
|
|---|
| 545 | <tr>
|
|---|
| 546 | <td width="10%">
|
|---|
| 547 | <label class="sliderLabel" for="amount1">Friction:</label> <td/>
|
|---|
| 548 | <td width="10%">
|
|---|
| 549 | <input type="text" class="borderText" id="amount1" style=" width:50; border:0; color:#f6931f; font-weight:bold;" />
|
|---|
| 550 | <td width="80%">
|
|---|
| 551 | <div id="friction-slider"></div>
|
|---|
| 552 | </td>
|
|---|
| 553 |
|
|---|
| 554 | <tr>
|
|---|
| 555 | <td width="10%">
|
|---|
| 556 | <label class="sliderLabel" for="amount2">Temperature:</label> <td/>
|
|---|
| 557 | <td width="10%">
|
|---|
| 558 | <input type="text" class="borderText" id="amount2" style=" width:50; border:0; color:#f6931f; font-weight:bold;" />
|
|---|
| 559 | <td width="80%">
|
|---|
| 560 | <div id="temperature-slider"></div>
|
|---|
| 561 | </td>
|
|---|
| 562 |
|
|---|
| 563 |
|
|---|
| 564 | <tr>
|
|---|
| 565 | <td width="10%">
|
|---|
| 566 | <label class="sliderLabel" for="amount3">Sea Level:</label> <td/>
|
|---|
| 567 | <td width="10%">
|
|---|
| 568 | <input type="text" class="borderText" id="amount3" style=" width:50; border:0; color:#f6931f; font-weight:bold;" />
|
|---|
| 569 | <td width="80%">
|
|---|
| 570 | <div id="sea-slider"></div>
|
|---|
| 571 | </td>
|
|---|
| 572 |
|
|---|
| 573 | </table>
|
|---|
| 574 | <br/>
|
|---|
| 575 | <input type="submit" style="width:700" onclick="triggerDrawFigure()" value="Run" />
|
|---|
| 576 | </div>
|
|---|
| 577 | </div>
|
|---|
| 578 | <img src="images/globe.png" alt="globe" height="350" width="500" align="right">
|
|---|
| 579 | </body>
|
|---|
| 580 |
|
|---|
| 581 | </html> |
|---|