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 |
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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 |
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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);
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432 | }
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433 |
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434 | var lastTime = 0;
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435 |
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436 | function animate() {
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437 | var timeNow = new Date().getTime();
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438 | if (lastTime != 0) {
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439 | var elapsed = timeNow - lastTime;
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440 |
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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> |
---|