WEBGL学习【十】运动模型

来源:互联网 发布:淘宝游戏王正版 编辑:程序博客网 时间:2024/05/29 18:08
<!DOCTYPE HTML><html lang="en"><head>    <title>LWEBGL6.2, Animated WebGL Scene with Key Input.</title>    <script src="./lib/webgl-debug.js"></script>    <script src="./lib/glMatrix.js"></script>    <script src="./lib/webgl-utils.js"></script>    <meta charset="utf-8">    <script id="shader-vs" type="x-shader/x-vertex">      attribute vec3 aVertexPosition;      attribute vec2 aTextureCoordinates;      uniform mat4 uMVMatrix;      uniform mat4 uPMatrix;      varying vec2 vTextureCoordinates;      void main() {        gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);        vTextureCoordinates = aTextureCoordinates;      }    </script>    <script id="shader-fs" type="x-shader/x-fragment">      precision mediump float;      varying vec2 vTextureCoordinates;      uniform sampler2D uSampler;      void main() {        gl_FragColor = texture2D(uSampler, vTextureCoordinates);      }    </script>    <script type="text/javascript">        // globals        var gl;        var pwgl = {};        // Keep track of ongoing image loads to be able to handle lost context        pwgl.ongoingImageLoads = [];        // Keep track of pressed down keys in a list        pwgl.listOfPressedKeys = [];        var canvas;        function createGLContext(canvas) {            var names = ["webgl", "experimental-webgl"];            var context = null;            for (var i=0; i < names.length; i++) {                try {                    context = canvas.getContext(names[i]);                } catch(e) {}                if (context) {                    break;                }            }            if (context) {                context.viewportWidth = canvas.width;                context.viewportHeight = canvas.height;            } else {                alert("Failed to create WebGL context!");            }            return context;        }        function loadShaderFromDOM(id) {            var shaderScript = document.getElementById(id);            // If we don't find an element with the specified id            // we do an early exit            if (!shaderScript) {                return null;            }            // Loop through the children for the found DOM element and            // build up the shader source code as a string            var shaderSource = "";            var currentChild = shaderScript.firstChild;            while (currentChild) {                if (currentChild.nodeType == 3) { // 3 corresponds to TEXT_NODE                    shaderSource += currentChild.textContent;                }                currentChild = currentChild.nextSibling;            }            var shader;            if (shaderScript.type == "x-shader/x-fragment") {                shader = gl.createShader(gl.FRAGMENT_SHADER);            } else if (shaderScript.type == "x-shader/x-vertex") {                shader = gl.createShader(gl.VERTEX_SHADER);            } else {                return null;            }            gl.shaderSource(shader, shaderSource);            gl.compileShader(shader);            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS) &&                !gl.isContextLost()) {                alert(gl.getShaderInfoLog(shader));                return null;            }            return shader;        }        function setupShaders() {            var vertexShader = loadShaderFromDOM("shader-vs");            var fragmentShader = loadShaderFromDOM("shader-fs");            var shaderProgram = gl.createProgram();            gl.attachShader(shaderProgram, vertexShader);            gl.attachShader(shaderProgram, fragmentShader);            gl.linkProgram(shaderProgram);            if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS) &&                !gl.isContextLost()) {                alert("Failed to link shaders: " + gl.getProgramInfoLog(shaderProgram));            }            gl.useProgram(shaderProgram);            pwgl.vertexPositionAttributeLoc =                gl.getAttribLocation(shaderProgram, "aVertexPosition");            pwgl.vertexTextureAttributeLoc =                gl.getAttribLocation(shaderProgram, "aTextureCoordinates");            pwgl.uniformMVMatrixLoc =                gl.getUniformLocation(shaderProgram, "uMVMatrix");            pwgl.uniformProjMatrixLoc =                gl.getUniformLocation(shaderProgram, "uPMatrix");            pwgl.uniformSamplerLoc =                gl.getUniformLocation(shaderProgram, "uSampler");            gl.enableVertexAttribArray(pwgl.vertexPositionAttributeLoc);            gl.enableVertexAttribArray(pwgl.vertexTextureAttributeLoc);            //创建模型视图投影矩阵            pwgl.modelViewMatrix = mat4.create();            pwgl.projectionMatrix = mat4.create();            pwgl.modelViewMatrixStack = [];        }        function pushModelViewMatrix() {            var copyToPush = mat4.create(pwgl.modelViewMatrix);            pwgl.modelViewMatrixStack.push(copyToPush);        }        function popModelViewMatrix() {            if (pwgl.modelViewMatrixStack.length == 0) {                throw "Error popModelViewMatrix() - Stack was empty ";            }            pwgl.modelViewMatrix = pwgl.modelViewMatrixStack.pop();        }        function setupFloorBuffers() {            pwgl.floorVertexPositionBuffer = gl.createBuffer();            gl.bindBuffer(gl.ARRAY_BUFFER, pwgl.floorVertexPositionBuffer);            var floorVertexPosition = [                // Plane in y=0                5.0,   0.0,  5.0,  //v0                5.0,   0.0, -5.0,  //v1                -5.0,   0.0, -5.0,  //v2                -5.0,   0.0,  5.0]; //v3            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(floorVertexPosition),                gl.STATIC_DRAW);            pwgl.FLOOR_VERTEX_POS_BUF_ITEM_SIZE = 3;            pwgl.FLOOR_VERTEX_POS_BUF_NUM_ITEMS = 4;            pwgl.floorVertexTextureCoordinateBuffer = gl.createBuffer();            gl.bindBuffer(gl.ARRAY_BUFFER, pwgl.floorVertexTextureCoordinateBuffer);            var floorVertexTextureCoordinates = [                2.0, 0.0,                2.0, 2.0,                0.0, 2.0,                0.0, 0.0            ];            gl.bufferData(gl.ARRAY_BUFFER,                new Float32Array(floorVertexTextureCoordinates),                gl.STATIC_DRAW);            pwgl.FLOOR_VERTEX_TEX_COORD_BUF_ITEM_SIZE = 2;            pwgl.FLOOR_VERTEX_TEX_COORD_BUF_NUM_ITEMS = 4;            pwgl.floorVertexIndexBuffer = gl.createBuffer();            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, pwgl.floorVertexIndexBuffer);            var floorVertexIndices = [0, 1, 2, 3];            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(floorVertexIndices),                gl.STATIC_DRAW);            pwgl.FLOOR_VERTEX_INDEX_BUF_ITEM_SIZE = 1;            pwgl.FLOOR_VERTEX_INDEX_BUF_NUM_ITEMS = 4;        }        function setupCubeBuffers() {            pwgl.cubeVertexPositionBuffer = gl.createBuffer();            gl.bindBuffer(gl.ARRAY_BUFFER, pwgl.cubeVertexPositionBuffer);            var cubeVertexPosition = [                // Front face                1.0,  1.0,  1.0, //v0                -1.0,  1.0,  1.0, //v1                -1.0, -1.0,  1.0, //v2                1.0, -1.0,  1.0, //v3                // Back face                1.0,  1.0, -1.0, //v4                -1.0,  1.0, -1.0, //v5                -1.0, -1.0, -1.0, //v6                1.0, -1.0, -1.0, //v7                // Left face                -1.0,  1.0,  1.0, //v8                -1.0,  1.0, -1.0, //v9                -1.0, -1.0, -1.0, //v10                -1.0, -1.0,  1.0, //v11                // Right face                1.0,  1.0,  1.0, //12                1.0, -1.0,  1.0, //13                1.0, -1.0, -1.0, //14                1.0,  1.0, -1.0, //15                // Top face                1.0,  1.0,  1.0, //v16                1.0,  1.0, -1.0, //v17                -1.0,  1.0, -1.0, //v18                -1.0,  1.0,  1.0, //v19                // Bottom face                1.0, -1.0,  1.0, //v20                1.0, -1.0, -1.0, //v21                -1.0, -1.0, -1.0, //v22                -1.0, -1.0,  1.0, //v23            ];            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cubeVertexPosition),                gl.STATIC_DRAW);            pwgl.CUBE_VERTEX_POS_BUF_ITEM_SIZE = 3;            pwgl.CUBE_VERTEX_POS_BUF_NUM_ITEMS = 24;            // Setup buffer with texture coordinates            pwgl.cubeVertexTextureCoordinateBuffer = gl.createBuffer();            gl.bindBuffer(gl.ARRAY_BUFFER, pwgl.cubeVertexTextureCoordinateBuffer);            var textureCoordinates = [                //Front face                0.0, 0.0, //v0                1.0, 0.0, //v1                1.0, 1.0, //v2                0.0, 1.0, //v3                // Back face                0.0, 1.0, //v4                1.0, 1.0, //v5                1.0, 0.0, //v6                0.0, 0.0, //v7                // Left face                0.0, 1.0, //v8                1.0, 1.0, //v9                1.0, 0.0, //v10                0.0, 0.0, //v11                // Right face                0.0, 1.0, //v12                1.0, 1.0, //v13                1.0, 0.0, //v14                0.0, 0.0, //v15                // Top face                0.0, 1.0, //v16                1.0, 1.0, //v17                1.0, 0.0, //v18                0.0, 0.0, //v19                // Bottom face                0.0, 1.0, //v20                1.0, 1.0, //v21                1.0, 0.0, //v22                0.0, 0.0, //v23            ];            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates),                gl.STATIC_DRAW);            pwgl.CUBE_VERTEX_TEX_COORD_BUF_ITEM_SIZE = 2;            pwgl.CUBE_VERTEX_TEX_COORD_BUF_NUM_ITEMS = 24;            pwgl.cubeVertexIndexBuffer = gl.createBuffer();            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, pwgl.cubeVertexIndexBuffer);            var cubeVertexIndices = [                0, 1, 2,      0, 2, 3,    // Front face                4, 6, 5,      4, 7, 6,    // Back face                8, 9, 10,     8, 10, 11,  // Left face                12, 13, 14,   12, 14, 15, // Right face                16, 17, 18,   16, 18, 19, // Top face                20, 22, 21,   20, 23, 22  // Bottom face            ];            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeVertexIndices),                gl.STATIC_DRAW);            pwgl.CUBE_VERTEX_INDEX_BUF_ITEM_SIZE = 1;            pwgl.CUBE_VERTEX_INDEX_BUF_NUM_ITEMS = 36;        }        function textureFinishedLoading(image, texture) {            gl.bindTexture(gl.TEXTURE_2D, texture);            gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE,                image);            gl.generateMipmap(gl.TEXTURE_2D);            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT);            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT);            gl.bindTexture(gl.TEXTURE_2D, null);        }        function loadImageForTexture(url, texture) {            var image = new Image();            image.onload = function() {                pwgl.ongoingImageLoads.splice(pwgl.ongoingImageLoads.indexOf(image), 1);                textureFinishedLoading(image, texture);            }            pwgl.ongoingImageLoads.push(image);            image.src = url;        }        function setupTextures() {            // Texture for the table            pwgl.woodTexture = gl.createTexture();            loadImageForTexture("./resources/wood_128x128.jpg", pwgl.woodTexture);            // Texture for the floor            pwgl.groundTexture = gl.createTexture();            loadImageForTexture("./resources/wood_floor_256.jpg", pwgl.groundTexture);            // Texture for the box on the table            pwgl.boxTexture = gl.createTexture();            loadImageForTexture("./resources/wicker_256.jpg", pwgl.boxTexture);            //创建一个立方体            pwgl.colorCube = gl.createTexture();            loadImageForTexture("./resources/xiuxiuba.bmp", pwgl.colorCube);        }        function setupBuffers() {            setupFloorBuffers();            setupCubeBuffers();        }        function uploadModelViewMatrixToShader() {            gl.uniformMatrix4fv(pwgl.uniformMVMatrixLoc, false, pwgl.modelViewMatrix);        }        function uploadProjectionMatrixToShader() {            gl.uniformMatrix4fv(pwgl.uniformProjMatrixLoc,                false, pwgl.projectionMatrix);        }        function drawFloor() {            // Bind position buffer            gl.bindBuffer(gl.ARRAY_BUFFER, pwgl.floorVertexPositionBuffer);            gl.vertexAttribPointer(pwgl.vertexPositionAttributeLoc,                pwgl.FLOOR_VERTEX_POS_BUF_ITEM_SIZE,                gl.FLOAT, false, 0, 0);            // Bind texture coordinate buffer            gl.bindBuffer(gl.ARRAY_BUFFER, pwgl.floorVertexTextureCoordinateBuffer);            gl.vertexAttribPointer(pwgl.vertexTextureAttributeLoc,                pwgl.FLOOR_VERTEX_TEX_COORD_BUF_ITEM_SIZE,                gl.FLOAT, false, 0, 0);            gl.activeTexture(gl.TEXTURE0);            gl.bindTexture(gl.TEXTURE_2D, pwgl.groundTexture);            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, pwgl.floorVertexIndexBuffer);            gl.drawElements(gl.TRIANGLE_FAN, pwgl.FLOOR_VERTEX_INDEX_BUF_NUM_ITEMS,                gl.UNSIGNED_SHORT, 0);        }        function drawCube(texture) {            // Bind position buffer            gl.bindBuffer(gl.ARRAY_BUFFER, pwgl.cubeVertexPositionBuffer);            gl.vertexAttribPointer(pwgl.vertexPositionAttributeLoc,                pwgl.CUBE_VERTEX_POS_BUF_ITEM_SIZE,                gl.FLOAT, false, 0, 0);            // bind texture coordinate buffer            gl.bindBuffer(gl.ARRAY_BUFFER, pwgl.cubeVertexTextureCoordinateBuffer);            gl.vertexAttribPointer(pwgl.vertexTextureAttributeLoc,                pwgl.CUBE_VERTEX_TEX_COORD_BUF_ITEM_SIZE,                gl.FLOAT, false, 0, 0);            gl.activeTexture(gl.TEXTURE0);            gl.bindTexture(gl.TEXTURE_2D, texture);            // Bind index buffer and draw cube            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, pwgl.cubeVertexIndexBuffer);            gl.drawElements(gl.TRIANGLES, pwgl.CUBE_VERTEX_INDEX_BUF_NUM_ITEMS,                gl.UNSIGNED_SHORT, 0);        }        function drawTable(){            // Draw a simple table by modifying the modelview matrix            // (translate and scale) and then use the function drawCube()            // to draw a table top and four table legs.            pushModelViewMatrix();            mat4.translate(pwgl.modelViewMatrix, [0.0, 1.0, 0.0], pwgl.modelViewMatrix);            mat4.scale(pwgl.modelViewMatrix, [2.0, 0.1, 2.0], pwgl.modelViewMatrix);            uploadModelViewMatrixToShader();            // Draw the actual cube (now scaled to a cuboid) with woodTexture            drawCube(pwgl.woodTexture);            popModelViewMatrix();            // Draw the table legs            for (var i=-1; i<=1; i+=2) {                for (var j= -1; j<=1; j+=2) {                    pushModelViewMatrix();                    mat4.translate(pwgl.modelViewMatrix, [i*1.9, -0.1, j*1.9],                        pwgl.modelViewMatrix);                    mat4.scale(pwgl.modelViewMatrix, [0.1, 1.0, 0.1],                        pwgl.modelViewMatrix);                    uploadModelViewMatrixToShader();                    drawCube(pwgl.woodTexture);                    popModelViewMatrix();                }            }        }        /*pwgl.fps = 0;        pwgl.lastTime = 0;        pwgl.frameCount = 0;*/        function update_fps() {            ++pwgl.frameCount;            var curTime = Date.now();            if (curTime - pwgl.lastTime > 1000) // 取固定时间间隔为1            {                pwgl.fps = pwgl.frameCount;                pwgl.frameCount = 0;                pwgl.lastTime = curTime;            }            return pwgl.fps;        }        function draw(currentTime) {            /*if (pwgl.y < 2) {                // First move the box vertically from its original position on top of                // the table (where y = 2.7) to 5 units above the floor (y = 5).                // Let this movement take 3 seconds                pwgl.y = 2.7 + (currentTime - pwgl.animationStartTime)/3000 * (5.0-2.7);    //NAN(不是一个数字)                pwgl.y = 2.7+1;                //document.writeln(pwgl.y.toString());                //pwgl.y = Math.random()*0.8;            }            else {                // Then move the box in a circle where one revolution takes 2 seconds                pwgl.angle = (currentTime - pwgl.animationStartTime)/                    2000*2*Math.PI % (2*Math.PI);                pwgl.x = Math.cos(pwgl.angle) * pwgl.circleRadius;                pwgl.z = Math.sin(pwgl.angle) * pwgl.circleRadius;                //document.writeln(pwgl.x+"   "+pwgl.z);            }*/            update_fps();            //重复绘制            pwgl.requestId = requestAnimFrame(draw);            if (currentTime === undefined) {                currentTime = Date.now();                //document.writeln(currentTime+'    '+new Date().getTime());  两种获取时间的方法是等价的            }            handlePressedDownKeys();            pwgl.yRot += 0.01;            // Update FPS if a second or more has passed since last FPS update            if(currentTime - pwgl.previousFrameTimeStamp >= 0) {                //pwgl.fpsCounter.innerHTML = pwgl.nbrOfFramesForFPS;                //pwgl.fpsCounter.innerHTML = "<a href=''>12212</a>";                pwgl.nbrOfFramesForFPS = 0;                pwgl.previousFrameTimeStamp = currentTime;            }            //pwgl.fpsCounter.innerHTML = "<a href=''>12212</a>";            //计算我的当前的FPS            pwgl.fpsCounter.innerHTML = pwgl.fps;            gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);            mat4.perspective(60, gl.viewportWidth / gl.viewportHeight,                1, 100.0, pwgl.projectionMatrix);            mat4.identity(pwgl.modelViewMatrix);            mat4.lookAt([8, 5, 10],[0, 0, 0], [0, 1,0], pwgl.modelViewMatrix);            //让场景动起来            mat4.rotateY(pwgl.modelViewMatrix, pwgl.yRot,pwgl.modelViewMatrix);            /* mat4.translate(pwgl.modelViewMatrix,                 [pwgl.x, pwgl.y, pwgl.z], pwgl.modelViewMatrix);*/            uploadModelViewMatrixToShader();            uploadProjectionMatrixToShader();            gl.uniform1i(pwgl.uniformSamplerLoc, 0);            drawFloor();            // Draw table            pushModelViewMatrix();            mat4.translate(pwgl.modelViewMatrix, [0.0, 1.1, 0.0], pwgl.modelViewMatrix);            uploadModelViewMatrixToShader();            drawTable();            popModelViewMatrix();            pushModelViewMatrix();            mat4.translate(pwgl.modelViewMatrix,                [0, 2.7, 0], pwgl.modelViewMatrix);            mat4.scale(pwgl.modelViewMatrix, [0.5, 0.5, 0.5], pwgl.modelViewMatrix);            uploadModelViewMatrixToShader();            drawCube(pwgl.colorCube);            popModelViewMatrix();            // Calculate the position for the box that is initially            // on top of the table but will then be moved during animation            pushModelViewMatrix();            if (currentTime === undefined) {                currentTime = Date.now();            }            if (pwgl.animationStartTime === undefined) {                pwgl.animationStartTime = currentTime;            }            //让桌子上面的立方体飘起来哈            // Update the position of the box            if (pwgl.y < 5) {                // First move the box vertically from its original position on top of                // the table (where y = 2.7) to 5 units above the floor (y = 5).                // Let this movement take 3 seconds                //pwgl.y = 2.7 + (currentTime - pwgl.animationStartTime)/3000 * (5.0-2.7);                pwgl.y = 2.7+3;            }            else {                // Then move the box in a circle where one revolution takes 2 seconds                pwgl.angle = (currentTime - pwgl.animationStartTime)/                    2000*2*Math.PI % (2*Math.PI);                pwgl.x = Math.cos(pwgl.angle) * pwgl.circleRadius;                pwgl.z = Math.sin(pwgl.angle) * pwgl.circleRadius;            }            /*var num = (currentTime - pwgl.animationStartTime)/3000 * (5.0-2.7);            //document.writeln(pwgl.y);////2.7            //document.writeln("num="+num.toString());            pwgl.y = 2.7 + (currentTime - pwgl.animationStartTime)/3000 * (5.0-2.7);            //document.writeln("pwgl"+pwgl.y.toString());            pwgl.angle = (currentTime - pwgl.animationStartTime)/                2000*2*Math.PI % (2*Math.PI);*/            //document.writeln("pwgl.angle"+pwgl.angle);            //移动我的这个盒子            mat4.translate(pwgl.modelViewMatrix,                [pwgl.x, pwgl.y, pwgl.z], pwgl.modelViewMatrix);            mat4.scale(pwgl.modelViewMatrix, [0.5, 0.5, 0.5], pwgl.modelViewMatrix);            uploadModelViewMatrixToShader();            drawCube(pwgl.boxTexture);            popModelViewMatrix();            /* mat4.translate(pwgl.modelViewMatrix,                 [0, 2.7, 0], pwgl.modelViewMatrix);             mat4.scale(pwgl.modelViewMatrix, [0.5, 0.5, 0.5], pwgl.modelViewMatrix);             uploadModelViewMatrixToShader();             drawCube(pwgl.boxTexture);             popModelViewMatrix();*/            // Update number of drawn frames to be able to count fps            pwgl.nbrOfFramesForFPS++;        }        function handleContextLost(event) {            event.preventDefault();            cancelRequestAnimFrame(pwgl.requestId);            // Ignore all ongoing image loads by removing            // their onload handler            for (var i = 0; i < pwgl.ongoingImageLoads.length; i++) {                //丢失的上下文就忽略                pwgl.ongoingImageLoads[i].onload = undefined;            }            pwgl.ongoingImageLoads = [];        }        function init() {            // Initialization that is performed during first startup and when the            // event webglcontextrestored is received is included in this function.            setupShaders();            setupBuffers();            setupTextures();            gl.clearColor(0.0, 0.0, 0.0, 1.0);            gl.enable(gl.DEPTH_TEST);            // Initialize some varibles for the moving box            pwgl.x = 0.0;            pwgl.y = 2.7;            pwgl.z = 0.0;            pwgl.circleRadius = 4.0;            pwgl.angle = 0;            pwgl.fps = 0;            pwgl.lastTime = 0;            pwgl.frameCount = 0;            pwgl.yRot = 0;            // Initialize some variables related to the animation            pwgl.animationStartTime = undefined;            pwgl.nbrOfFramesForFPS = 0;            pwgl.previousFrameTimeStamp = Date.now();        }        //上下文回复后就重新初始化变量,并且启动动画        function handleContextRestored(event) {            init();            pwgl.requestId = requestAnimFrame(draw,canvas);        }        function handleKeyDown(event) {            pwgl.listOfPressedKeys[event.keyCode] = true;            // If you want to have a log for keydown you can uncomment the two lines below.            // console.log("keydown - keyCode=%d, charCode=%d",            //             event.keyCode, event.charCode);        }        function handleKeyUp(event) {            pwgl.listOfPressedKeys[event.keyCode] = false;            // If you want to have a log for keyup you can uncomment the two lines below.            // console.log("keyup - keyCode=%d, charCode=%d",            //             event.keyCode, event.charCode);        }        function handleKeyPress(event) {            // If you want to have a log for keypress you can uncomment the two lines below.            // console.log("keypress - keyCode=%d, charCode=%d",            //             event.keyCode, event.charCode);        }        function handlePressedDownKeys() {            if (pwgl.listOfPressedKeys[38]) {                // Arrow up, increase radius of circle                pwgl.circleRadius += 0.1;            }            if (pwgl.listOfPressedKeys[40]) {                // Arrow down, decrease radius of circle                pwgl.circleRadius -= 0.1;                if (pwgl.circleRadius < 0) {                    pwgl.circleRadius = 0;                }            }        }        function handleMouseMove(event) {            // If you want to test mousemove you can uncomment the two lines below.            // console.log("handleMouseMove, clientX=%d, clientY=%d",            //             event.clientX, event.clientY);        }        function handleMouseDown(event) {            // If you want to test mousedown you can uncomment the two lines below.            // console.log("handleDown, clientX=%d, clientY=%d, button=%d",            //              event.clientX, event.clientY, event.button);        }        function handleMouseUp(event) {            // If you want to test mouseup you can uncomment the two lines below.            // console.log("handleMouseUp, clientX=%d, clientY=%d, button=%d",            //              event.clientX, event.clientY, event.button);        }        function startup() {            canvas = document.getElementById("myGLCanvas");            canvas = WebGLDebugUtils.makeLostContextSimulatingContext(canvas);            canvas.addEventListener('webglcontextlost', handleContextLost, false);            canvas.addEventListener('webglcontextrestored', handleContextRestored, false);            document.addEventListener('keydown', handleKeyDown, false);            document.addEventListener('keyup', handleKeyUp, false);            document.addEventListener('keypress', handleKeyPress, false);            document.addEventListener('mousemove', handleMouseMove, false);            document.addEventListener('mousedown', handleMouseDown, false);            document.addEventListener('mouseup', handleMouseUp, false);            gl = createGLContext(canvas);            init();            pwgl.fpsCounter = document.getElementById("fps");            //Uncomment the three lines of code below to be able to test lost context            /*window.addEventListener('mousedown', function() {                canvas.loseContext();            });*/            // Draw the complete scene            draw();        }    </script></head><body onload="startup();"><canvas id="myGLCanvas" width="500" height="500"></canvas><div id="fps-counter">    FPS: <span id="fps">--</span></div></body>

</html>

原创粉丝点击