var canvas;
var gl;
var numVertices = 36;
var texSize = 64;
var image1 = document.getElementById("texImage1");
var image2 = document.getElementById("texImage2");
var program;
var texture1, texture2;
var pointsArray = [];
var colorsArray = [];
var texCoordsArray = [];
//texture coordinates
var texCoord = [
vec2(0, 0),
vec2(0, 1),
vec2(1, 1),
vec2(1, 0)
];
//cube dimensions
var vertices = [
vec4( -0.5, -0.5, 0.5, 1.0 ),
vec4( -0.5, 0.5, 0.5, 1.0 ),
vec4( 0.5, 0.5, 0.5, 1.0 ),
vec4( 0.5, -0.5, 0.5, 1.0 ),
vec4( -0.5, -0.5, -0.5, 1.0 ),
vec4( -0.5, 0.5, -0.5, 1.0 ),
vec4( 0.5, 0.5, -0.5, 1.0 ),
vec4( 0.5, -0.5, -0.5, 1.0 )
];
var vertexColors = [
vec4( 0.0, 0.0, 0.0, 1.0 ),
vec4( 1.0, 0.0, 0.0, 1.0 ),
vec4( 1.0, 1.0, 0.0, 1.0 ),
vec4( 0.0, 1.0, 0.0, 1.0 ),
vec4( 0.0, 0.0, 1.0, 1.0 ),
vec4( 1.0, 0.0, 1.0, 1.0 ),
vec4( 0.0, 1.0, 1.0, 1.0 ),
vec4( 0.0, 1.0, 1.0, 1.0 )
];
//rotation parameters
var xAxis = 0;
var yAxis = 1;
var zAxis = 2;
var axis = xAxis;
var theta = [45.0, 45.0, 45.0];
var thetaLoc;
function configureTexture1( image ) {
texture1 = gl.createTexture();
gl.activeTexture( gl.TEXTURE0 + 0 );
gl.bindTexture( gl.TEXTURE_2D, texture1 );
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image1);
gl.generateMipmap( gl.TEXTURE_2D );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER,gl.NEAREST_MIPMAP_LINEAR );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.uniform1i(gl.getUniformLocation( program, "texture1"), 0);
}
function configureTexture2( image ) {
texture2 = gl.createTexture();
gl.activeTexture( gl.TEXTURE0 + 1 );
gl.bindTexture( gl.TEXTURE_2D, texture2 );
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image2);
gl.generateMipmap( gl.TEXTURE_2D );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER,gl.NEAREST_MIPMAP_LINEAR );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.uniform1i(gl.getUniformLocation( program, "texture2"), 1);
}
function quad(a, b, c, d) {
pointsArray.push(vertices[a]);
colorsArray.push(vertexColors[a]);
texCoordsArray.push(texCoord[0]);
pointsArray.push(vertices[b]);
colorsArray.push(vertexColors[a]);
texCoordsArray.push(texCoord[1]);
pointsArray.push(vertices[c]);
colorsArray.push(vertexColors[a]);
texCoordsArray.push(texCoord[2]);
pointsArray.push(vertices[a]);
colorsArray.push(vertexColors[a]);
texCoordsArray.push(texCoord[0]);
pointsArray.push(vertices[c]);
colorsArray.push(vertexColors[a]);
texCoordsArray.push(texCoord[2]);
pointsArray.push(vertices[d]);
colorsArray.push(vertexColors[a]);
texCoordsArray.push(texCoord[3]);
}
function colorCube()
{
quad( 1, 0, 3, 2 );
quad( 2, 3, 7, 6 );
quad( 3, 0, 4, 7 );
quad( 6, 5, 1, 2 );
quad( 4, 5, 6, 7 );
quad( 5, 4, 0, 1 );
}
window.onload = function init() {
canvas = document.getElementById( "gl-canvas" );
gl = WebGLUtils.setupWebGL( canvas );
if ( !gl ) { alert( "WebGL isn't available" ); }
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.clearColor( 1.0, 1.0, 1.0, 1.0 );
gl.enable(gl.DEPTH_TEST);
program = initShaders( gl, "vertex-shader", "fragment-shader" );
gl.useProgram( program );
colorCube();
//loading/initialising/binding buffers
var cBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, cBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(colorsArray), gl.STATIC_DRAW );
var vColor = gl.getAttribLocation( program, "vColor" );
gl.vertexAttribPointer( vColor, 4, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vColor );
var vBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, vBuffer);
gl.bufferData( gl.ARRAY_BUFFER, flatten(pointsArray), gl.STATIC_DRAW );
var vPosition = gl.getAttribLocation( program, "vPosition" );
gl.vertexAttribPointer( vPosition, 4, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vPosition );
var tBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, tBuffer);
gl.bufferData( gl.ARRAY_BUFFER, flatten(texCoordsArray), gl.STATIC_DRAW );
var vTexCoord = gl.getAttribLocation( program, "vTexCoord" );
gl.vertexAttribPointer( vTexCoord, 2, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vTexCoord );
configureTexture1(image1);
configureTexture2(image2);
thetaLoc = gl.getUniformLocation(program, "theta");
document.getElementById("ButtonX").onclick = function(){axis = xAxis;};
document.getElementById("ButtonY").onclick = function(){axis = yAxis;};
document.getElementById("ButtonZ").onclick = function(){axis = zAxis;};
render();
}
var render = function() {
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
theta[axis] += 2.0;
gl.uniform3fv(thetaLoc, flatten(theta));
gl.drawArrays( gl.TRIANGLES, 0, numVertices );
requestAnimFrame(render);
}
<button id = "ButtonX">Rotate X</button>
<button id = "ButtonY">Rotate Y</button>
<button id = "ButtonZ">Rotate Z</button>
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;
attribute vec4 vColor;
attribute vec2 vTexCoord;
varying vec4 fColor;
varying vec2 fTexCoord;
uniform vec3 theta;
void main()
{
vec3 angles = radians( theta );
vec3 c = cos( angles );
vec3 s = sin( angles );
mat4 rx = mat4( 1.0, 0.0, 0.0, 0.0,
0.0, c.x, s.x, 0.0,
0.0, -s.x, c.x, 0.0,
0.0, 0.0, 0.0, 1.0 );
mat4 ry = mat4( c.y, 0.0, -s.y, 0.0,
0.0, 1.0, 0.0, 0.0,
s.y, 0.0, c.y, 0.0,
0.0, 0.0, 0.0, 1.0 );
mat4 rz = mat4( c.z, s.z, 0.0, 0.0,
-s.z, c.z, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0 );
fColor = vColor;
fTexCoord = vTexCoord;
gl_Position = rz * ry * rx * vPosition;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 fColor;
varying vec2 fTexCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
void
main()
{
gl_FragColor = fColor*(texture2D(texture1, fTexCoord)*texture2D(texture2, fTexCoord));
}
</script>
<script type="text/javascript"
src="https://esangel.github.io/WebGL/Common/webgl-utils.js"></script>
<script type="text/javascript" src="https://esangel.github.io/WebGL/Common/initShaders.js"></script>
<script type="text/javascript"
src="https://esangel.github.io/WebGL/Common/MV.js"></script>
<canvas id="gl-canvas" width="512" height="512">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>
<img id="texImage1" crossorigin=" " src = "https://i.stack.imgur.com/CbEMh.png" crossOrigin="anonymous" hidden></img>
<img id="texImage2" crossorigin=" " src = "https://i.imgur.com/aqZRuFj.png" crossOrigin="anonymous" hidden></img>