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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              <!DOCTYPE HTML>
<html>


<script id="vertex-shader" type="x-shader/x-vertex">

attribute  vec4 vPosition;

uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;

void main() 
{
    gl_Position = projectionMatrix * modelViewMatrix * vPosition;
} 
</script>

<script id="fragment-shader" type="x-shader/x-fragment">

precision mediump float;

void main()
{
    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);

}
</script>



<script type="text/javascript" src="https://www.cs.unm.edu/~angel/WebGL/7E/Common/webgl-utils.js"></script>
<script type="text/javascript" src="https://www.cs.unm.edu/~angel/WebGL/7E/Common/initShaders.js"></script>
<script type="text/javascript" src="https://www.cs.unm.edu/~angel/WebGL/7E/Common/MV.js"></script>

  
<body>
<canvas id="gl-canvas" width="512" height="512">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>
  
  
  <table>
    <tr>
      <td>Torso</td>
      <td><button id = "td">Decrease</button></td>
      <td><span id="t"></span></td>
      <td><button id = "ti">Increase</button></td>
    </tr>
    <tr>
      <td>Head1</td>
      <td><button id = "h1d">Decrease</button></td>
      <td><span id="h1"></span></td>
      <td><button id = "h1i">Increase</button></td>
    </tr>
    <tr>
      <td>Head2</td>
      <td><button id = "h2d">Decrease</button></td>
      <td><span id="h2"></span></td>
      <td><button id = "h2i">Increase</button></td>
    </tr>
      <td>Left upper arm</td>
      <td><button id = "luad">Decrease</button></td>
      <td><span id="lua"></span></td>
      <td><button id = "luai">Increase</button></td>
    </tr>
    <tr>
      <td>Left lower arm</td>
      <td><button id = "llad">Decrease</button></td>
      <td><span id="lla"></span></td>
      <td><button id = "llai">Increase</button></td>
    </tr>
    <tr>
      <td>Right upper arm</td>
      <td><button id = "ruad">Decrease</button></td>
      <td><span id="rua"></span></td>
      <td><button id = "ruai">Increase</button></td>
    </tr>
      <td>Right lower arm</td>
      <td><button id = "rlad">Decrease</button></td>
      <td><span id="rla"></span></td>
      <td><button id = "rlai">Increase</button></td>
    </tr>
    <tr>
      <td>Left upper leg</td>
      <td><button id = "luld">Decrease</button></td>
      <td><span id="lul"></span></td>
      <td><button id = "luli">Increase</button></td>
    </tr>
    <tr>
      <td>Left lower leg</td>
      <td><button id = "llld">Decrease</button></td>
      <td><span id="lll"></span></td>
      <td><button id = "llli">Increase</button></td>
    </tr>
      <td>Right upper leg</td>
      <td><button id = "ruld">Decrease</button></td>
      <td><span id="rul"></span></td>
      <td><button id = "ruli">Increase</button></td>
    </tr>
    <tr>
      <td>Right lower leg</td>
      <td><button id = "rlld">Decrease</button></td>
      <td><span id="rll"></span></td>
      <td><button id = "rlli">Increase</button></td>
    </tr>
    <tr>
      <td><button id = "reset">Reset</button></td>
    </tr>
  </table>
  
</body>
</html>

            
          
!
            
              var canvas;
var gl;
var program;

var projectionMatrix;
var modelViewMatrix;

var instanceMatrix;

var modelViewMatrixLoc;

var eye = vec3(10.0, 10.0, 10.0);
var at = vec3(0.0, 3.0, 0.0);
var up = vec3(0.0, 1.0, 0.0);

var fovy = 60;
var aspect;
var near = 0.1;
var far = 1000;

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 torsoId = 0;
var headId = 1;
var head1Id = 1;
var head2Id = 10;
var leftUpperArmId = 2;
var leftLowerArmId = 3;
var rightUpperArmId = 4;
var rightLowerArmId = 5;
var leftUpperLegId = 6;
var leftLowerLegId = 7;
var rightUpperLegId = 8;
var rightLowerLegId = 9;

var idNames = ['t', 'h1', 'lua', 'lla', 'rua', 'rla', 'lul', 'lll', 'rul', 'rll', 'h2'];

var torsoHeight = 5.0;
var torsoWidth = 1.0;
var upperArmHeight = 3.0;
var lowerArmHeight = 2.0;
var upperArmWidth = 0.5;
var lowerArmWidth = 0.5;
var upperLegWidth = 0.5;
var lowerLegWidth = 0.5;
var lowerLegHeight = 2.0;
var upperLegHeight = 3.0;
var headHeight = 1.5;
var headWidth = 1.0;

var numNodes = 10;
var numAngles = 11;
var angle = 0;

var theta = [0, 0, 0, 0, 0, 0, 180, 0, 180, 0, 0];

var numVertices = 24;

var stack = [];

var figure = [];

for (var i = 0; i < numNodes; i++)
  figure[i] = createNode(null, null, null, null);

var vBuffer;
var modelViewLoc;

var pointsArray = [];

//-------------------------------------------

function scale4(a, b, c) {
  var result = mat4();
  result[0][0] = a;
  result[1][1] = b;
  result[2][2] = c;
  return result;
}

//--------------------------------------------

function createNode(transform, render, sibling, child) {
  var node = {
    transform: transform,
    render: render,
    sibling: sibling,
    child: child
  };
  return node;
}

function initNodes(Id) {
  var m = mat4();

  switch (Id) {
    case torsoId:
      m = rotate(theta[torsoId], 0, 1, 0);
      figure[torsoId] = createNode(m, torso, null, headId);
      break;

    case headId:
    case head1Id:
    case head2Id:
      m = translate(0.0, torsoHeight + 0.5 * headHeight, 0.0);
      m = mult(m, rotate(theta[head1Id], 1, 0, 0));
      m = mult(m, rotate(theta[head2Id], 0, 1, 0));
      m = mult(m, translate(0.0, -0.5 * headHeight, 0.0));
      figure[headId] = createNode(m, head, leftUpperArmId, null);
      break;

    case leftUpperArmId:
      m = translate(-(torsoWidth + upperArmWidth), 0.9 * torsoHeight, 0.0);
      m = mult(m, rotate(theta[leftUpperArmId], 1, 0, 0));
      figure[leftUpperArmId] = createNode(
        m,
        leftUpperArm,
        rightUpperArmId,
        leftLowerArmId
      );
      break;

    case rightUpperArmId:
      m = translate(torsoWidth + upperArmWidth, 0.9 * torsoHeight, 0.0);
      m = mult(m, rotate(theta[rightUpperArmId], 1, 0, 0));
      figure[rightUpperArmId] = createNode(
        m,
        rightUpperArm,
        leftUpperLegId,
        rightLowerArmId
      );
      break;

    case leftUpperLegId:
      m = translate(-(torsoWidth + upperLegWidth), 0.1 * upperLegHeight, 0.0);
      m = mult(m, rotate(theta[leftUpperLegId], 1, 0, 0));
      figure[leftUpperLegId] = createNode(
        m,
        leftUpperLeg,
        rightUpperLegId,
        leftLowerLegId
      );
      break;

    case rightUpperLegId:
      m = translate(torsoWidth + upperLegWidth, 0.1 * upperLegHeight, 0.0);
      m = mult(m, rotate(theta[rightUpperLegId], 1, 0, 0));
      figure[rightUpperLegId] = createNode(
        m,
        rightUpperLeg,
        null,
        rightLowerLegId
      );
      break;

    case leftLowerArmId:
      m = translate(0.0, upperArmHeight, 0.0);
      m = mult(m, rotate(theta[leftLowerArmId], 1, 0, 0));
      figure[leftLowerArmId] = createNode(m, leftLowerArm, null, null);
      break;

    case rightLowerArmId:
      m = translate(0.0, upperArmHeight, 0.0);
      m = mult(m, rotate(theta[rightLowerArmId], 1, 0, 0));
      figure[rightLowerArmId] = createNode(m, rightLowerArm, null, null);
      break;

    case leftLowerLegId:
      m = translate(0.0, upperLegHeight, 0.0);
      m = mult(m, rotate(theta[leftLowerLegId], 1, 0, 0));
      figure[leftLowerLegId] = createNode(m, leftLowerLeg, null, null);
      break;

    case rightLowerLegId:
      m = translate(0.0, upperLegHeight, 0.0);
      m = mult(m, rotate(theta[rightLowerLegId], 1, 0, 0));
      figure[rightLowerLegId] = createNode(m, rightLowerLeg, null, null);
      break;
  }
}

function traverse(Id) {
  // console.log("Traverse: " + Id);
  if (Id == null) return;
  stack.push(modelViewMatrix);
  modelViewMatrix = mult(modelViewMatrix, figure[Id].transform);
  figure[Id].render();
  if (figure[Id].child != null) traverse(figure[Id].child);
  modelViewMatrix = stack.pop();
  if (figure[Id].sibling != null) traverse(figure[Id].sibling);
}

function torso() {
  instanceMatrix = mult(
    modelViewMatrix,
    translate(0.0, 0.5 * torsoHeight, 0.0)
  );
  instanceMatrix = mult(
    instanceMatrix,
    scale4(torsoWidth, torsoHeight, torsoWidth)
  );
  gl.uniformMatrix4fv(modelViewMatrixLoc, false, flatten(instanceMatrix));
  for (var i = 0; i < 6; i++) gl.drawArrays(gl.TRIANGLE_FAN, 4 * i, 4);
}

function head() {
  instanceMatrix = mult(modelViewMatrix, translate(0.0, 0.5 * headHeight, 0.0));
  instanceMatrix = mult(
    instanceMatrix,
    scale4(headWidth, headHeight, headWidth)
  );
  gl.uniformMatrix4fv(modelViewMatrixLoc, false, flatten(instanceMatrix));
  for (var i = 0; i < 6; i++) gl.drawArrays(gl.TRIANGLE_FAN, 4 * i, 4);
}

function leftUpperArm() {
  instanceMatrix = mult(
    modelViewMatrix,
    translate(0.0, 0.5 * upperArmHeight, 0.0)
  );
  instanceMatrix = mult(
    instanceMatrix,
    scale4(upperArmWidth, upperArmHeight, upperArmWidth)
  );
  gl.uniformMatrix4fv(modelViewMatrixLoc, false, flatten(instanceMatrix));
  for (var i = 0; i < 6; i++) gl.drawArrays(gl.TRIANGLE_FAN, 4 * i, 4);
}

function leftLowerArm() {
  instanceMatrix = mult(
    modelViewMatrix,
    translate(0.0, 0.5 * lowerArmHeight, 0.0)
  );
  instanceMatrix = mult(
    instanceMatrix,
    scale4(lowerArmWidth, lowerArmHeight, lowerArmWidth)
  );
  gl.uniformMatrix4fv(modelViewMatrixLoc, false, flatten(instanceMatrix));
  for (var i = 0; i < 6; i++) gl.drawArrays(gl.TRIANGLE_FAN, 4 * i, 4);
}

function rightUpperArm() {
  instanceMatrix = mult(
    modelViewMatrix,
    translate(0.0, 0.5 * upperArmHeight, 0.0)
  );
  instanceMatrix = mult(
    instanceMatrix,
    scale4(upperArmWidth, upperArmHeight, upperArmWidth)
  );
  gl.uniformMatrix4fv(modelViewMatrixLoc, false, flatten(instanceMatrix));
  for (var i = 0; i < 6; i++) gl.drawArrays(gl.TRIANGLE_FAN, 4 * i, 4);
}

function rightLowerArm() {
  instanceMatrix = mult(
    modelViewMatrix,
    translate(0.0, 0.5 * lowerArmHeight, 0.0)
  );
  instanceMatrix = mult(
    instanceMatrix,
    scale4(lowerArmWidth, lowerArmHeight, lowerArmWidth)
  );
  gl.uniformMatrix4fv(modelViewMatrixLoc, false, flatten(instanceMatrix));
  for (var i = 0; i < 6; i++) gl.drawArrays(gl.TRIANGLE_FAN, 4 * i, 4);
}

function leftUpperLeg() {
  instanceMatrix = mult(
    modelViewMatrix,
    translate(0.0, 0.5 * upperLegHeight, 0.0)
  );
  instanceMatrix = mult(
    instanceMatrix,
    scale4(upperLegWidth, upperLegHeight, upperLegWidth)
  );
  gl.uniformMatrix4fv(modelViewMatrixLoc, false, flatten(instanceMatrix));
  for (var i = 0; i < 6; i++) gl.drawArrays(gl.TRIANGLE_FAN, 4 * i, 4);
}

function leftLowerLeg() {
  instanceMatrix = mult(
    modelViewMatrix,
    translate(0.0, 0.5 * lowerLegHeight, 0.0)
  );
  instanceMatrix = mult(
    instanceMatrix,
    scale4(lowerLegWidth, lowerLegHeight, lowerLegWidth)
  );
  gl.uniformMatrix4fv(modelViewMatrixLoc, false, flatten(instanceMatrix));
  for (var i = 0; i < 6; i++) gl.drawArrays(gl.TRIANGLE_FAN, 4 * i, 4);
}

function rightUpperLeg() {
  instanceMatrix = mult(
    modelViewMatrix,
    translate(0.0, 0.5 * upperLegHeight, 0.0)
  );
  instanceMatrix = mult(
    instanceMatrix,
    scale4(upperLegWidth, upperLegHeight, upperLegWidth)
  );
  gl.uniformMatrix4fv(modelViewMatrixLoc, false, flatten(instanceMatrix));
  for (var i = 0; i < 6; i++) gl.drawArrays(gl.TRIANGLE_FAN, 4 * i, 4);
}

function rightLowerLeg() {
  instanceMatrix = mult(
    modelViewMatrix,
    translate(0.0, 0.5 * lowerLegHeight, 0.0)
  );
  instanceMatrix = mult(
    instanceMatrix,
    scale4(lowerLegWidth, lowerLegHeight, lowerLegWidth)
  );
  gl.uniformMatrix4fv(modelViewMatrixLoc, false, flatten(instanceMatrix));
  for (var i = 0; i < 6; i++) gl.drawArrays(gl.TRIANGLE_FAN, 4 * i, 4);
}

function quad(a, b, c, d) {
  pointsArray.push(vertices[a]);
  pointsArray.push(vertices[b]);
  pointsArray.push(vertices[c]);
  pointsArray.push(vertices[d]);
}

function cube() {
  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);
}

function updateDisplays() {
  for (var ii = 0; ii < idNames.length; ii++) {
    document.getElementById(idNames[ii]).innerText = theta[ii].toFixed(2);
  }
}

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);

  // Set aspect ratio of canvas
  aspect =  canvas.width/canvas.height;

  //
  //  Load shaders and initialize attribute buffers
  //
  program = initShaders(gl, "vertex-shader", "fragment-shader");

  gl.useProgram(program);

  instanceMatrix = mat4();

  // projectionMatrix = ortho(-10.0, 10.0, -10.0, 10.0, -10.0, 10.0);
  // modelViewMatrix = mat4();
  projectionMatrix = perspective(fovy, aspect, near, far);
  modelViewMatrix = lookAt(eye, at, up);

  gl.uniformMatrix4fv(
    gl.getUniformLocation(program, "modelViewMatrix"),
    false,
    flatten(modelViewMatrix)
  );
  gl.uniformMatrix4fv(
    gl.getUniformLocation(program, "projectionMatrix"),
    false,
    flatten(projectionMatrix)
  );

  modelViewMatrixLoc = gl.getUniformLocation(program, "modelViewMatrix");

  cube();

  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);

  
  updateDisplays();
  idNames.forEach(function(idName, index) {
    document.getElementById(idName + "d").addEventListener('click', function() {
      theta[index] -= 10; updateDisplays();
      initNodes(index);
    });
    document.getElementById(idName + "i").addEventListener('click', function() {
      theta[index] += 10; updateDisplays();
      initNodes(index);
    });
  });
  document.getElementById("reset").onclick = function(){ 
    theta = [0, 0, 0, 0, 0, 0, 180, 0, 180, 0, 0]; 
    updateDisplays();
    for (var i=0; i < idNames.length; i++) {
      initNodes(i);
    }
  };

  
  for (i = 0; i < numNodes; i++) initNodes(i);

  render();
};

var render = function() {
  gl.clear(gl.COLOR_BUFFER_BIT);
  traverse(torsoId);
  requestAnimFrame(render);
};

            
          
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