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HTML

              
                <!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>

              
            
!

CSS

              
                
              
            
!

JS

              
                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);
};

              
            
!
999px

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