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

attribute  vec4 vPosition;
attribute  vec4 vColor;
attribute  vec2 vTexCoord;

uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;

varying vec4 fColor;
varying vec2 fTexCoord;

uniform vec3 theta;

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

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

precision mediump float;

varying vec4 fColor;
varying  vec2 fTexCoord;

uniform sampler2D texture;

void
main()
{
    gl_FragColor = fColor*texture2D( texture, fTexCoord );
}
</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>
<script type="text/javascript" src="textureSquare.js"></script>
  </head>

<body>

<p> </p>
<div>
zNear .01<input id="zNearSlider" type="range"
 min=".01" max="3" step="0.01" value="0.3" />
 3
</div>
<div>
zFar 3<input id="zFarSlider" type="range"
 min="3" max="50" step="1.0" value="50" />
 50
</div>
<div>
fov 10<input id="fovSlider" type="range"
 min="10" max="170" step="5" value="60" />
 170
</div>
<div>
aspect 0.5<input id="aspectSlider" type="range"
 min="0.5" max="2" step="0.1" value="1" />
 2
</div>
<select id="Texture Style" size="4">
    <option value="0">Nearest</option>
    <option value="1">Linear</option>
    <option value="2">MipMap Nearest</option>
    <option value="3">MipMap Linear</option>
</select>

  
  <canvas id="gl-canvas" width="512" height="512">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>
  
  <img crossdomain="anonymous" id="texImg" src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/2999896/Grass_001_COLOR.jpg" hidden></img>
  
</body>
</html>
            
          
!
            
              var canvas;
var gl;

var numVertices = 6;

var texSize = 256;
var numChecks = 64;

//var flag = true;

var near = 0.3;
var far = 50.0;

var fovy = 60.0; // Field-of-view in Y direction angle (in degrees)
var aspect = 1.0; // Viewport aspect ratio

var texture1, texture2, texture3, texture4;

// Create a checkerboard pattern using floats

var image1 = new Uint8Array(4 * texSize * texSize);

for (var i = 0; i < texSize; i++) {
  for (var j = 0; j < texSize; j++) {
    var patchx = Math.floor(i / (texSize / numChecks));
    var patchy = Math.floor(j / (texSize / numChecks));
    if ((patchx % 2) ^ (patchy % 2)) c = 255;
    else c = 0;
    //c = 255*(((i & 0x8) == 0) ^ ((j & 0x8)  == 0))
    image1[4 * i * texSize + 4 * j] = c;
    image1[4 * i * texSize + 4 * j + 1] = c;
    image1[4 * i * texSize + 4 * j + 2] = c;
    image1[4 * i * texSize + 4 * j + 3] = 255;
  }
}

var pointsArray = [];
var colorsArray = [];
var texCoordsArray = [];

var texCoord = [vec2(0, 0), vec2(0, 1), vec2(1, 1), vec2(1, 0)];

var zmin = 1.0;
var zmax = 50.0;

var vertices = [
  vec4(-5.5, 0.0, zmax, 1.0),
  vec4(-5.5, 0.0, zmin, 1.0),
  vec4(5.5, 0.0, zmin, 1.0),
  vec4(5.5, 0.0, zmax, 1.0)
];

var modelViewMatrix, projectionMatrix;
var modelViewMatrixLoc, projectionMatrixLoc;
var eye = vec3(0.0, 10.0, 0.0);
var at = vec3(0.0, 0.0, (zmax + zmin) / 4);
const up = vec3(0.0, 1.0, 0.0);

var vertexColors = [
  vec4(0.0, 0.0, 0.0, 1.0), // black
  vec4(1.0, 1.0, 1.0, 1.0), // white
  vec4(1.0, 0.0, 0.0, 1.0), // red
  vec4(1.0, 1.0, 0.0, 1.0), // yellow
  vec4(0.0, 1.0, 0.0, 1.0), // green
  vec4(0.0, 0.0, 1.0, 1.0), // blue
  vec4(1.0, 0.0, 1.0, 1.0), // magenta

  vec4(0.0, 1.0, 1.0, 1.0) // cyan
];

function configureTexture(image) {
  texture1 = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, texture1);
  gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
  gl.texImage2D(
    gl.TEXTURE_2D,
    0,
    gl.RGBA,
    texSize,
    texSize,
    0,
    gl.RGBA,
    gl.UNSIGNED_BYTE,
    image
  );
  gl.generateMipmap(gl.TEXTURE_2D);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
}

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 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(0.5, 0.5, 0.5, 1.0);

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

  quad(1, 0, 3, 2);

  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);

  configureTexture(image1);

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

  // sliders for viewing parameters

  document.getElementById("zFarSlider").onchange = function(event) {
    far = event.target.value;
  };
  document.getElementById("zNearSlider").onchange = function(event) {
    near = event.target.value;
  };
  document.getElementById("aspectSlider").onchange = function(event) {
    aspect = event.target.value;
  };
  document.getElementById("fovSlider").onchange = function(event) {
    fovy = event.target.value;
  };

  document.getElementById("Texture Style").onclick = function(event) {
    //switch(event.srcElement.index) {
    switch (event.target.index) {
      case 0:
        gl.texParameteri(
          gl.TEXTURE_2D,
          gl.TEXTURE_MIN_FILTER,
          gl.NEAREST_MIPMAP_NEAREST
        );
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
        break;
      case 1:
        gl.texParameteri(
          gl.TEXTURE_2D,
          gl.TEXTURE_MIN_FILTER,
          gl.NEAREST_MIPMAP_LINEAR
        );
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
        break;
      case 2:
        gl.texParameteri(
          gl.TEXTURE_2D,
          gl.TEXTURE_MIN_FILTER,
          gl.LINEAR_MIPMAP_NEAREST
        );
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
        break;
      case 3:
        gl.texParameteri(
          gl.TEXTURE_2D,
          gl.TEXTURE_MIN_FILTER,
          gl.LINEAR_MIPMAP_LINEAR
        );
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
        break;
    }
  };

  render();
}

var render = function() {
  gl.clear(gl.COLOR_BUFFER_BIT);

  modelViewMatrix = lookAt(eye, at, up);
  projectionMatrix = perspective(fovy, aspect, near, far);

  gl.uniformMatrix4fv(modelViewMatrixLoc, false, flatten(modelViewMatrix));
  gl.uniformMatrix4fv(projectionMatrixLoc, false, flatten(projectionMatrix));
  gl.drawArrays(gl.TRIANGLES, 0, numVertices);
  requestAnimFrame(render);
};

init();

            
          
!
999px
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