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<!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秒 { 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>