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gasket4.js
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gasket4.js
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"use strict";
var canvas;
var gl;
var points = [];
var colors = [];
var NumTimesToSubdivide = 3;
window.onload = function init()
{
canvas = document.getElementById( "gl-canvas" );
gl = WebGLUtils.setupWebGL( canvas );
if ( !gl ) { alert( "WebGL isn't available" ); }
//
// Initialize our data for the Sierpinski Gasket
//
// First, initialize the vertices of our 3D gasket
// Four vertices on unit circle
// Intial tetrahedron with equal length sides
var vertices = [
vec3( 0.0000, 0.0000, -1.0000 ),
vec3( 0.0000, 0.9428, 0.3333 ),
vec3( -0.8165, -0.4714, 0.3333 ),
vec3( 0.8165, -0.4714, 0.3333 )
];
divideTetra( vertices[0], vertices[1], vertices[2], vertices[3],
NumTimesToSubdivide);
//
// Configure WebGL
//
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.clearColor( 1.0, 1.0, 1.0, 1.0 );
// enable hidden-surface removal
gl.enable(gl.DEPTH_TEST);
// Load shaders and initialize attribute buffers
var program = initShaders( gl, "vertex-shader", "fragment-shader" );
gl.useProgram( program );
// Create a buffer object, initialize it, and associate it with the
// associated attribute variable in our vertex shader
var cBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, cBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(colors), gl.STATIC_DRAW );
var vColor = gl.getAttribLocation( program, "vColor" );
gl.vertexAttribPointer( vColor, 3, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vColor );
var vBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, vBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(points), gl.STATIC_DRAW );
var vPosition = gl.getAttribLocation( program, "vPosition" );
gl.vertexAttribPointer( vPosition, 3, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vPosition );
render();
};
function triangle(a, b, c, colorIndex) {
var baseColors = [
vec3(1.0, 0.0, 0.0),
vec3(0.0, 1.0, 0.0),
vec3(0.0, 0.0, 1.0),
vec3(0.0, 0.0, 0.0)
];
// Assigning different colors to each vertex
colors.push(baseColors[colorIndex]);
points.push(a);
colors.push(baseColors[(colorIndex+1)%4]);
points.push(b);
colors.push(baseColors[(colorIndex+2)%4]);
points.push(c);
}
function tetra( a, b, c, d )
{
// tetrahedron with each side using
// a different color
triangle( a, c, b,0);
triangle( a, c, d,1);
triangle( a, b, d,2);
triangle( b, c, d,3);
}
function divideTetra( a, b, c, d, count )
{
// check for end of recursion
if ( count === 0 ) {
tetra( a, b, c, d );
}
// find midpoints of sides
// divide four smaller tetrahedra
else {
var ab = mix( a, b, 0.5 );
var ac = mix( a, c, 0.5 );
var ad = mix( a, d, 0.5 );
var bc = mix( b, c, 0.5 );
var bd = mix( b, d, 0.5 );
var cd = mix( c, d, 0.5 );
--count;
divideTetra( a, ab, ac, ad, count );
divideTetra( ab, b, bc, bd, count );
divideTetra( ac, bc, c, cd, count );
divideTetra( ad, bd, cd, d, count );
}
}
function render()
{
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawArrays( gl.TRIANGLES, 0, points.length );
}