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这篇文章给大家分享的内容是关于HTML5实现魔方游戏的代码,有一定的参考价值,有需要的朋友可以从参考一下,希望对你有所帮助。
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>WebGL魔方小游戏 - www.web-tinker.com</title>
<style>* {padding:0px;margin:0px;overflow:hidden;background:#000;}</style>
<canvas id="canvas" width="512" height="512"></canvas>
<script type="text/x-glsl" id="svShader">
attribute vec3 position;
attribute vec3 normal;
attribute vec3 color;
uniform mat4 mMatrix;
uniform mat4 mvpMatrix;
uniform mat4 mvpShadowerMatrix;
uniform vec3 lVector;
varying float diffuse;
varying vec4 vPosition;
varying vec3 vColor;
void main(){
vec4 v4Position=vec4(position,1.0);
vPosition=mvpShadowerMatrix*v4Position;
gl_Position=mvpMatrix*v4Position;
vec3 tNormal=(mMatrix*vec4(normalize(normal),0.0)).xyz;
diffuse=max(-dot(tNormal,normalize(lVector)),0.4);
vColor=color;
}
</script>
<script type="text/x-glsl" id="sfShader">
precision lowp float;
varying float diffuse;
uniform sampler2D depthData;
uniform vec2 size;
varying vec4 vPosition;
varying vec3 vColor;
vec2 depthMap;
float f(float i,float j){
float z=texture2D(depthData,depthMap+vec2(i,j)*2.0/size).z;
return abs(z-vPosition.z)<0.01?diffuse:0.4;
}
void main(){
depthMap=(vPosition.xy/vPosition.w*0.5+0.5)/512.0*size;
float vDiffuse=0.0;
for(float i=-2.0;i<=2.0;i++)for(float j=-2.0;j<=2.0;j++)vDiffuse+=f(i,j);
vDiffuse/=25.0;
gl_FragColor=vec4(vec3(vDiffuse*vColor),1.0);
}
</script>
<script type="text/x-glsl" id="pvShader">
attribute vec3 position;
attribute vec3 normal;
attribute vec3 color;
uniform mat4 mvpMatrix;
varying float xx;
void main(){
gl_Position=mvpMatrix*vec4(position,1.0);
normal;color;
}
</script>
<script type="text/x-glsl" id="pfShader">
precision lowp float;
uniform float index;
void main(){
gl_FragColor=vec4(vec3(index),1.0);
}
</script>
<script type="text/x-glsl" id="bvShader">
attribute vec3 position;
uniform mat4 mvpShadowerMatrix;
varying float depth;
void main(){
gl_Position=mvpShadowerMatrix*vec4(position,1.0);
depth=gl_Position.z;
}
</script>
<script type="text/x-glsl" id="bfShader">
varying lowp float depth;
void main(){
gl_FragColor=vec4(vec3(depth),1.0);
}
</script>
<base href="http://www.web-tinker.com/files/" />
<script src="SimpleWebGL.2.0.js"></script>
<script src="SimpleWebGL.Matrix.1.0.js"></script>
<script>
new SimpleWebGL(canvas).namespace(function(
Program,VertexShader,FragmentShader,ArrayBuffer,
Framebuffer,Renderbuffer,Texture2D,Matrix
){
//基本函数
var π=Math.PI,sin=Math.sin,cos=Math.cos,acos=Math.acos,pow=Math.pow,abs=Math.abs,
round=Math.round,random=Math.random,updateMvpMatrix=function(){
this.data.mvpMatrix=new Matrix(this.data.mMatrix).multiply(vpMatrix);
this.data.mvpShadowerMatrix=new Matrix(this.data.mMatrix).multiply(vpShadowerMatrix);
};
//定义方块
var Cube;
(function(){
var i,j,k,p,n,position=[],normal=[],color=[],push=Array.prototype.push,a=1,b=0.9,
ctab=[[1,1,0],[0,0,1],[1,0,0],[1,1,1],[0,1,0],[1,0.5,0]];
for(i=0;i<2;i++)for(j=0;j<3;j++){ //面
for(k=0;k<4;k++)
p=[k>>1?b:-b,k&1?b:-b],p.splice(j,0,i?a:-a),push.apply(position,p),
n=[0,0],n.splice(j,0,i?a:-a),push.apply(normal,n),
push.apply(color,ctab[i*3+j]);
push.apply(position,position.slice(-9,-3));
push.apply(normal,normal.slice(-9,-3));
push.apply(color,color.slice(-9,-3));
};
for(i=0;i<3;i++)for(j=0;j<4;j++){ //棱
for(k=0;k<4;k++)
p=k<2?[a,b]:[b,a],p[0]*=j&2?1:-1,p[1]*=j&1?1:-1,
p.splice(i,0,(k&1?1:-1)*b),push.apply(position,p),
n=[a*(j&2?1:-1),a*(j&1?1:-1)],n.splice(i,0,0),push.apply(normal,n);
push.apply(position,position.slice(-9,-3));
push.apply(normal,normal.slice(-9,-3));
for(k=0;k<6;k++)color.push(0.5,0.5,0.5);
};
for(i=0;i<8;i++)for(j=0;j<3;j++){ //角
for(k=0;k<3;k++)
position.push((k==j?a:b)*(i&1<<k?1:-1)),
normal.push(a*(i&1<<k?1:-1));
color.push(0.5,0.5,0.5);
};
var count=position.length/3,buffers={
position:new ArrayBuffer(position),
normal:new ArrayBuffer(normal),
color:new ArrayBuffer(color)
};
Cube=function(){this.data=Object.create(buffers);};
Cube.prototype={update:updateMvpMatrix,valueOf:function(){return count;}};
})();
//生成操作对象
var cubes=[],ground;
cubes.dimension=3,
cubes.translation=Matrix.model([0,2,0]);
cubes.rotation=Matrix.model([]).pitch(60).yaw(40).pitch(10);
cubes.wMatrix=new Matrix(cubes.rotation).multiply(cubes.translation);
(function(d){
var i,j,k,o,e=(cubes.dimension-1)/2;
for(i=0;i<d;i++)for(j=0;j<d;j++)for(k=0;k<d;k++)
cubes.push(o=new Cube()),
o.location=[i,j,k],o.rotation=new Matrix(4),
o.translation=[i*2-d+1,j*2-d+1,k*2-d+1],
o.m=Matrix.model(o.translation),
o.data.mMatrix=new Matrix(o.m).multiply(cubes.wMatrix),
o.rotate=function(m,r){
this.location=Matrix.model(this.location).move(-e,-e,-e)[m](r*90).move(e,e,e).slice(-4,-1).map(round);
this.m=Matrix.model(this.translation).multiply(this.rotation[m](r*90));
};
})(cubes.dimension);
(function(i,j,k){
ground={update:updateMvpMatrix,data:{
position:new ArrayBuffer([-i,0,-j, -i,0,j, i,0,-j, i,0,j, -i,0,j, i,0,-j]),
normal:new ArrayBuffer([0,1,0, 0,1,0, 0,1,0, 0,1,0, 0,1,0, 0,1,0]),
color:new ArrayBuffer([].concat(k,k,k,k,k,k)),mMatrix:Matrix.model([0,-7,-9])
},valueOf:function(){return 6;}};
})(7,12,[0.5,0.5,0.5]);
//打乱
(function shuffle(c){
var d=cubes.dimension,dir=random()*d|0,m=["pitch","yaw","roll"][dir],
r=random()*3+1|0,cur=random()*d|0,offset=(d-1)/2,group=[],i,o;
for(i=0;o=cubes[i];i++)if(o.location[dir]==cur)group.push(o);
for(i=0;o=group[i];i++)o.rotate(m,r),o.data.mMatrix=new Matrix(o.m).multiply(cubes.wMatrix);
if(c-->0)shuffle(c);
})(30);
//定义矩阵
var vpMatrix=Matrix.view([0,0,32]).multiply(
Matrix.projection(30,canvas.width/canvas.height,0.01,200)
),lVector=[-0,-8,-8],vpShadowerMatrix=Matrix.view( //光
[-lVector[0],-lVector[1],-lVector[2]],
acos(-lVector[2]/pow(pow(lVector[0],2)+pow(lVector[2],2),0.5))/π*180,
-acos(-lVector[2]/pow(pow(lVector[1],2)+pow(lVector[2],2),0.5))/π*180
).multiply(new Matrix(4).data(2,2,-1/32).data(3,3,9).data(3,1,-1.2));
//初始化着色器
var picker=new Program(new VertexShader(pvShader),new FragmentShader(pfShader)).link(),
shadower=new Program(new VertexShader(bvShader),new FragmentShader(bfShader)).link(),
stage=new Program(new VertexShader(svShader),new FragmentShader(sfShader)).link();
stage.use().data({size:[canvas.width,canvas.height],lVector:lVector});
//初始化缓冲区
var frameTexture=new Texture2D(null,"RGBA",512,512).bind(0),
framebuffer=new Framebuffer(new Renderbuffer("DEPTH_COMPONENT16",512,512),frameTexture).unbind();
//播放帧
var active;
this.play(function(){
var i,o,l=cubes.length;
for(i=0;i<l;i++)cubes[i].update();
ground.update();
if(MBUTTON==null){
framebuffer.bind(),this.clear("COLOR","DEPTH"),picker.use();
for(i=0;o=cubes[i];i++)picker.data(o.data).data({index:(i+1)/l}).draw(o);
active=round(frameTexture.readPixels(MX,512-MY)[0]/0xFF*l-1);
};
framebuffer.bind(),this.clear("COLOR","DEPTH"),shadower.use();
for(i=0;o=cubes[i];i++)shadower.dat

