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はてなブログを使ってみるテスト

WebGL で地球を回してみるテスト

○○で地球を回してみるシリーズ。

今回日程 シリーズ構成言語
1日目OpenGL で地球を回してみるテスト C/C++
2日目DirectX で地球を回してみるテスト C/C++
3日目Java 3D で地球を回してみるテスト Java
4日目WebGL で地球を回してみるテスト JavaScript
5日目Three.js で地球を回してみるテスト JavaScript
6日目Babylon.js で地球を回してみるテストJavaScript
7日目gl.enchant.js で地球を回してみるテストJavaScript
8日目PhiloGL で地球を回してみるテストJavaScript
9日目CubicVR.js で地球を回してみるテストJavaScript
最終日Away3D で地球を回してみるテストJavaScript
追加+1Flash 版 Away3D で地球を回してみるテストActionScript
追加+2WPF で地球を回してみるテストC# + XAML
追加+3JavaFX 3D で地球を回してみるテストJava

今回は、WebGL で同様のことを実現したいと思います。

f:id:cx20:20140123010534p:plain

0. 事前準備

WebGL に対応したブラウザ(お好きなブラウザでどうぞ)を用意します。

1. ソースを作成する

  • earth.html
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>Hello, WebGL World!</title>
<link rel="stylesheet" type="text/css" href="style.css" />
<script src="J3DI.js"> </script>
<script src="http://www.webkit.org/blog-files/webgl/resources/J3DIMath.js"> </script>

<script id="vshader" type="x-shader/x-vertex">
    uniform mat4 u_modelViewProjMatrix;
    uniform mat4 u_normalMatrix;
    uniform vec3 lightDir;

    attribute vec3 vNormal;
    attribute vec4 vTexCoord;
    attribute vec4 vPosition;
    
    varying float v_Dot;
    varying vec2 v_texCoord;
    
    void main()
    {
        gl_Position = u_modelViewProjMatrix * vPosition;
        v_texCoord = vTexCoord.st;
        vec4 transNormal = u_normalMatrix * vec4(vNormal,1);
        v_Dot = max(dot(transNormal.xyz, lightDir), 0.0);
    }
</script>

<script id="fshader" type="x-shader/x-fragment">
#ifdef GL_ES
    precision mediump float;
#endif

uniform sampler2D sampler2d;

varying float v_Dot;
varying vec2 v_texCoord;

void main()
{
    vec4 color = texture2D(sampler2d,v_texCoord);
    color += vec4(0.1,0.1,0.1,1);
    gl_FragColor = vec4(color.xyz * v_Dot, color.a);
}
</script>

<script>
function init()
{
    var gl = initWebGL("example", "vshader", "fshader", [ "vNormal", "vTexCoord", "vPosition"], [ 0, 0, 0, 1 ], 10000);

    gl.uniform3f(gl.getUniformLocation(gl.program, "lightDir"), 0, 0, 1);
    gl.uniform1i(gl.getUniformLocation(gl.program, "sampler2d"), 0);

    gl.enable(gl.TEXTURE_2D);
    gl.sphere = makeSphere(gl, 1, 30, 30);
    
    // get the images
    earthTexture = loadImageTexture(gl, "earth.jpg");

    return gl;
}

width = -1;
height = -1;

function reshape(ctx)
{
    var canvas = document.getElementById('example');
    if (canvas.width == width && canvas.width == height)
        return;

    width = canvas.width;
    height = canvas.height;
    
    ctx.viewport(0, 0, width, height);

    ctx.perspectiveMatrix = new J3DIMatrix4();
    ctx.perspectiveMatrix.perspective(30, width/height, 1, 10000);
    ctx.perspectiveMatrix.lookat(0, 0, 4, 1, 0, 0, 0, 1, 0);
}

function drawOne(ctx, angle, x, y, z, scale, texture)
{
    // setup VBOs
    ctx.enableVertexAttribArray(0);
    ctx.enableVertexAttribArray(1);
    ctx.enableVertexAttribArray(2);

    ctx.bindBuffer(ctx.ARRAY_BUFFER, ctx.sphere.vertexObject);
    ctx.vertexAttribPointer(2, 3, ctx.FLOAT, false, 0, 0);
    
    ctx.bindBuffer(ctx.ARRAY_BUFFER, ctx.sphere.normalObject);
    ctx.vertexAttribPointer(0, 3, ctx.FLOAT, false, 0, 0);
    
    ctx.bindBuffer(ctx.ARRAY_BUFFER, ctx.sphere.texCoordObject);
    ctx.vertexAttribPointer(1, 2, ctx.FLOAT, false, 0, 0);

    ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, ctx.sphere.indexObject);

    // generate the model-view matrix
    var mvMatrix = new J3DIMatrix4();
    mvMatrix.translate(x,y,z);
    mvMatrix.rotate(30, 1, 0, 0);
    mvMatrix.rotate(angle, 0, 1, 0);
    mvMatrix.scale(scale, scale, scale);

    // construct the normal matrix from the model-view matrix
    var normalMatrix = new J3DIMatrix4(mvMatrix);
    normalMatrix.invert();
    normalMatrix.transpose();
    normalMatrix.setUniform(ctx, ctx.getUniformLocation(ctx.program, "u_normalMatrix"), false);
    
    // construct the model-view * projection matrix
    var mvpMatrix = new J3DIMatrix4(ctx.perspectiveMatrix);
    mvpMatrix.multiply(mvMatrix);
    mvpMatrix.setUniform(ctx, ctx.getUniformLocation(ctx.program, "u_modelViewProjMatrix"), false);

    ctx.bindTexture(ctx.TEXTURE_2D, texture);
    ctx.drawElements(ctx.TRIANGLES, ctx.sphere.numIndices, ctx.UNSIGNED_SHORT, 0);
}

function drawPicture(ctx)
{
    reshape(ctx);
    ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT);
    
    drawOne(ctx, currentAngle, -1, 0, 0, 1, earthTexture);
    ctx.flush();
    
    currentAngle += incAngle;
    if (currentAngle > 360)
        currentAngle -= 360;
}

function start()
{
    var c = document.getElementById("example");
    var w = Math.floor(450 * 0.9);
    var h = Math.floor(450 * 0.9);

    c.width = w;
    c.height = h;

    var ctx = init();
    currentAngle = 0;
    incAngle = 0.2;
    var f = function() { drawPicture(ctx) };
    setInterval(f, 10);
}
</script>
</head>
<body onload="start()">
    <canvas id="example" width="450" height="450"></canvas>
</body>
</html>
* {
    margin: 0;
    padding: 0;
    border: 0;
    overflow: hidden;
}

body {
    background: #000;
}
  • J3DI.js
/*
 * Copyright (C) 2009 Apple Inc. All Rights Reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE INC. OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

//
// initWebGL
//
// Initialize the Canvas element with the passed name as a WebGL object and return the
// WebGLRenderingContext.
//
// Load shaders with the passed names and create a program with them. Return this program
// in the 'program' property of the returned context.
//
// For each string in the passed attribs array, bind an attrib with that name at that index.
// Once the attribs are bound, link the program and then use it.
//
// Set the clear color to the passed array (4 values) and set the clear depth to the passed value.
// Enable depth testing and blending with a blend func of (SRC_ALPHA, ONE_MINUS_SRC_ALPHA)
//
// A console function is added to the context: console(string). This can be replaced
// by the caller. By default, it maps to the window.console() function on WebKit and to
// an empty function on other browsers.
//
function initWebGL(canvasName, vshader, fshader, attribs, clearColor, clearDepth)
{
    var canvas = document.getElementById(canvasName);
    var gl = canvas.getContext("experimental-webgl");
    if (!gl) {
        alert("No WebGL context found");
        return null;
    }

    // Add a console
    gl.console = ("console" in window) ? window.console : { log: function() { } };

    // create our shaders
    var vertexShader = loadShader(gl, vshader);
    var fragmentShader = loadShader(gl, fshader);

    if (!vertexShader || !fragmentShader)
        return null;

    // Create the program object
    gl.program = gl.createProgram();

    if (!gl.program)
        return null;

    // Attach our two shaders to the program
    gl.attachShader (gl.program, vertexShader);
    gl.attachShader (gl.program, fragmentShader);

    // Bind attributes
    for (var i in attribs)
        gl.bindAttribLocation (gl.program, i, attribs[i]);

    // Link the program
    gl.linkProgram(gl.program);

    // Check the link status
    var linked = gl.getProgramParameter(gl.program, gl.LINK_STATUS);
    if (!linked) {
        // something went wrong with the link
        var error = gl.getProgramInfoLog (gl.program);
        gl.console.log("Error in program linking:"+error);

        gl.deleteProgram(gl.program);
        gl.deleteProgram(fragmentShader);
        gl.deleteProgram(vertexShader);

        return null;
    }

    gl.useProgram(gl.program);

    gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
    gl.clearDepth(clearDepth);

    gl.enable(gl.DEPTH_TEST);
    gl.enable(gl.BLEND);
    gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

    return gl;
}

//
// loadShader
//
// 'shaderId' is the id of a <script> element containing the shader source string.
// Load this shader and return the WebGLShader object corresponding to it.
//
function loadShader(ctx, shaderId)
{
    var shaderScript = document.getElementById(shaderId);
    if (!shaderScript) {
        ctx.console.log("*** Error: shader script '"+shaderId+"' not found");
        return null;
    }

    if (shaderScript.type == "x-shader/x-vertex")
        var shaderType = ctx.VERTEX_SHADER;
    else if (shaderScript.type == "x-shader/x-fragment")
        var shaderType = ctx.FRAGMENT_SHADER;
    else {
        ctx.console.log("*** Error: shader script '"+shaderId+"' of undefined type '"+shaderScript.type+"'");
        return null;
    }

    // Create the shader object
    var shader = ctx.createShader(shaderType);
    if (shader == null) {
        ctx.console.log("*** Error: unable to create shader '"+shaderId+"'");
        return null;
    }

    // Load the shader source
    ctx.shaderSource(shader, shaderScript.text);

    // Compile the shader
    ctx.compileShader(shader);

    // Check the compile status
    var compiled = ctx.getShaderParameter(shader, ctx.COMPILE_STATUS);
    if (!compiled) {
        // Something went wrong during compilation; get the error
        var error = ctx.getShaderInfoLog(shader);
        ctx.console.log("*** Error compiling shader '"+shaderId+"':"+error);
        ctx.deleteShader(shader);
        return null;
    }

    return shader;
}

//
// makeBox
//
// Create a box with vertices, normals and texCoords. Create VBOs for each as well as the index array.
// Return an object with the following properties:
//
//  normalObject        WebGLBuffer object for normals
//  texCoordObject      WebGLBuffer object for texCoords
//  vertexObject        WebGLBuffer object for vertices
//  indexObject         WebGLBuffer object for indices
//  numIndices          The number of indices in the indexObject
//
function makeBox(ctx)
{
    // box
    //    v6----- v5
    //   /|      /|
    //  v1------v0|
    //  | |     | |
    //  | |v7---|-|v4
    //  |/      |/
    //  v2------v3
    //
    // vertex coords array
    var vertices = new Float32Array(
        [  1, 1, 1,  -1, 1, 1,  -1,-1, 1,   1,-1, 1,    // v0-v1-v2-v3 front
           1, 1, 1,   1,-1, 1,   1,-1,-1,   1, 1,-1,    // v0-v3-v4-v5 right
           1, 1, 1,   1, 1,-1,  -1, 1,-1,  -1, 1, 1,    // v0-v5-v6-v1 top
          -1, 1, 1,  -1, 1,-1,  -1,-1,-1,  -1,-1, 1,    // v1-v6-v7-v2 left
          -1,-1,-1,   1,-1,-1,   1,-1, 1,  -1,-1, 1,    // v7-v4-v3-v2 bottom
           1,-1,-1,  -1,-1,-1,  -1, 1,-1,   1, 1,-1 ]   // v4-v7-v6-v5 back
    );

    // normal array
    var normals = new Float32Array(
        [  0, 0, 1,   0, 0, 1,   0, 0, 1,   0, 0, 1,     // v0-v1-v2-v3 front
           1, 0, 0,   1, 0, 0,   1, 0, 0,   1, 0, 0,     // v0-v3-v4-v5 right
           0, 1, 0,   0, 1, 0,   0, 1, 0,   0, 1, 0,     // v0-v5-v6-v1 top
          -1, 0, 0,  -1, 0, 0,  -1, 0, 0,  -1, 0, 0,     // v1-v6-v7-v2 left
           0,-1, 0,   0,-1, 0,   0,-1, 0,   0,-1, 0,     // v7-v4-v3-v2 bottom
           0, 0,-1,   0, 0,-1,   0, 0,-1,   0, 0,-1 ]    // v4-v7-v6-v5 back
       );


    // texCoord array
    var texCoords = new Float32Array(
        [  1, 1,   0, 1,   0, 0,   1, 0,    // v0-v1-v2-v3 front
           0, 1,   0, 0,   1, 0,   1, 1,    // v0-v3-v4-v5 right
           1, 0,   1, 1,   0, 1,   0, 0,    // v0-v5-v6-v1 top
           1, 1,   0, 1,   0, 0,   1, 0,    // v1-v6-v7-v2 left
           0, 0,   1, 0,   1, 1,   0, 1,    // v7-v4-v3-v2 bottom
           0, 0,   1, 0,   1, 1,   0, 1 ]   // v4-v7-v6-v5 back
       );

    // index array
    var indices = new Uint8Array(
        [  0, 1, 2,   0, 2, 3,    // front
           4, 5, 6,   4, 6, 7,    // right
           8, 9,10,   8,10,11,    // top
          12,13,14,  12,14,15,    // left
          16,17,18,  16,18,19,    // bottom
          20,21,22,  20,22,23 ]   // back
      );

    var retval = { };

    retval.normalObject = ctx.createBuffer();
    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.normalObject);
    ctx.bufferData(ctx.ARRAY_BUFFER, normals, ctx.STATIC_DRAW);

    retval.texCoordObject = ctx.createBuffer();
    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.texCoordObject);
    ctx.bufferData(ctx.ARRAY_BUFFER, texCoords, ctx.STATIC_DRAW);

    retval.vertexObject = ctx.createBuffer();
    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.vertexObject);
    ctx.bufferData(ctx.ARRAY_BUFFER, vertices, ctx.STATIC_DRAW);

    ctx.bindBuffer(ctx.ARRAY_BUFFER, null);

    retval.indexObject = ctx.createBuffer();
    ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, retval.indexObject);
    ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, indices, ctx.STATIC_DRAW);
    ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null);

    retval.numIndices = indices.length;

    return retval;
}

//
// makeSphere
//
// Create a sphere with the passed number of latitude and longitude bands and the passed radius.
// Sphere has vertices, normals and texCoords. Create VBOs for each as well as the index array.
// Return an object with the following properties:
//
//  normalObject        WebGLBuffer object for normals
//  texCoordObject      WebGLBuffer object for texCoords
//  vertexObject        WebGLBuffer object for vertices
//  indexObject         WebGLBuffer object for indices
//  numIndices          The number of indices in the indexObject
//
function makeSphere(ctx, radius, lats, longs)
{
    var geometryData = [ ];
    var normalData = [ ];
    var texCoordData = [ ];
    var indexData = [ ];

    for (var latNumber = 0; latNumber <= lats; ++latNumber) {
        for (var longNumber = 0; longNumber <= longs; ++longNumber) {
            var theta = latNumber * Math.PI / lats;
            var phi = longNumber * 2 * Math.PI / longs;
            var sinTheta = Math.sin(theta);
            var sinPhi = Math.sin(phi);
            var cosTheta = Math.cos(theta);
            var cosPhi = Math.cos(phi);

            var x = cosPhi * sinTheta;
            var y = cosTheta;
            var z = sinPhi * sinTheta;
            var u = 1-(longNumber/longs);
            var v = latNumber/lats;

            normalData.push(x);
            normalData.push(y);
            normalData.push(z);
            texCoordData.push(u);
            texCoordData.push(v);
            geometryData.push(radius * x);
            geometryData.push(radius * y);
            geometryData.push(radius * z);
        }
    }

    for (var latNumber = 0; latNumber < lats; ++latNumber) {
        for (var longNumber = 0; longNumber < longs; ++longNumber) {
            var first = (latNumber * (longs+1)) + longNumber;
            var second = first + longs + 1;
            indexData.push(first);
            indexData.push(second);
            indexData.push(first+1);

            indexData.push(second);
            indexData.push(second+1);
            indexData.push(first+1);
        }
    }

    var retval = { };

    retval.normalObject = ctx.createBuffer();
    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.normalObject);
    ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(normalData), ctx.STATIC_DRAW);

    retval.texCoordObject = ctx.createBuffer();
    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.texCoordObject);
    ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(texCoordData), ctx.STATIC_DRAW);

    retval.vertexObject = ctx.createBuffer();
    ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.vertexObject);
    ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(geometryData), ctx.STATIC_DRAW);

    retval.numIndices = indexData.length;
    retval.indexObject = ctx.createBuffer();
    ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, retval.indexObject);
    ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData), ctx.STREAM_DRAW);

    return retval;
}

//
// loadObj
//
// Load a .obj file from the passed URL. Return an object with a 'loaded' property set to false.
// When the object load is complete, the 'loaded' property becomes true and the following
// properties are set:
//
//  normalObject        WebGLBuffer object for normals
//  texCoordObject      WebGLBuffer object for texCoords
//  vertexObject        WebGLBuffer object for vertices
//  indexObject         WebGLBuffer object for indices
//  numIndices          The number of indices in the indexObject
//
function loadObj(ctx, url)
{
    var obj = { loaded : false };
    obj.ctx = ctx;
    var req = new XMLHttpRequest();
    req.obj = obj;
    req.onreadystatechange = function () { processLoadObj(req) };
    req.open("GET", url, true);
    req.send(null);
    return obj;
}

function processLoadObj(req)
{
    req.obj.ctx.console.log("req="+req)
    // only if req shows "complete"
    if (req.readyState == 4) {
        doLoadObj(req.obj, req.responseText);
    }
}

function doLoadObj(obj, text)
{
    vertexArray = [ ];
    normalArray = [ ];
    textureArray = [ ];
    indexArray = [ ];

    var vertex = [ ];
    var normal = [ ];
    var texture = [ ];
    var facemap = { };
    var index = 0;

    // This is a map which associates a range of indices with a name
    // The name comes from the 'g' tag (of the form "g NAME"). Indices
    // are part of one group until another 'g' tag is seen. If any indices
    // come before a 'g' tag, it is given the group name "_unnamed"
    // 'group' is an object whose property names are the group name and
    // whose value is a 2 element array with [<first index>, <num indices>]
    var groups = { };
    var currentGroup = [-1, 0];
    groups["_unnamed"] = currentGroup;

    var lines = text.split("\n");
    for (var lineIndex in lines) {
        var line = lines[lineIndex].replace(/[ \t]+/g, " ").replace(/\s\s*$/, "");

        // ignore comments
        if (line[0] == "#")
            continue;

        var array = line.split(" ");
        if (array[0] == "g") {
            // new group
            currentGroup = [indexArray.length, 0];
            groups[array[1]] = currentGroup;
        }
        else if (array[0] == "v") {
            // vertex
            vertex.push(parseFloat(array[1]));
            vertex.push(parseFloat(array[2]));
            vertex.push(parseFloat(array[3]));
        }
        else if (array[0] == "vt") {
            // normal
            texture.push(parseFloat(array[1]));
            texture.push(parseFloat(array[2]));
        }
        else if (array[0] == "vn") {
            // normal
            normal.push(parseFloat(array[1]));
            normal.push(parseFloat(array[2]));
            normal.push(parseFloat(array[3]));
        }
        else if (array[0] == "f") {
            // face
            if (array.length != 4) {
                obj.ctx.console.log("*** Error: face '"+line+"' not handled");
                continue;
            }

            for (var i = 1; i < 4; ++i) {
                if (!(array[i] in facemap)) {
                    // add a new entry to the map and arrays
                    var f = array[i].split("/");
                    var vtx, nor, tex;

                    if (f.length == 1) {
                        vtx = parseInt(f[0]) - 1;
                        nor = vtx;
                        tex = vtx;
                    }
                    else if (f.length = 3) {
                        vtx = parseInt(f[0]) - 1;
                        tex = parseInt(f[1]) - 1;
                        nor = parseInt(f[2]) - 1;
                    }
                    else {
                        obj.ctx.console.log("*** Error: did not understand face '"+array[i]+"'");
                        return null;
                    }

                    // do the vertices
                    var x = 0;
                    var y = 0;
                    var z = 0;
                    if (vtx * 3 + 2 < vertex.length) {
                        x = vertex[vtx*3];
                        y = vertex[vtx*3+1];
                        z = vertex[vtx*3+2];
                    }
                    vertexArray.push(x);
                    vertexArray.push(y);
                    vertexArray.push(z);

                    // do the textures
                    x = 0;
                    y = 0;
                    if (tex * 2 + 1 < texture.length) {
                        x = texture[tex*2];
                        y = texture[tex*2+1];
                    }
                    textureArray.push(x);
                    textureArray.push(y);

                    // do the normals
                    x = 0;
                    y = 0;
                    z = 1;
                    if (nor * 3 + 2 < normal.length) {
                        x = normal[nor*3];
                        y = normal[nor*3+1];
                        z = normal[nor*3+2];
                    }
                    normalArray.push(x);
                    normalArray.push(y);
                    normalArray.push(z);

                    facemap[array[i]] = index++;
                }

                indexArray.push(facemap[array[i]]);
                currentGroup[1]++;
            }
        }
    }

    // set the VBOs
    obj.normalObject = obj.ctx.createBuffer();
    obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.normalObject);
    obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new Float32Array(normalArray), obj.ctx.STATIC_DRAW);

    obj.texCoordObject = obj.ctx.createBuffer();
    obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.texCoordObject);
    obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new Float32Array(textureArray), obj.ctx.STATIC_DRAW);

    obj.vertexObject = obj.ctx.createBuffer();
    obj.ctx.bindBuffer(obj.ctx.ARRAY_BUFFER, obj.vertexObject);
    obj.ctx.bufferData(obj.ctx.ARRAY_BUFFER, new Float32Array(vertexArray), obj.ctx.STATIC_DRAW);

    obj.numIndices = indexArray.length;
    obj.indexObject = obj.ctx.createBuffer();
    obj.ctx.bindBuffer(obj.ctx.ELEMENT_ARRAY_BUFFER, obj.indexObject);
    obj.ctx.bufferData(obj.ctx.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexArray), obj.ctx.STREAM_DRAW);

    obj.groups = groups;

    obj.loaded = true;
}

//
// loadImageTexture
//
// Load the image at the passed url, place it in a new WebGLTexture object and return the WebGLTexture.
//
function loadImageTexture(ctx, url)
{
    var texture = ctx.createTexture();
    texture.image = new Image();
    texture.image.onload = function() { doLoadImageTexture(ctx, texture.image, texture) }
    texture.image.src = url;
    return texture;
}

function doLoadImageTexture(ctx, image, texture)
{
    ctx.bindTexture(ctx.TEXTURE_2D, texture);
    ctx.texImage2D(
        ctx.TEXTURE_2D, 0, ctx.RGBA, ctx.RGBA, ctx.UNSIGNED_BYTE, image);
    ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MAG_FILTER, ctx.LINEAR);
    ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MIN_FILTER, ctx.LINEAR);
    ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_WRAP_S, ctx.CLAMP_TO_EDGE);
    ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_WRAP_T, ctx.CLAMP_TO_EDGE);
    ctx.bindTexture(ctx.TEXTURE_2D, null);
}

上記、コードは、

■ Earth and Mars

http://www.webkit.org/blog-files/webgl/Earth.html

のものを、一部、修正(火星とFPSの表示を除去)したものになります。

テクスチャに使用する画像ファイルは、「earth.jpg」としてください。

f:id:cx20:20140120002054p:plain

2. ローカルで実行してみる

ブラウザにて earth.html を開きます。

  • IE 11 の結果

f:id:cx20:20140123013409p:plain

f:id:cx20:20140123010534p:plain

地球が回れば、成功です。

f:id:cx20:20140123013410p:plain

地球がまっ黒に表示される場合は、テクスチャ画像の読み込みに失敗している可能性が高いです。

エラーの原因は、デベロッパーツールの Console にて確認してみてください。

f:id:cx20:20140123014224p:plain

「cross-origin image~」のエラーが出る場合は、Web サーバにアップロードした後、再度、「http://~」にてアクセスしなおしてみてください。

3. jsdo.it で実行してみる

はてなブログが IE10 の互換性モードを指定している為、WebGL が表示できないようです。IE11 の場合は、別ウィンドウで開いてみてください。

参考

■ Earth and Mars

http://www.webkit.org/blog-files/webgl/Earth.html