/usr/lib/Wt/examples/webgl/teapot.C is in witty-examples 3.3.0-1build1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 | /*
* Copyright (C) 2010 Emweb bvba, Heverlee, Belgium.
*
* See the LICENSE file for terms of use.
*/
#include <Wt/WApplication>
#include <Wt/WBreak>
#include <Wt/WContainerWidget>
#include <Wt/WImage>
#include <Wt/WPushButton>
#include <Wt/WTabWidget>
#include <Wt/WText>
#include <Wt/WTextArea>
#include <Wt/WServer>
#include <Wt/WEnvironment>
#include "readObj.h"
#include "PaintWidget.h"
using namespace Wt;
const char *fragmentShaderSrc =
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"\n"
"varying vec3 vLightWeighting;\n"
"\n"
"void main(void) {\n"
" vec4 matColor = vec4(0.278, 0.768, 0.353, 1.0);\n"
" gl_FragColor = vec4(matColor.rgb * vLightWeighting, matColor.a);\n"
"}\n";
const char *vertexShaderSrc =
"attribute vec3 aVertexPosition;\n"
"attribute vec3 aVertexNormal;\n"
"\n"
"uniform mat4 uMVMatrix; // [M]odel[V]iew matrix\n"
"uniform mat4 uCMatrix; // Client-side manipulated [C]amera matrix\n"
"uniform mat4 uPMatrix; // Perspective [P]rojection matrix\n"
"uniform mat4 uNMatrix; // [N]ormal transformation\n"
"// uNMatrix is the transpose of the inverse of uCMatrix * uMVMatrix\n"
"\n"
"varying vec3 vLightWeighting;\n"
"\n"
"void main(void) {\n"
" // Calculate the position of this vertex\n"
" gl_Position = uPMatrix * uCMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\n"
"\n"
" // Phong shading\n"
" vec3 transformedNormal = normalize((uNMatrix * vec4(normalize(aVertexNormal), 0)).xyz);\n"
" vec3 lightingDirection = normalize(vec3(1, 1, 1));\n"
" float directionalLightWeighting = max(dot(transformedNormal, lightingDirection), 0.0);\n"
" vec3 uAmbientLightColor = vec3(0.2, 0.2, 0.2);\n"
" vec3 uDirectionalColor = vec3(0.8, 0.8, 0.8);\n"
" vLightWeighting = uAmbientLightColor + uDirectionalColor * directionalLightWeighting;\n"
"}\n";
/*
* A pretty basic WebGL demo application
*/
std::vector<float> data;
class WebGLDemo : public WApplication
{
public:
WebGLDemo(const WEnvironment& env);
private:
void updateShaders();
void resetShaders();
WContainerWidget *glContainer_;
PaintWidget *paintWidget_;
WTextArea *fragmentShaderText_;
WTextArea *vertexShaderText_;
};
WebGLDemo::WebGLDemo(const WEnvironment& env)
: WApplication(env)
{
setTitle("WebGL Demo");
root()->addWidget(new WText("If your browser supports WebGL, you'll "
"see a teapot below.<br/>Use your mouse to move around the teapot.<br/>"
"Edit the shaders below the teapot to change how the teapot is rendered."));
root()->addWidget(new WBreak());
paintWidget_ = 0;
glContainer_ = new WContainerWidget(root());
glContainer_->resize(500, 500);
glContainer_->setInline(false);
WPushButton *updateButton = new WPushButton("Update shaders", root());
updateButton->clicked().connect(this, &WebGLDemo::updateShaders);
WPushButton *resetButton = new WPushButton("Reset shaders", root());
resetButton->clicked().connect(this, &WebGLDemo::resetShaders);
WTabWidget *tabs = new WTabWidget(root());
fragmentShaderText_ = new WTextArea;
fragmentShaderText_->resize(750, 250);
tabs->addTab(fragmentShaderText_, "Fragment Shader");
WText *shaderInfo = new WText(root());
vertexShaderText_ = new WTextArea;
vertexShaderText_->resize(750, 250);
tabs->addTab(vertexShaderText_, "Vertex Shader");
resetShaders();
}
void WebGLDemo::updateShaders()
{
// check if binary buffers are enabled
// i.e. if your application url is "webgl" on localhost:8080, use this to enable binary buffers:
// localhost:8080/webgl?binaryBuffers
// query given URL arguments...
Http::ParameterValues pv = wApp->environment().getParameterValues("binaryBuffers");
bool useBinaryBuffers = false;
if (!pv.empty())
{
useBinaryBuffers = true;
}
delete paintWidget_;
paintWidget_ = new PaintWidget(glContainer_, useBinaryBuffers);
paintWidget_->resize(500, 500);
paintWidget_->setShaders(vertexShaderText_->text().toUTF8(),
fragmentShaderText_->text().toUTF8());
paintWidget_->setAlternativeContent(new WImage("nowebgl.png"));
}
void WebGLDemo::resetShaders()
{
fragmentShaderText_->setText(fragmentShaderSrc);
vertexShaderText_->setText(vertexShaderSrc);
updateShaders();
}
WApplication *createApplication(const WEnvironment& env)
{
return new WebGLDemo(env);
}
int main(int argc, char **argv)
{
try {
WServer server(argv[0]);
readObj(WApplication::appRoot() + "teapot.obj", data);
server.setServerConfiguration(argc, argv, WTHTTP_CONFIGURATION);
server.addEntryPoint(Wt::Application, createApplication);
if (server.start()) {
int sig = WServer::waitForShutdown();
server.stop();
}
} catch (WServer::Exception& e) {
std::cerr << e.what() << "\n";
return 1;
} catch (std::exception& e) {
std::cerr << "exception: " << e.what() << "\n";
return 1;
}
}
|