Saturday, November 8, 2014
WebGL animation inside a Liferay 6.2 popup
Hello, here is my second post, where a 3D animation is shown inside a Liferay 6.2 popup.
WebGL is a Javascript API for rendering interactive graphics within any compatible web browser without installing any additional plug-in. WebGL is completely integrated into all the web standards allowing the rendering of GPU accelerated 3D effects as a part of a web page canvas. WebGL elements can be mixed with other HTML elements, so it can be perfectly used inside a Liferay popup. WebGL programs consist of control code written in Javascript and shader code that is executed on a computer's Graphics Processing Unit (GPU).
The following is sample code for a Liferay 6.2 popup with a WebGL animation. The code for the WebGL part is based on the lesson 7 of the learningweb.com tutorials.
Page jsp code:
<portlet:renderURL var="dialogUrl" windowState="<%=LiferayWindowState.POP_UP.toString()%>">
<portlet:param name="mvcPath" value="/popup.jsp"/>
</portlet:renderURL>
<aui:script>
function showPopup() {
AUI().use( 'aui-io',
'aui-dialog',
function(A) {
Liferay.Util.openWindow(
{
dialog: {
centered: true,
destroyOnClose: true,
cache: false,
width: 800,
height: 900,
modal: true
},
title: 'Sample Popup',
id:'<portlet:namespace/>popUpDialog',
uri:'<%=dialogUrl.toString()%>'
});
Liferay.provide(
window,
'<portlet:namespace/>closePopup',
function(popupIdToClose) {
var popupDialog = Liferay.Util.Window.getById(popupIdToClose);
popupDialog.destroy();
},
['liferay-util-window']
);
});
}
</aui:script>
<div>
<h1>AUI Popup</h1><br/>
<aui:button id="dialogButton" value="Show popup" onClick="showPopup();"> </aui:button>
</div>
WebGL is a Javascript API for rendering interactive graphics within any compatible web browser without installing any additional plug-in. WebGL is completely integrated into all the web standards allowing the rendering of GPU accelerated 3D effects as a part of a web page canvas. WebGL elements can be mixed with other HTML elements, so it can be perfectly used inside a Liferay popup. WebGL programs consist of control code written in Javascript and shader code that is executed on a computer's Graphics Processing Unit (GPU).
The following is sample code for a Liferay 6.2 popup with a WebGL animation. The code for the WebGL part is based on the lesson 7 of the learningweb.com tutorials.
Page jsp code:
<portlet:renderURL var="dialogUrl" windowState="<%=LiferayWindowState.POP_UP.toString()%>">
<portlet:param name="mvcPath" value="/popup.jsp"/>
</portlet:renderURL>
<aui:script>
function showPopup() {
AUI().use( 'aui-io',
'aui-dialog',
function(A) {
Liferay.Util.openWindow(
{
dialog: {
centered: true,
destroyOnClose: true,
cache: false,
width: 800,
height: 900,
modal: true
},
title: 'Sample Popup',
id:'<portlet:namespace/>popUpDialog',
uri:'<%=dialogUrl.toString()%>'
});
Liferay.provide(
window,
'<portlet:namespace/>closePopup',
function(popupIdToClose) {
var popupDialog = Liferay.Util.Window.getById(popupIdToClose);
popupDialog.destroy();
},
['liferay-util-window']
);
});
}
</aui:script>
<div>
<h1>AUI Popup</h1><br/>
<aui:button id="dialogButton" value="Show popup" onClick="showPopup();"> </aui:button>
</div>
Popup jsp code:
<script type="text/javascript" src="<%=renderRequest.getContextPath()%>/js/glMatrix-0.9.5.min.js"></script>
<script type="text/javascript" src="<%=renderRequest.getContextPath()%>/js/webgl-utils.js"></script>
<portlet:actionURL name="helloFunction" var="helloFunctionUrl">
<portlet:param name="mvcPath" value="/popup.jsp"/>
</portlet:actionURL>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;
uniform sampler2D uSampler;
void main(void) {
vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
gl_FragColor = vec4(textureColor.rgb * vLightWeighting, textureColor.a);
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat3 uNMatrix;
uniform vec3 uAmbientColor;
uniform vec3 uLightingDirection;
uniform vec3 uDirectionalColor;
uniform bool uUseLighting;
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vTextureCoord = aTextureCoord;
if (!uUseLighting) {
vLightWeighting = vec3(1.0, 1.0, 1.0);
} else {
vec3 transformedNormal = uNMatrix * aVertexNormal;
float directionalLightWeighting = max(dot(transformedNormal, uLightingDirection), 0.0);
vLightWeighting = uAmbientColor + uDirectionalColor * directionalLightWeighting;
}
}
</script>
<script type="text/javascript">
var gl;
function initGL(canvas) {
try {
gl = canvas.getContext("experimental-webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch (e) {
}
if (!gl) {
alert("Could not initialise WebGL, sorry :-(");
}
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3) {
str += k.textContent;
}
k = k.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, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
var shaderProgram;
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, "uNMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
shaderProgram.useLightingUniform = gl.getUniformLocation(shaderProgram, "uUseLighting");
shaderProgram.ambientColorUniform = gl.getUniformLocation(shaderProgram, "uAmbientColor");
shaderProgram.lightingDirectionUniform = gl.getUniformLocation(shaderProgram, "uLightingDirection");
shaderProgram.directionalColorUniform = gl.getUniformLocation(shaderProgram, "uDirectionalColor");
}
function handleLoadedTexture(texture) {
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
}
var crateTexture;
function initTexture() {
crateTexture = gl.createTexture();
crateTexture.image = new Image();
crateTexture.image.onload = function () {
handleLoadedTexture(crateTexture)
}
crateTexture.image.src = "<%= request.getContextPath()%>/images/crate.gif";
}
var mvMatrix = mat4.create();
var mvMatrixStack = [];
var pMatrix = mat4.create();
function mvPushMatrix() {
var copy = mat4.create();
mat4.set(mvMatrix, copy);
mvMatrixStack.push(copy);
}
function mvPopMatrix() {
if (mvMatrixStack.length == 0) {
throw "Invalid popMatrix!";
}
mvMatrix = mvMatrixStack.pop();
}
function setMatrixUniforms() {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
var normalMatrix = mat3.create();
mat4.toInverseMat3(mvMatrix, normalMatrix);
mat3.transpose(normalMatrix);
gl.uniformMatrix3fv(shaderProgram.nMatrixUniform, false, normalMatrix);
}
function degToRad(degrees) {
return degrees * Math.PI / 180;
}
var xRot = 0;
var xSpeed = 3;
var yRot = 0;
var ySpeed = -3;
var z = -5.0;
var currentlyPressedKeys = {};
function handleKeyDown(event) {
currentlyPressedKeys[event.keyCode] = true;
}
function handleKeyUp(event) {
currentlyPressedKeys[event.keyCode] = false;
}
function handleKeys() {
if (currentlyPressedKeys[33]) {
// Page Up
z -= 0.05;
}
if (currentlyPressedKeys[34]) {
// Page Down
z += 0.05;
}
if (currentlyPressedKeys[37]) {
// Left cursor key
ySpeed -= 1;
}
if (currentlyPressedKeys[39]) {
// Right cursor key
ySpeed += 1;
}
if (currentlyPressedKeys[38]) {
// Up cursor key
xSpeed -= 1;
}
if (currentlyPressedKeys[40]) {
// Down cursor key
xSpeed += 1;
}
}
var cubeVertexPositionBuffer;
var cubeVertexNormalBuffer;
var cubeVertexTextureCoordBuffer;
var cubeVertexIndexBuffer;
function initBuffers() {
cubeVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
vertices = [
// Front face
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
// Back face
-1.0, -1.0, -1.0,
-1.0, 1.0, -1.0,
1.0, 1.0, -1.0,
1.0, -1.0, -1.0,
// Top face
-1.0, 1.0, -1.0,
-1.0, 1.0, 1.0,
1.0, 1.0, 1.0,
1.0, 1.0, -1.0,
// Bottom face
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, -1.0, 1.0,
-1.0, -1.0, 1.0,
// Right face
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
1.0, 1.0, 1.0,
1.0, -1.0, 1.0,
// Left face
-1.0, -1.0, -1.0,
-1.0, -1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, 1.0, -1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
cubeVertexPositionBuffer.itemSize = 3;
cubeVertexPositionBuffer.numItems = 24;
cubeVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexNormalBuffer);
var vertexNormals = [
// Front face
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
// Back face
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
// Top face
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
// Bottom face
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
// Right face
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
// Left face
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
cubeVertexNormalBuffer.itemSize = 3;
cubeVertexNormalBuffer.numItems = 24;
cubeVertexTextureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer);
var textureCoords = [
// Front face
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Back face
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
// Top face
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
// Bottom face
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
// Right face
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
// Left face
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
cubeVertexTextureCoordBuffer.itemSize = 2;
cubeVertexTextureCoordBuffer.numItems = 24;
cubeVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
var cubeVertexIndices = [
0, 1, 2, 0, 2, 3, // Front face
4, 5, 6, 4, 6, 7, // Back face
8, 9, 10, 8, 10, 11, // Top face
12, 13, 14, 12, 14, 15, // Bottom face
16, 17, 18, 16, 18, 19, // Right face
20, 21, 22, 20, 22, 23 // Left face
];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeVertexIndices), gl.STATIC_DRAW);
cubeVertexIndexBuffer.itemSize = 1;
cubeVertexIndexBuffer.numItems = 36;
}
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, [0.0, 0.0, z]);
mat4.rotate(mvMatrix, degToRad(xRot), [1, 0, 0]);
mat4.rotate(mvMatrix, degToRad(yRot), [0, 1, 0]);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, cubeVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexNormalBuffer);
gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, cubeVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer);
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, cubeVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, crateTexture);
gl.uniform1i(shaderProgram.samplerUniform, 0);
var lighting = document.getElementById("lighting").checked;
gl.uniform1i(shaderProgram.useLightingUniform, lighting);
if (lighting) {
gl.uniform3f(
shaderProgram.ambientColorUniform,
parseFloat(document.getElementById("ambientR").value),
parseFloat(document.getElementById("ambientG").value),
parseFloat(document.getElementById("ambientB").value)
);
var lightingDirection = [
parseFloat(document.getElementById("lightDirectionX").value),
parseFloat(document.getElementById("lightDirectionY").value),
parseFloat(document.getElementById("lightDirectionZ").value)
];
var adjustedLD = vec3.create();
vec3.normalize(lightingDirection, adjustedLD);
vec3.scale(adjustedLD, -1);
gl.uniform3fv(shaderProgram.lightingDirectionUniform, adjustedLD);
gl.uniform3f(
shaderProgram.directionalColorUniform,
parseFloat(document.getElementById("directionalR").value),
parseFloat(document.getElementById("directionalG").value),
parseFloat(document.getElementById("directionalB").value)
);
}
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, cubeVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
}
var lastTime = 0;
function animate() {
var timeNow = new Date().getTime();
if (lastTime != 0) {
var elapsed = timeNow - lastTime;
xRot += (xSpeed * elapsed) / 1000.0;
yRot += (ySpeed * elapsed) / 1000.0;
}
lastTime = timeNow;
}
function tick() {
requestAnimFrame(tick);
handleKeys();
drawScene();
animate();
}
function webGLStart() {
var canvas = document.getElementById("webgl-canvas");
initGL(canvas);
initShaders();
initBuffers();
initTexture();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
document.onkeydown = handleKeyDown;
document.onkeyup = handleKeyUp;
tick();
}
</script>
<aui:script>
AUI().ready(function() {
webGLStart();
});
function closeThis(){
Liferay.Util.getOpener().<portlet:namespace />closePopup('<portlet:namespace />popUpDialog');
}
</aui:script>
<form name="<portlet:namespace/>fm" action="<%=helloFunctionUrl%>" method="post">
<h1>Sample popup</h1>
<div style="text-align:center;">
<canvas id="webgl-canvas" style="border: none; text-align: center;" width="300" height="300"></canvas>
</div>
<br />
<input type="checkbox" id="lighting" checked /> Use lighting<br/>
(Use cursor keys to spin the box and <code>Page Up</code>/<code>Page Down</code> to zoom out/in)
<br/>
<h4>Directional light:</h4>
<table style="border: 0; padding: 10px;">
<tr>
<td><b>Direction:</b>
<td>X: <input type="text" id="lightDirectionX" value="-0.25" />
<td>Y: <input type="text" id="lightDirectionY" value="-0.25" />
<td>Z: <input type="text" id="lightDirectionZ" value="-1.0" />
</tr>
<tr>
<td><b>Colour:</b>
<td>R: <input type="text" id="directionalR" value="0.8" />
<td>G: <input type="text" id="directionalG" value="0.8" />
<td>B: <input type="text" id="directionalB" value="0.8" />
</tr>
</table>
<h4>Ambient light:</h4>
<table style="border: 0; padding: 10px;">
<tr>
<td><b>Colour:</b>
<td>R: <input type="text" id="ambientR" value="0.2" />
<td>G: <input type="text" id="ambientG" value="0.2" />
<td>B: <input type="text" id="ambientB" value="0.2" />
</tr>
</table>
<div style="text-align:center;">
<aui:button name="close" value="close" onClick="closeThis();"/>
</div>
</form>
Portlet class code:
public class SimplePortlet extends MVCPortlet{
@Override
public void init() throws PortletException {
super.init();
copyRequestParameters = true;
}
public void helloFunction(ActionRequest actionRequest, ActionResponse actionResponse)throws Exception {
System.out.println("Hello!!");
}
}
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