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ex3-6.html
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<!DOCTYPE html>
<html>
<head>
<title>Positional lighting</title>
<style>
span {
display: inline-block;
width: 50px;
}
</style>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat4 uNMatrix;
uniform vec3 uLightPosition;
varying vec3 vNormal;
varying vec3 vLightRay;
varying vec3 vEyeVec;
void main(void) {
vec4 vertex = uMVMatrix * vec4(aVertexPosition, 1.0);
vNormal = vec3(uNMatrix * vec4(aVertexNormal, 1.0));
vec4 light = uMVMatrix * vec4(uLightPosition, 1.0);
vLightRay = vertex.xyz - light.xyz;
vEyeVec = -vec3(vertex.xyz);
gl_Position = uPMatrix * vertex;
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
uniform vec4 uLightAmbient;
uniform vec4 uLightDiffuse;
uniform vec4 uLightSpecular;
uniform vec4 uMaterialAmbient;
uniform vec4 uMaterialDiffuse;
uniform vec4 uMaterialSpecular;
uniform float uShininess;
varying vec3 vNormal;
varying vec3 vLightRay;
varying vec3 vEyeVec;
void main(void) {
vec3 L = normalize(vLightRay);
vec3 N = normalize(vNormal);
float lambertTerm = dot(N, -L);
vec4 Ia = uLightAmbient * uMaterialAmbient;
vec4 Id = vec4(0.0, 0.0, 0.0, 1.0);
vec4 Is = vec4(0.0, 0.0, 0.0, 1.0);
if (lambertTerm > 0.0) {
Id = uLightDiffuse * uMaterialDiffuse * lambertTerm;
vec3 E = normalize(vEyeVec);
vec3 R = reflect(L, N);
float specular = pow(max(dot(R, E), 0.0), uShininess);
Is = uLightSpecular * uMaterialSpecular * specular;
}
vec4 finalColor = Ia + Id + Is;
finalColor.a = 1.0;
gl_FragColor = finalColor;
}
</script>
<script src="library/gl-matrix-min.js"></script>
<script src="library/utils.js"></script>
<script>
var gl = null; // WebGL context
var prg = null; // The program (shaders)
var c_width = 0; // Variable to store the width of the canvas
var c_height = 0; // Variable to store the height of the canvas
var mvMatrix = mat4.create(); // The Model-View matrix
var pMatrix = mat4.create(); // The projection matrix
var nMatrix = mat4.create(); // The normal matrix
var distance = -40;
var animateFlag = false;
var objects = [];
/**
* The program contains a series of instructions that tell the Graphic Processing Unit (GPU)
* what to do with every vertex and fragment that we pass it.
* The vertex shader and the fragment shader together are called the program.
*/
function initProgram() {
var fragmentShader = utils.getShader(gl, "shader-fs");
var vertexShader = utils.getShader(gl, "shader-vs");
prg = gl.createProgram();
gl.attachShader(prg, vertexShader);
gl.attachShader(prg, fragmentShader);
gl.linkProgram(prg);
if (!gl.getProgramParameter(prg, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
return;
}
gl.useProgram(prg);
prg.aVertexPosition = gl.getAttribLocation(prg, "aVertexPosition");
prg.aVertexNormal = gl.getAttribLocation(prg, "aVertexNormal");
prg.uPMatrix = gl.getUniformLocation(prg, "uPMatrix");
prg.uMVMatrix = gl.getUniformLocation(prg, "uMVMatrix");
prg.uNMatrix = gl.getUniformLocation(prg, "uNMatrix");
prg.uMaterialAmbient = gl.getUniformLocation(prg, "uMaterialAmbient");
prg.uMaterialDiffuse = gl.getUniformLocation(prg, "uMaterialDiffuse");
prg.uMaterialSpecular = gl.getUniformLocation(prg, "uMaterialSpecular");
prg.uShininess = gl.getUniformLocation(prg, "uShininess");
prg.uLightPosition = gl.getUniformLocation(prg, "uLightPosition");
prg.uLightAmbient = gl.getUniformLocation(prg, "uLightAmbient");
prg.uLightDiffuse = gl.getUniformLocation(prg, "uLightDiffuse");
prg.uLightSpecular = gl.getUniformLocation(prg, "uLightSpecular");
}
function initLights(){
//Light uniforms
gl.uniform3fv(prg.uLightPosition,[4.5,3.0,15.0]);
gl.uniform4f(prg.uLightAmbient ,1.0,1.0,1.0,1.0);
gl.uniform4f(prg.uLightDiffuse,1.0,1.0,1.0,1.0);
gl.uniform4f(prg.uLightSpecular,1.0,1.0,1.0,1.0);
//Object Uniforms
gl.uniform4f(prg.uMaterialAmbient, 0.1,0.1,0.1,1.0);
gl.uniform4f(prg.uMaterialDiffuse, 0.5,0.8,0.1,1.0);
gl.uniform4f(prg.uMaterialSpecular, 0.6,0.6,0.6,1.0);
gl.uniform1f(prg.uShininess, 200.0);
}
/**
* Creates an AJAX request to load the scene asynchronously
*/
function loadScene(){
loadObject('models/geometry/plane.json');
loadObject('models/geometry/cone.json','cone');
loadObject('models/geometry/sphere.json','sphere');
loadObject('models/geometry/smallsph.json','lightsource');
}
function getObject(alias){
for(var i=0; i<objects.length; i++){
if (alias == objects[i].alias) return objects[i];
}
return null;
}
/**
* Ajax and JSON in action
*/
function loadObject(filename,alias){
var request = new XMLHttpRequest();
console.info('Requesting ' + filename);
request.open("GET",filename);
request.onreadystatechange = function() {
if (request.readyState == 4) {
if(request.status == 404) {
console.info(filename + ' does not exist');
}
else {
var o = JSON.parse(request.responseText);
o.alias = (alias==null)?'none':alias;
handleLoadedObject(filename,o);
}
}
}
request.send();
}
/**
* Creates the buffers that contain the geometry of the object
*/
function handleLoadedObject(filename,object) {
console.info(filename + ' has been retrieved from the server');
var vertexBufferObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBufferObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(object.vertices), gl.STATIC_DRAW);
var normalBufferObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, normalBufferObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(utils.calculateNormals(object.vertices, object.indices)), gl.STATIC_DRAW);
var indexBufferObject = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBufferObject);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(object.indices), gl.STATIC_DRAW);
object.vbo = vertexBufferObject;
object.ibo = indexBufferObject;
object.nbo = normalBufferObject;
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
gl.bindBuffer(gl.ARRAY_BUFFER,null);
objects.push(object);
}
/**
* Main rendering function. Called every 500ms according to WebGLStart function (see below)
*/
function drawScene() {
gl.clearColor(0.3,0.3,0.3, 1.0);
gl.clearDepth(100.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.viewport(0, 0, c_width, c_height);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(30, c_width / c_height, 0.1, 1000.0, pMatrix);
try{
gl.enableVertexAttribArray(prg.aVertexPosition);
gl.enableVertexAttribArray(prg.aVertexNormal);
for (var i = 0; i < objects.length; i++){
var object = objects[i];
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, [0.0, 0.0, distance]); //Sets the camera to a reasonable distance to view the part
mat4.rotate(mvMatrix, 30*Math.PI/180, [1,0,0]);
mat4.rotate(mvMatrix, angle*Math.PI/180, [0,1,0]);
if (object.alias == 'lightsource'){
var lightPos = gl.getUniform(prg, prg.uLightPosition);
mat4.translate(mvMatrix,lightPos);
}
gl.uniformMatrix4fv(prg.uMVMatrix, false, mvMatrix);
gl.uniformMatrix4fv(prg.uPMatrix, false, pMatrix);
mat4.set(mvMatrix, nMatrix);
mat4.inverse(nMatrix);
mat4.transpose(nMatrix);
gl.uniformMatrix4fv(prg.uNMatrix, false, nMatrix);
gl.uniform4fv(prg.uMaterialAmbient, object.ambient);
gl.uniform4fv(prg.uMaterialDiffuse, object.diffuse);
gl.uniform4fv(prg.uMaterialSpecular, object.specular);
gl.bindBuffer(gl.ARRAY_BUFFER, object.vbo);
gl.vertexAttribPointer(prg.aVertexPosition, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(prg.aVertexPosition);
gl.bindBuffer(gl.ARRAY_BUFFER, object.nbo);
gl.vertexAttribPointer(prg.aVertexNormal, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(prg.aVertexNormal);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, object.ibo);
gl.drawElements(gl.TRIANGLES, object.indices.length, gl.UNSIGNED_SHORT,0);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
}
}
catch(err){
alert(err);
}
}
var lastTime = 0;
var angle = 0;
/**
* Updates the angle of rotation by a little bit each time
*/
function animate() {
var timeNow = new Date().getTime();
if (lastTime != 0) {
var elapsed = timeNow - lastTime;
if (animateFlag) angle += (90 * elapsed) / 10000.0;
}
lastTime = timeNow;
}
/**
* Render Loop
*/
function renderLoop() {
requestAnimFrame(renderLoop);
drawScene();
animate();
}
/**
* Entry point. This function is invoked when the page is loaded
*/
function runWebGLApp() {
//Obtains a WebGL context
gl = utils.getGLContext("canvas-element-id");
//Initializes the program (shaders)
initProgram();
//Initializes lights
initLights();
//Load Scene
loadScene();
//Renders the scene!
renderLoop();
}
</script>
</head>
<body onload="runWebGLApp();">
<canvas id='canvas-element-id' width='1400' height='400'>
Your browser does not support the HTML5 canvas element.
</canvas>
<div>
<p>
X: <span id="value-x">4.5</span>
<input id="slider-x" type="range" min="-100" max="100" value="9"/>
</p>
<p>
Y: <span id="value-y">3.0</span>
<input id="slider-y" type="range" min="0" max="500" value="30"/>
</p>
<p>
Z: <span id="value-z">15.0</span>
<input id="slider-z" type="range" min="-100" max="100" value="30"/>
</p>
<p>
shininess: <span id="value-s">200</span>
<input id="slider-s" type="range" min="1" max="300" value="200"/>
</p>
<p>
distance: <span id="value-d">40</span>
<input id="slider-d" type="range" min="10" max="100" value="40"/>
</p>
<p>
<label>animate</label><input type="checkbox" id="animate"></label>
</p>
</div>
<script src="http://code.jquery.com/jquery-latest.js"></script>
<script>
$("#animate").click(function() {
if ($(this).prop("checked")) {
animateFlag = true;
} else {
animateFlag = false;
}
});
var sliderX = document.querySelector("#slider-x"),
sliderY = document.querySelector("#slider-y"),
sliderZ = document.querySelector("#slider-z"),
sliderS = document.querySelector("#slider-s"),
sliderD = document.querySelector("#slider-d");
var valueX = document.querySelector("#value-x"),
valueY = document.querySelector("#value-y"),
valueZ = document.querySelector("#value-z"),
valueS = document.querySelector("#value-s"),
valueD = document.querySelector("#value-d");
sliderX.addEventListener("change", function(e) {
updateLightDirection();
});
sliderY.addEventListener("change", function(e) {
updateLightDirection();
});
sliderZ.addEventListener("change", function(e) {
updateLightDirection();
});
sliderS.addEventListener("change", function() {
updateShininess();
});
sliderD.addEventListener("change", function() {
updateDistance();
});
function updateLightDirection() {
var x = +sliderX.value,
y = +sliderY.value,
z = +sliderZ.value;
var intX = +(x/2).toFixed(2),
intY = +(y/10).toFixed(2),
intZ = +(z/2).toFixed(2);
gl.uniform3fv(prg.uLightPosition, [intX, intY, intZ]);
valueX.innerHTML = intX;
valueY.innerHTML = intY;
valueZ.innerHTML = intZ;
}
function updateShininess(){
var d = +sliderS.value;
gl.uniform1f(prg.uShininess, d);
valueD.innerHTML = d;
}
function updateDistance() {
var d = +sliderD.value;
valueD.innerHTML = d;
distance = -d;
}
</script>
</body>
</html>