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shading.js
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//////////////////////////////////////////////////////////////////
//
// A shading example using Gouraud Shading
//
// Han-Wei Shen (shen.94@osu.edu)
//
var gl;
var shaderProgram;
var draw_type=2;
// set up the parameters for lighting
var light_ambient = [0,0,0,1];
var light_diffuse = [.8,.8,.8,1];
var light_specular = [1,1,1,1];
var light_pos = [0,0,0,1]; // eye space position
var mat_ambient = [0, 0, 0, 1];
var mat_diffuse= [1, 1, 0, 1];
var mat_specular = [.9, .9, .9,1];
var mat_shine = [50];
//////////// Init OpenGL Context etc. ///////////////
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 :-(");
}
}
///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////
var squareVertexPositionBuffer;
var squareVertexColorBuffer;
var squareVertexIndexBuffer;
var cylinderVertexPositionBuffer;
var cylinderVertexNormalBuffer;
var cylinderVertexColorBuffer;
var cylinderVertexIndexBuffer;
//////////////// Initialize VBO ////////////////////////
var cyverts = [];
var cynormals = [];
var cycolors = [];
var cyindicies = [];
function InitCylinder(nslices, nstacks, r, g, b)
{
var nvertices = nslices * nstacks;
var Dangle = 2*Math.PI/(nslices-1);
for (j =0; j<nstacks; j++)
for (i=0; i<nslices; i++) {
var idx = j*nslices + i; // mesh[j][i]
var angle = Dangle * i;
cyverts.push(Math.cos(angle));
cyverts.push(Math.sin(angle));
cyverts.push(j*3.0/(nstacks-1)-1.5);
cynormals.push(Math.cos(angle));
cynormals.push(Math.sin(angle));
cynormals.push(0.0);
cycolors.push(Math.cos(angle));
cycolors.push(Math.sin(angle));
cycolors.push(j*1.0/(nstacks-1));
cycolors.push(1.0);
}
// now create the index array
nindices = (nstacks-1)*6*(nslices+1);
for (j =0; j<nstacks-1; j++)
for (i=0; i<=nslices; i++) {
var mi = i % nslices;
var mi2 = (i+1) % nslices;
var idx = (j+1) * nslices + mi;
var idx2 = j*nslices + mi; // mesh[j][mi]
var idx3 = (j) * nslices + mi2;
var idx4 = (j+1) * nslices + mi;
var idx5 = (j) * nslices + mi2;
var idx6 = (j+1) * nslices + mi2;
cyindicies.push(idx);
cyindicies.push(idx2);
cyindicies.push(idx3);
cyindicies.push(idx4);
cyindicies.push(idx5);
cyindicies.push(idx6);
}
}
function initCYBuffers() {
var nslices = 10;
var nstacks = 50;
InitCylinder(nslices,nstacks,1.0,1.0,0.0);
cylinderVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cylinderVertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cyverts), gl.STATIC_DRAW);
cylinderVertexPositionBuffer.itemSize = 3;
cylinderVertexPositionBuffer.numItems = nslices * nstacks;
cylinderVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cylinderVertexNormalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cynormals), gl.STATIC_DRAW);
cylinderVertexNormalBuffer.itemSize = 3;
cylinderVertexNormalBuffer.numItems = nslices * nstacks;
cylinderVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cylinderVertexIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cyindicies), gl.STATIC_DRAW);
cylinderVertexIndexBuffer.itemsize = 1;
cylinderVertexIndexBuffer.numItems = (nstacks-1)*6*(nslices+1);
cylinderVertexColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cylinderVertexColorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cycolors), gl.STATIC_DRAW);
cylinderVertexColorBuffer.itemSize = 4;
cylinderVertexColorBuffer.numItems = nslices * nstacks;
}
var sqvertices = [];
var sqindices = [];
var sqcolors = [];
function InitSquare()
{
sqvertices = [
0.5, 0.5, -.5,
-0.5, 0.5, -.5,
- 0.5, -0.5, -.5,
0.5, -0.5, -.5,
0.5, 0.5, .5,
-0.5, 0.5, .5,
-0.5, -0.5, .5,
0.5, -0.5, .5,
];
sqindices = [0,1,2, 0,2,3, 0,3,7, 0, 7,4, 6,2,3,6,3,7,5,1,2, 5,2,6,5,1,0,5,0,4,5,6,7,5,7,4];
sqcolors = [
1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0,
1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0,
1.0, 0.0, 0.0, 1.0,
];
}
function initSQBuffers() {
InitSquare();
squareVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(sqvertices), gl.STATIC_DRAW);
squareVertexPositionBuffer.itemSize = 3;
squareVertexPositionBuffer.numItems = 8;
squareVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, squareVertexIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(sqindices), gl.STATIC_DRAW);
squareVertexIndexBuffer.itemsize = 1;
squareVertexIndexBuffer.numItems = 36;
squareVertexColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(sqcolors), gl.STATIC_DRAW);
squareVertexColorBuffer.itemSize = 3;
squareVertexColorBuffer.numItems = 8;
}
///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////
var mMatrix = mat4.create(); // model matrix
var vMatrix = mat4.create(); // view matrix
var pMatrix = mat4.create(); //projection matrix
var nMatrix = mat4.create(); // normal matrix
var Z_angle = 60.0;
function setMatrixUniforms() {
gl.uniformMatrix4fv(shaderProgram.mMatrixUniform, false, mMatrix);
gl.uniformMatrix4fv(shaderProgram.vMatrixUniform, false, vMatrix);
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.nMatrixUniform, false, nMatrix);
}
function degToRad(degrees) {
return degrees * Math.PI / 180;
}
///////////////////////////////////////////////////////////////
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
pMatrix = mat4.perspective(60, 1.0, 0.1, 100, pMatrix); // set up the projection matrix
vMatrix = mat4.lookAt([0,0,5], [0,0,0], [0,1,0], vMatrix); // set up the view matrix, multiply into the modelview matrix
mat4.identity(mMatrix);
mMatrix = mat4.rotate(mMatrix, degToRad(Z_angle), [0, 1, 1]); // now set up the model matrix
mat4.identity(nMatrix);
nMatrix = mat4.multiply(nMatrix, vMatrix);
nMatrix = mat4.multiply(nMatrix, mMatrix);
nMatrix = mat4.inverse(nMatrix);
nMatrix = mat4.transpose(nMatrix);
shaderProgram.light_posUniform = gl.getUniformLocation(shaderProgram, "light_pos");
gl.uniform4f(shaderProgram.light_posUniform,light_pos[0], light_pos[1], light_pos[2], light_pos[3]);
gl.uniform4f(shaderProgram.ambient_coefUniform, mat_ambient[0], mat_ambient[1], mat_ambient[2], 1.0);
gl.uniform4f(shaderProgram.diffuse_coefUniform, mat_diffuse[0], mat_diffuse[1], mat_diffuse[2], 1.0);
gl.uniform4f(shaderProgram.specular_coefUniform, mat_specular[0], mat_specular[1], mat_specular[2],1.0);
gl.uniform1f(shaderProgram.shininess_coefUniform, mat_shine[0]);
gl.uniform4f(shaderProgram.light_ambientUniform, light_ambient[0], light_ambient[1], light_ambient[2], 1.0);
gl.uniform4f(shaderProgram.light_diffuseUniform, light_diffuse[0], light_diffuse[1], light_diffuse[2], 1.0);
gl.uniform4f(shaderProgram.light_specularUniform, light_specular[0], light_specular[1], light_specular[2],1.0);
/*
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute,squareVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
*/
gl.bindBuffer(gl.ARRAY_BUFFER, cylinderVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, cylinderVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, cylinderVertexNormalBuffer);
gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, cylinderVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, cylinderVertexColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute,cylinderVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
// draw elementary arrays - triangle indices
// gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, squareVertexIndexBuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cylinderVertexIndexBuffer);
setMatrixUniforms(); // pass the modelview mattrix and projection matrix to the shader
if (draw_type ==1) gl.drawArrays(gl.LINE_LOOP, 0, cylinderVertexPositionBuffer.numItems);
else if (draw_type ==0) gl.drawArrays(gl.POINTS, 0, cylinderVertexPositionBuffer.numItems);
else if (draw_type==2) gl.drawElements(gl.TRIANGLES, cylinderVertexIndexBuffer.numItems , gl.UNSIGNED_SHORT, 0);
/*
if (draw_type ==1) gl.drawArrays(gl.LINE_LOOP, 0, squareVertexPositionBuffer.numItems);
else if (draw_type ==0) gl.drawArrays(gl.POINTS, 0, squareVertexPositionBuffer.numItems);
else if (draw_type==2) gl.drawElements(gl.TRIANGLES, squareVertexIndexBuffer.numItems , gl.UNSIGNED_SHORT, 0);
*/
}
///////////////////////////////////////////////////////////////
var lastMouseX = 0, lastMouseY = 0;
///////////////////////////////////////////////////////////////
function onDocumentMouseDown( event ) {
event.preventDefault();
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mouseup', onDocumentMouseUp, false );
document.addEventListener( 'mouseout', onDocumentMouseOut, false );
var mouseX = event.clientX;
var mouseY = event.clientY;
lastMouseX = mouseX;
lastMouseY = mouseY;
}
function onDocumentMouseMove( event ) {
var mouseX = event.clientX;
var mouseY = event.ClientY;
var diffX = mouseX - lastMouseX;
var diffY = mouseY - lastMouseY;
Z_angle = Z_angle + diffX/5;
lastMouseX = mouseX;
lastMouseY = mouseY;
drawScene();
}
function onDocumentMouseUp( event ) {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}
function onDocumentMouseOut( event ) {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}
///////////////////////////////////////////////////////////////
function webGLStart() {
var canvas = document.getElementById("code03-canvas");
initGL(canvas);
initShaders();
gl.enable(gl.DEPTH_TEST);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);
shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
shaderProgram.mMatrixUniform = gl.getUniformLocation(shaderProgram, "uMMatrix");
shaderProgram.vMatrixUniform = gl.getUniformLocation(shaderProgram, "uVMatrix");
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, "uNMatrix");
shaderProgram.light_posUniform = gl.getUniformLocation(shaderProgram, "light_pos");
shaderProgram.ambient_coefUniform = gl.getUniformLocation(shaderProgram, "ambient_coef");
shaderProgram.diffuse_coefUniform = gl.getUniformLocation(shaderProgram, "diffuse_coef");
shaderProgram.specular_coefUniform = gl.getUniformLocation(shaderProgram, "specular_coef");
shaderProgram.shininess_coefUniform = gl.getUniformLocation(shaderProgram, "mat_shininess");
shaderProgram.light_ambientUniform = gl.getUniformLocation(shaderProgram, "light_ambient");
shaderProgram.light_diffuseUniform = gl.getUniformLocation(shaderProgram, "light_diffuse");
shaderProgram.light_specularUniform = gl.getUniformLocation(shaderProgram, "light_specular");
initSQBuffers();
initCYBuffers();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
console.log('start! ');
console.error('I hope no error ....');
document.addEventListener('mousedown', onDocumentMouseDown,
false);
drawScene();
}
function BG(red, green, blue) {
gl.clearColor(red, green, blue, 1.0);
drawScene();
}
function redraw() {
Z_angle = 0;
drawScene();
}
function geometry(type) {
draw_type = type;
drawScene();
}