2022-07-28 11:12:55 +00:00
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// PointLightedCube_perFragment.js (c) 2012 matsuda, 2022 Jonathon Doran
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2022-07-28 12:38:08 +00:00
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// BivariateFunction.js (c) 2022 John Breaux
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2022-07-28 12:38:33 +00:00
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2022-07-28 12:38:08 +00:00
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// k: number of subdivisions per edge
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// I prefer 96
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var k = 64
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// f(x, y): function to graph
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function f(x, y) {
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var u = 80 * x - 40, v = 90 * y - 45;
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var norm = Math.sqrt(u * u + v * v);
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return (1 / 2) * Math.pow(Math.E, -0.04 * norm) * Math.cos(0.15 * norm)
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}
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2022-07-28 11:12:55 +00:00
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const vertex_shader = `
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attribute vec4 a_Position;
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attribute vec4 a_Color;
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attribute vec4 a_Normal;
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uniform mat4 u_MvpMatrix;
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uniform mat4 u_ModelMatrix; // Model matrix
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uniform mat4 u_NormalMatrix; // Transformation matrix of the normal
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varying vec4 v_Color;
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varying vec3 v_Normal;
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varying vec3 v_Position;
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void main()
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{
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gl_Position = u_MvpMatrix * a_Position;
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// Calculate the vertex position in the world coordinate
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v_Position = vec3(u_ModelMatrix * a_Position);
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v_Normal = normalize(vec3(u_NormalMatrix * a_Normal));
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v_Color = a_Color;
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} `;
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const fragment_shader = `
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec3 u_LightColor; // Light color
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uniform vec3 u_LightPosition; // Position of the light source
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uniform vec3 u_AmbientLight; // Ambient light color
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varying vec3 v_Normal;
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varying vec3 v_Position;
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varying vec4 v_Color;
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void main()
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{
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// Normalize the normal because it is interpolated and not 1.0 in length any more
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vec3 normal = normalize(v_Normal);
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// Calculate the light direction and make its length 1.
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vec3 lightDirection = normalize(u_LightPosition - v_Position);
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// The dot product of the light direction and the orientation of a surface (the normal)
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float nDotL = max(dot(lightDirection, normal), 0.0);
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// Calculate the final color from diffuse reflection and ambient reflection
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vec3 diffuse = u_LightColor * v_Color.rgb * nDotL;
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vec3 ambient = u_AmbientLight * v_Color.rgb;
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gl_FragColor = vec4(diffuse + ambient, v_Color.a);
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} `;
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function main() {
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// Retrieve <canvas> element
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var canvas = document.getElementById('webgl');
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2022-07-28 13:15:12 +00:00
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// Get the rendering context for WebGL *2*
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var gl = canvas.getContext('webgl2');
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2022-07-28 11:12:55 +00:00
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if (!gl) {
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console.log('Failed to get the rendering context for WebGL');
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return;
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}
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// Initialize shaders
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if (!initShaders(gl, vertex_shader, fragment_shader)) {
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console.log('Failed to intialize shaders.');
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return;
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}
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//
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var n = initVertexBuffers(gl);
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if (n < 0) {
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console.log('Failed to set the vertex information');
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return;
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}
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// Set the clear color and enable the depth test
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.enable(gl.DEPTH_TEST);
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// Get the storage locations of uniform variables
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var u_ModelMatrix = gl.getUniformLocation(gl.program, 'u_ModelMatrix');
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var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix');
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var u_NormalMatrix = gl.getUniformLocation(gl.program, 'u_NormalMatrix');
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var u_LightColor = gl.getUniformLocation(gl.program, 'u_LightColor');
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var u_LightPosition = gl.getUniformLocation(gl.program, 'u_LightPosition');
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var u_AmbientLight = gl.getUniformLocation(gl.program, 'u_AmbientLight');
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if (!u_ModelMatrix || !u_MvpMatrix || !u_NormalMatrix || !u_LightColor || !u_LightPosition || !u_AmbientLight) {
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console.log('Failed to get the storage location');
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return;
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}
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// Set the light color (white)
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gl.uniform3f(u_LightColor, 1.0, 1.0, 1.0);
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// Set the light direction (in the world coordinate)
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gl.uniform3f(u_LightPosition, 2.3, 4.0, 3.5);
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// Set the ambient light
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gl.uniform3f(u_AmbientLight, 0.2, 0.2, 0.2);
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var modelMatrix = new Matrix4(); // Model matrix
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var mvpMatrix = new Matrix4(); // Model view projection matrix
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var normalMatrix = new Matrix4(); // Transformation matrix for normals
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// Calculate the model matrix
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2022-07-28 12:38:08 +00:00
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// Move center of model to center
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modelMatrix.setTranslate(-0.5, 0, 0.5)
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// Rotate the model upright, around X
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modelMatrix.rotate(-90, 1, 0, 0);
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// Calculate the view projection matrix
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mvpMatrix.setPerspective(30, canvas.width / canvas.height, 1, 100);
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var theta = Math.PI / 3
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2022-07-28 12:38:08 +00:00
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mvpMatrix.lookAt(Math.tan(theta), Math.sin(theta), Math.cos(theta), // Why fiddle with multiple constants when you can just fiddle with one?
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0.0, 0.0, 0.0,
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0.0, 1.0, 0.0
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);
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mvpMatrix.multiply(modelMatrix);
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// Calculate the matrix to transform the normal based on the model matrix
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normalMatrix.setInverseOf(modelMatrix);
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normalMatrix.transpose();
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// Pass the model matrix to u_ModelMatrix
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gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
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// Pass the model view projection matrix to u_mvpMatrix
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gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix.elements);
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// Pass the transformation matrix for normals to u_NormalMatrix
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gl.uniformMatrix4fv(u_NormalMatrix, false, normalMatrix.elements);
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// Clear color and depth buffer
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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// Draw the cube
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2022-07-28 13:15:12 +00:00
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gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_INT, 0);
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2022-07-28 11:12:55 +00:00
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}
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class BivariateFunction {
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vertices = [];
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vertex_colors = [];
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vertex_normals = [];
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indices = [];
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2022-07-28 12:38:08 +00:00
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resolution = 50
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2022-07-28 11:12:55 +00:00
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func = (x, y) => { return 0; }
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2022-07-28 12:38:08 +00:00
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constructor({ resolution = 50, func } = { resolution: 50, func: this.func }) {
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this.resolution = resolution;
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this.func = func;
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2022-07-28 12:38:08 +00:00
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this.construct_mesh();
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2022-07-28 11:12:55 +00:00
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}
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2022-07-28 12:38:08 +00:00
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generate_quad(width, index) {
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2022-07-28 11:12:55 +00:00
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var upper = [index + 1, index, index + width + 1]
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var lower = [index + 1, index + width + 1, index + width + 2]
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return [upper, lower]
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}
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2022-07-28 12:38:08 +00:00
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construct_mesh() {
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var vertices = [], vertex_colors = [], vertex_normals = [], triangles = [];
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// Generate a
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for (var i = 0, y = 0; y <= this.resolution; y++) {
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for (var x = 0; x <= this.resolution; x++) {
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2022-07-28 11:12:55 +00:00
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// Create a new vertex
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vertices.push([x / this.resolution, y / this.resolution,
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this.func(x / this.resolution, y / this.resolution)]);
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// Color this vertex a very pleasing shade of velvet-red
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2022-07-28 11:12:55 +00:00
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vertex_colors.push([0.625, 0.025, 0.075])
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//vertex_colors.push([x / width, y / width, 1]);
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2022-07-28 12:38:08 +00:00
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// Give it a normal vector
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vertex_normals.push([0, 0, 0]);
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// If this point is the top-left corner of a quad,
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// then create a new quad
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2022-07-28 12:38:08 +00:00
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if (x < this.resolution && y < this.resolution) {
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triangles.push(...this.generate_quad(this.resolution, i));
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2022-07-28 11:12:55 +00:00
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}
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i++
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}
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}
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// Sum the normals around each vertex
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2022-07-28 11:12:55 +00:00
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for (var triangle of triangles) {
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// Turn verts into vec3's
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var v = [new vec3(...vertices[triangle[0]]), new vec3(...vertices[triangle[1]]), new vec3(...vertices[triangle[2]])];
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// Calculate alpha and beta vectors
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var alpha = v[2].sub(v[0]);
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var beta = v[1].sub(v[0]);
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// Take the cross product & normalize to get the normal
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var normal = alpha.cross(beta).normalize();
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// Add the normal to each vertex
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vertex_normals[triangle[0]] = normal.add(new vec3(...vertex_normals[triangle[0]])).a();
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vertex_normals[triangle[1]] = normal.add(new vec3(...vertex_normals[triangle[1]])).a();
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vertex_normals[triangle[2]] = normal.add(new vec3(...vertex_normals[triangle[2]])).a();
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}
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// Average the normals by normalizing the sums of the normals
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// this assumes the sum of normals around a vertex is not 0
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for (var i = 0; i < vertex_normals.length; i++) {
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// taking full advantage of the garbage collector here
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vertex_normals[i] = new vec3(...vertex_normals[i]).normalize().a();
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}
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2022-07-28 12:38:08 +00:00
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// Save the vertices and indices as flat arrays
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this.vertices = vertices.flat();
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this.vertex_colors = vertex_colors.flat();
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this.vertex_normals = vertex_normals.flat();
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this.indices = triangles.flat();
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2022-07-28 11:12:55 +00:00
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return
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}
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}
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function initVertexBuffers(gl) {
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// Create a new BivariateFunction
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var bf = new BivariateFunction({
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resolution: k, func: f
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});
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2022-07-28 12:38:08 +00:00
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var vertices = new Float32Array(bf.vertices);
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var colors = new Float32Array(bf.vertex_colors);
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var normals = new Float32Array(bf.vertex_normals);
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var indices = new Uint32Array(bf.indices);
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// Write the vertex property to buffers (coordinates, colors and normals)
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if (!initArrayBuffer(gl, 'a_Position', vertices, 3)) return -1;
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if (!initArrayBuffer(gl, 'a_Color', colors, 3)) return -1;
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if (!initArrayBuffer(gl, 'a_Normal', normals, 3)) return -1;
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// Unbind the buffer object
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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// Write the indices to the buffer object
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var indexBuffer = gl.createBuffer();
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if (!indexBuffer) {
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console.log('Failed to create the buffer object');
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return false;
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}
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
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return indices.length;
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}
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function initArrayBuffer(gl, attribute, data, num) {
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// Create a buffer object
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var buffer = gl.createBuffer();
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if (!buffer) {
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console.log('Failed to create the buffer object');
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return false;
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}
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// Write date into the buffer object
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
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// Assign the buffer object to the attribute variable
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var a_attribute = gl.getAttribLocation(gl.program, attribute);
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if (a_attribute < 0) {
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console.log('Failed to get the storage location of ' + attribute);
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return false;
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}
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gl.vertexAttribPointer(a_attribute, num, gl.FLOAT, false, 0, 0);
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// Enable the assignment of the buffer object to the attribute variable
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gl.enableVertexAttribArray(a_attribute);
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return true;
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}
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