// PointLightedCube_perFragment.js (c) 2012 matsuda, 2022 Jonathon Doran const vertex_shader = ` attribute vec4 a_Position; attribute vec4 a_Color; attribute vec4 a_Normal; uniform mat4 u_MvpMatrix; uniform mat4 u_ModelMatrix; // Model matrix uniform mat4 u_NormalMatrix; // Transformation matrix of the normal varying vec4 v_Color; varying vec3 v_Normal; varying vec3 v_Position; void main() { gl_Position = u_MvpMatrix * a_Position; // Calculate the vertex position in the world coordinate v_Position = vec3(u_ModelMatrix * a_Position); v_Normal = normalize(vec3(u_NormalMatrix * a_Normal)); v_Color = a_Color; } `; const fragment_shader = ` #ifdef GL_ES precision mediump float; #endif uniform vec3 u_LightColor; // Light color uniform vec3 u_LightPosition; // Position of the light source uniform vec3 u_AmbientLight; // Ambient light color varying vec3 v_Normal; varying vec3 v_Position; varying vec4 v_Color; void main() { // Normalize the normal because it is interpolated and not 1.0 in length any more vec3 normal = normalize(v_Normal); // Calculate the light direction and make its length 1. vec3 lightDirection = normalize(u_LightPosition - v_Position); // The dot product of the light direction and the orientation of a surface (the normal) float nDotL = max(dot(lightDirection, normal), 0.0); // Calculate the final color from diffuse reflection and ambient reflection vec3 diffuse = u_LightColor * v_Color.rgb * nDotL; vec3 ambient = u_AmbientLight * v_Color.rgb; gl_FragColor = vec4(diffuse + ambient, v_Color.a); } `; var scale = 192 function f(x, y) { var u = 80 * x - 40, v = 90 * y - 45; var norm = Math.sqrt(u * u + v * v); return (1 / 2) * Math.pow(Math.E, -0.04 * norm) * Math.cos(0.15 * norm) } function main() { // Retrieve element var canvas = document.getElementById('webgl'); // Get the rendering context for WebGL var gl = getWebGLContext(canvas); if (!gl) { console.log('Failed to get the rendering context for WebGL'); return; } // Initialize shaders if (!initShaders(gl, vertex_shader, fragment_shader)) { console.log('Failed to intialize shaders.'); return; } // var n = initVertexBuffers(gl); if (n < 0) { console.log('Failed to set the vertex information'); return; } // Set the clear color and enable the depth test gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.enable(gl.DEPTH_TEST); // Get the storage locations of uniform variables var u_ModelMatrix = gl.getUniformLocation(gl.program, 'u_ModelMatrix'); var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix'); var u_NormalMatrix = gl.getUniformLocation(gl.program, 'u_NormalMatrix'); var u_LightColor = gl.getUniformLocation(gl.program, 'u_LightColor'); var u_LightPosition = gl.getUniformLocation(gl.program, 'u_LightPosition'); var u_AmbientLight = gl.getUniformLocation(gl.program, 'u_AmbientLight'); if (!u_ModelMatrix || !u_MvpMatrix || !u_NormalMatrix || !u_LightColor || !u_LightPosition || !u_AmbientLight) { console.log('Failed to get the storage location'); return; } // Set the light color (white) gl.uniform3f(u_LightColor, 1.0, 1.0, 1.0); // Set the light direction (in the world coordinate) gl.uniform3f(u_LightPosition, 2.3, 4.0, 3.5); // Set the ambient light gl.uniform3f(u_AmbientLight, 0.2, 0.2, 0.2); var modelMatrix = new Matrix4(); // Model matrix var mvpMatrix = new Matrix4(); // Model view projection matrix var normalMatrix = new Matrix4(); // Transformation matrix for normals // Calculate the model matrix modelMatrix.setRotate(-90, 1, 0, 0); // Rotate around the *X* axis // Calculate the view projection matrix mvpMatrix.setPerspective(30, canvas.width / canvas.height, 1, 100); mvpMatrix.translate(0, 0, -2) var theta = Math.PI / 3 mvpMatrix.lookAt( Math.tan(theta) / 4, Math.sin(theta) / 4, Math.cos(theta) / 4, 0, 0, 0, 0, 1, 0 ); mvpMatrix.multiply(modelMatrix); // Calculate the matrix to transform the normal based on the model matrix normalMatrix.setInverseOf(modelMatrix); normalMatrix.transpose(); // Pass the model matrix to u_ModelMatrix gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements); // Pass the model view projection matrix to u_mvpMatrix gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix.elements); // Pass the transformation matrix for normals to u_NormalMatrix gl.uniformMatrix4fv(u_NormalMatrix, false, normalMatrix.elements); // Clear color and depth buffer gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Draw the cube gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_SHORT, 0); } //!!! RIGHT HERE class BivariateFunction { vertices = []; vertex_colors = []; vertex_normals = []; indices = []; func = (x, y) => { return 0; } constructor({ width = 50, height = 50, func = this.func } = {}) { this.width = width; this.height = height; this.func = func; } generate_quad(width, _height, index) { var upper = [index + 1, index, index + width + 1] var lower = [index + 1, index + width + 1, index + width + 2] return [upper, lower] } generate_plane() { var width = this.width, height = this.height; var vertices = [], vertex_colors = [], vertex_normals = []; var triangles = []; for (var i = 0, y = 0; y <= width; y++) { for (var x = 0; x <= height; x++) { // Create a new vertex vertices.push([x / width - 0.5, y / height - 0.5, this.func(x / width, y / width)]); vertex_colors.push([0.625, 0.025, 0.075]) //vertex_colors.push([x / width, y / width, 1]); vertex_normals.push([0, 0, 0]); // If this point is the top-left corner of a quad, // then create a new quad if (x < width && y < height) { triangles.push(...this.generate_quad(width, height, i)); } i++ } } for (var triangle of triangles) { // Turn verts into vec3's var v = [new vec3(...vertices[triangle[0]]), new vec3(...vertices[triangle[1]]), new vec3(...vertices[triangle[2]])]; // Calculate alpha and beta vectors var alpha = v[2].sub(v[0]); var beta = v[1].sub(v[0]); // Take the cross product & normalize to get the normal var normal = alpha.cross(beta).normalize(); // Add the normal to each vertex vertex_normals[triangle[0]] = normal.add(new vec3(...vertex_normals[triangle[0]])).a(); vertex_normals[triangle[1]] = normal.add(new vec3(...vertex_normals[triangle[1]])).a(); vertex_normals[triangle[2]] = normal.add(new vec3(...vertex_normals[triangle[2]])).a(); } // Average the normals by normalizing the sums of the normals // this assumes the sum of normals around a vertex is not 0 for (var i = 0; i < vertex_normals.length; i++) { // taking full advantage of the garbage collector here vertex_normals[i] = new vec3(...vertex_normals[i]).normalize().a(); } // Save the vertices and indices this.vertices = vertices; this.vertex_colors = vertex_colors; this.vertex_normals = vertex_normals; this.indices = triangles; return } } function initVertexBuffers(gl) { // Create a new BivariateFunction var bf = new BivariateFunction({ width: scale, height: scale, func: f }); bf.generate_plane(); var vertices = new Float32Array(bf.vertices.flat()); var colors = new Float32Array(bf.vertex_colors.flat()); var normals = new Float32Array(bf.vertex_normals.flat()); var indices = new Uint16Array(bf.indices.flat()); // Write the vertex property to buffers (coordinates, colors and normals) if (!initArrayBuffer(gl, 'a_Position', vertices, 3)) return -1; if (!initArrayBuffer(gl, 'a_Color', colors, 3)) return -1; if (!initArrayBuffer(gl, 'a_Normal', normals, 3)) return -1; // Unbind the buffer object gl.bindBuffer(gl.ARRAY_BUFFER, null); // Write the indices to the buffer object var indexBuffer = gl.createBuffer(); if (!indexBuffer) { console.log('Failed to create the buffer object'); return false; } gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); return indices.length; } function initArrayBuffer(gl, attribute, data, num) { // Create a buffer object var buffer = gl.createBuffer(); if (!buffer) { console.log('Failed to create the buffer object'); return false; } // Write date into the buffer object gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW); // Assign the buffer object to the attribute variable var a_attribute = gl.getAttribLocation(gl.program, attribute); if (a_attribute < 0) { console.log('Failed to get the storage location of ' + attribute); return false; } gl.vertexAttribPointer(a_attribute, num, gl.FLOAT, false, 0, 0); // Enable the assignment of the buffer object to the attribute variable gl.enableVertexAttribArray(a_attribute); return true; }