281 lines
8.9 KiB
JavaScript
281 lines
8.9 KiB
JavaScript
// 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 <canvas> 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;
|
|
}
|