-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathpart-one.html
More file actions
322 lines (259 loc) · 11.6 KB
/
part-one.html
File metadata and controls
322 lines (259 loc) · 11.6 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
<!doctype html>
<meta charset="utf-8">
<html>
<body>
<canvas width = "512" height = "512" id = "gl-canvas">
Sorry; your web browser does not support HTML5’s canvas element.
</canvas>
<img id="myimg"></img>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js" type="text/javascript"></script>
<script>
function glInit() {
gl.clearColor(0.1, 0.1, 0.1, 0.9);
gl.clearDepth(1.0);
gl.viewport(0.0, 0.0, canvas.width, canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
}
function drawObject(bufferObject, shaderprogram) {
gl.useProgram(shaderprogram);
let vertex_buffer = bufferObject.vertex_buffer;
let color_buffer = bufferObject.color_buffer;
let normal_buffer = bufferObject.normal_buffer;
let index_buffer = bufferObject.index_buffer;
let tex_buffer = bufferObject.tex_buffer;
let number = bufferObject.numVertices;
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
let aPosition = gl.getAttribLocation(shaderprogram, "aPosition");
gl.vertexAttribPointer(aPosition, 4, gl.FLOAT, false,0,0);
gl.enableVertexAttribArray(aPosition);
gl.bindBuffer(gl.ARRAY_BUFFER, color_buffer);
let aColor = gl.getAttribLocation(shaderprogram, "aColor");
gl.vertexAttribPointer(aColor, 4, gl.FLOAT, false,0,0) ;
gl.enableVertexAttribArray(aColor);
gl.bindBuffer(gl.ARRAY_BUFFER, normal_buffer);
let aNormal = gl.getAttribLocation(shaderprogram, "aNormal");
gl.vertexAttribPointer(aNormal, 4, gl.FLOAT, false,0,0) ;
gl.enableVertexAttribArray(aNormal);
let aTexCoord = gl.getAttribLocation(shaderprogram, "aTexCoord");
gl.bindBuffer(gl.ARRAY_BUFFER, tex_buffer);
gl.vertexAttribPointer(aTexCoord, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(aTexCoord);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, index_buffer);
gl.drawElements(gl.TRIANGLES, number, gl.UNSIGNED_SHORT, 0);
}
function initObject(object, shaderprogram) {
gl.useProgram(shaderprogram);
let vertices = object.vertices.flat();
let colors = object.colors.flat();
let indices = object.indices.flat();
let normals = object.normals.flat();
let texCoords= object.texCoords.flat();
let vertex_buffer = gl.createBuffer ();
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
let color_buffer = gl.createBuffer ();
gl.bindBuffer(gl.ARRAY_BUFFER, color_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
let normal_buffer = gl.createBuffer ();
gl.bindBuffer(gl.ARRAY_BUFFER, normal_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normals), gl.STATIC_DRAW);
let texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([127,127,255,255]));
var image = new Image();
image.addEventListener("load", function() {
console.log('Part One');
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.generateMipmap(gl.TEXTURE_2D);
});
image.src = "/texture.png";
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
let tex_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, tex_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texCoords), gl.STATIC_DRAW);
let index_buffer = gl.createBuffer ();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, index_buffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
return { vertex_buffer: vertex_buffer,
color_buffer: color_buffer,
normal_buffer: normal_buffer,
index_buffer: index_buffer,
tex_buffer: tex_buffer,
numVertices: indices.length };
}
function createProgram(vertCode, fragCode) {
let vertShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertShader, vertCode);
gl.compileShader(vertShader);
let fragShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragShader, fragCode);
gl.compileShader(fragShader);
let shaderprogram = gl.createProgram();
gl.attachShader(shaderprogram, vertShader);
gl.attachShader(shaderprogram, fragShader);
gl.linkProgram(shaderprogram);
gl.useProgram(shaderprogram);
return shaderprogram;
}
</script>
<script>
/**
* Creates a icosahedron.
*
* @returns object consisting of vertices, colors, indices, normals and texture coordinates.
*/
function icosahedron() {
// Define and store geometry.
// Only requires 12 raw vertices.
let color = [1, 1, 1, 1];
let vertices = [];
let indices = [];
let colors = [];
let normals = [];
let texCoords = [];
const PHI = (1 + Math.sqrt(5)) / 2;
const rawVertices = [
[0, 1, -PHI],
[1, PHI, 0],
[-1, PHI, 0],
[0, 1, PHI],
[0, -1, PHI],
[-PHI, 0, 1],
[0, -1, -PHI],
[PHI, 0, -1],
[PHI, 0, 1],
[-PHI, 0, -1],
[1, -PHI, 0],
[-1, -PHI, 0]
];
rawVertices.forEach(vertex => {
let length = Math.sqrt(vertex[0] * vertex[0] + vertex[1] * vertex[1] + vertex[2] * vertex[2]);
vertices.push([vertex[0] / length, vertex[1] / length, vertex[2] / length, 1]);
normals.push([vertex[0] / length, vertex[1] / length, vertex[2] / length, 0]);
colors.push(color);
});
// Indices defined using Paul Bourke (1993), see report for reference.
indices = [
[0, 1, 2],
[3, 2, 1],
[3, 4, 5],
[3, 8, 4],
[0, 6, 7],
[0, 9, 6],
[4, 10, 11],
[6, 11, 10],
[2, 5, 9],
[11, 9, 5],
[1, 7, 8],
[10, 8, 7],
[3, 5, 2],
[3, 1, 8],
[0, 2, 9],
[0, 7, 1],
[6, 9, 11],
[6, 10, 7],
[4, 11, 5],
[4, 8, 10]
];
vertices.forEach((vertex, index) => {
let u = Math.atan2(vertex[0], vertex[2]) / (2);
let v = Math.asin(vertex[1]);
texCoords.push([u, v]);
});
let object = {
vertices: vertices,
colors: colors,
indices: indices,
normals: normals,
texCoords: texCoords
};
return object;
}
</script>
<script>
const vertCode = `
attribute vec4 aPosition;
attribute vec4 aColor;
attribute vec4 aNormal;
attribute vec2 aTexCoord;
uniform mat4 uModelMatrix;
uniform mat4 uViewMatrix;
uniform mat4 uPerspectiveMatrix;
uniform mat4 uNormalMatrix;
varying vec4 vColor;
varying vec3 vLighting;
varying vec2 vTexCoord;
void main() {
gl_Position = uPerspectiveMatrix * uViewMatrix * uModelMatrix * aPosition;
highp vec3 ambientLight = vec3(0.7, 0.7, 0.7);
vLighting = ambientLight;
vColor = aColor;
vTexCoord = aTexCoord;
}
`;
const fragCode = `
precision mediump float;
varying vec4 vColor;
varying vec3 vLighting;
varying vec2 vTexCoord;
uniform sampler2D uTexture;
void main() {
highp vec4 t = texture2D(uTexture, vTexCoord);
gl_FragColor = vec4(t.rgb * vLighting, 255);
}
`;
</script>
<script>
var canvas = document.getElementById('gl-canvas');
var gl = canvas.getContext('webgl');
glInit();
shaderprogram = createProgram(vertCode,fragCode);
let M_view = mat4.create();
mat4.lookAt(M_view, [1 ,2, 3], [0,0,0], [0,1,0]);
let P = mat4.create();
mat4.perspective(P, Math.PI/2, canvas.width/canvas.height, .01, 10);
let object1 = icosahedron();
let M1_model = mat4.create();
mat4.fromScaling(M1_model, [1, 1, 1]);
mat4.translate(M1_model, M1_model, [0.2,0.0,.3]);
let ViewLoc = gl.getUniformLocation(shaderprogram, "uViewMatrix");
gl.uniformMatrix4fv(ViewLoc, false, new Float32Array(M_view));
let PerspLoc = gl.getUniformLocation(shaderprogram, "uPerspectiveMatrix");
gl.uniformMatrix4fv(PerspLoc, false, new Float32Array(P));
let buffers1 = initObject(object1,shaderprogram);
buffers1.model = M1_model;
let objects = [ buffers1 ];
let directions = [ [0.01, 0.05, 0.02] ];
let M = mat4.create();
let R = mat4.create();
let Norm = mat4.create();
let MV = mat4.create();
let then=0;
function render(now) {
let delta = 0.001 * (now-then);
then = now;
now /= 100;
glInit();
for(let i=0; i<objects.length; i++) {
mat4.identity(R);
mat4.rotateX(R, R, directions[i][0]*now);
mat4.rotateY(R, R, directions[i][1]*now);
mat4.rotateZ(R, R, directions[i][2]*now);
mat4.multiply(M, objects[i].model, R);
let ModelLoc = gl.getUniformLocation(shaderprogram, "uModelMatrix");
gl.uniformMatrix4fv(ModelLoc, false, new Float32Array(M));
mat4.multiply(MV, M_view, M);
mat4.invert(Norm, MV);
mat4.transpose(Norm, Norm);
let NormLoc = gl.getUniformLocation(shaderprogram, "uNormalMatrix");
gl.uniformMatrix4fv(NormLoc, false, new Float32Array(Norm));
drawObject(objects[i], shaderprogram);
}
requestAnimationFrame(render);
}
requestAnimationFrame(render);
</script>
</body>
</html>