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Hwk3.htm
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<!DOCTYPE html>
<!-- Chris Russell-Walker
BU MET CS532 Comp Graphics
Hwk3
<!--
/*
* Copyright (C) 2009 Apple Inc. All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
-->
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Hwk - 3</title>
<script type="text/javascript" src="https://cvs.khronos.org/svn/repos/registry/trunk/public/webgl/sdk/demos/common/webgl-utils.js"></script>
<script type="text/javascript" src="https://cvs.khronos.org/svn/repos/registry/trunk/public/webgl/sdk/debug/webgl-debug.js"></script>
<script src="http://code.jquery.com/jquery-1.6.4.min.js" type="text/javascript"> </script>
<script src="toji-gl-matrix-218c908/gl-matrix.js" type="text/javascript"> </script>
<script id="vshader-lesson4" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec4 aVertexColor;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying vec4 vColor;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vColor = aVertexColor;
}
</script>
<script id="fshader-lesson4" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
varying vec4 vColor;
void main(void) {
gl_FragColor = vColor;
}
</script>
<script>
function degToRad(degrees) {
return degrees * Math.PI / 180;
}
var gl;
var teapotData;
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 shaderProgram;
function initShaders() {
var fragmentShader = getShader(gl, "fshader-lesson4");
var vertexShader = getShader(gl, "vshader-lesson4");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3) {
str += k.textContent;
}
k = k.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
function init() {
initShaders();
gl.enable(gl.DEPTH_TEST);
// Set up mouse/keyboard events
$(window).keydown(keyHandler);
// Set up a uniform variable for the shaders
// Not used yet
// gl.uniform3f(gl.getUniformLocation(gl.program, "lightDir"), 0, 0, 1);
cubeVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
vertices = [
// Front face
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
// Back face
-1.0, -1.0, -1.0,
-1.0, 1.0, -1.0,
1.0, 1.0, -1.0,
1.0, -1.0, -1.0,
// Top face
-1.0, 1.0, -1.0,
-1.0, 1.0, 1.0,
1.0, 1.0, 1.0,
1.0, 1.0, -1.0,
// Bottom face
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, -1.0, 1.0,
-1.0, -1.0, 1.0,
// Right face
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
1.0, 1.0, 1.0,
1.0, -1.0, 1.0,
// Left face
-1.0, -1.0, -1.0,
-1.0, -1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, 1.0, -1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
cubeVertexPositionBuffer.itemSize = 3;
cubeVertexPositionBuffer.numItems = 24;
cubeVertexColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer);
var colors = new Uint8Array(
[0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, // v0-v1-v2-v3 front
1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, // v0-v3-v4-v5 right
0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, // v0-v5-v6-v1 top
1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, // v1-v6-v7-v2 left
1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, // v7-v4-v3-v2 bottom
0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1] // v4-v7-v6-v5 back
);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
cubeVertexColorBuffer.itemSize = 4;
cubeVertexColorBuffer.numItems = 24;
cubeVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
var cubeVertexIndices = [
0, 1, 2, 0, 2, 3, // Front face
4, 5, 6, 4, 6, 7, // Back face
8, 9, 10, 8, 10, 11, // Top face
12, 13, 14, 12, 14, 15, // Bottom face
16, 17, 18, 16, 18, 19, // Right face
20, 21, 22, 20, 22, 23 // Left face
];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeVertexIndices), gl.STATIC_DRAW);
cubeVertexIndexBuffer.itemSize = 1;
cubeVertexIndexBuffer.numItems = 36;
// Teapot Buffers
teapotVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, teapotVertexNormalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(teapotData.vertexNormals), gl.STATIC_DRAW);
teapotVertexNormalBuffer.itemSize = 3;
teapotVertexNormalBuffer.numItems = teapotData.vertexNormals.length / 3;
teapotVertexTextureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, teapotVertexTextureCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(teapotData.vertexTextureCoords), gl.STATIC_DRAW);
teapotVertexTextureCoordBuffer.itemSize = 2;
teapotVertexTextureCoordBuffer.numItems = teapotData.vertexTextureCoords.length / 2;
teapotVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, teapotVertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(teapotData.vertexPositions), gl.STATIC_DRAW);
teapotVertexPositionBuffer.itemSize = 3;
teapotVertexPositionBuffer.numItems = teapotData.vertexPositions.length / 3;
teapotVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, teapotVertexIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(teapotData.indices), gl.STATIC_DRAW);
teapotVertexIndexBuffer.itemSize = 1;
teapotVertexIndexBuffer.numItems = teapotData.indices.length;
}
var teapotVertexPositionBuffer;
var teapotVertexNormalBuffer;
var teapotVertexTextureCoordBuffer;
var teapotVertexIndexBuffer;
function loadTeapot() {
var request = new XMLHttpRequest();
request.open("GET", "teapot.json");
request.onreadystatechange = function () {
if (request.readyState == 4) {
teapotData = JSON.parse(request.responseText);
start();
}
}
request.send();
}
width = -1;
height = -1;
var requestId;
var cubePos = 0;
var camDist = -20;
var camPos = 0;
var camRoll = 1;
var camPitch = 0;
var camYaw = 0;
var camHeight = 0;
var camLeftRight = 0;
var incAngle = 0;
var reverse = false;
var quirkyOrbit = false;
var wackyOrbit = false;
// Key Handlers
function keyHandler(e) {
if (e.keyCode == 32) { // Space Bar for start/stop
if (incAngle != 0)
incAngle = 0;
else
incAngle = 0.5;
}
/*** Object Movement ***/
if (e.keyCode == 189) // Minus sign for speed up
incAngle -= 0.1;
if (e.keyCode == 187) // Plus sign for speed up
incAngle += 0.1;
if (e.keyCode == 66) // "B" backwards rotation
reverse = true;
if (e.keyCode == 70) // "F" forward rotation
reverse = false;
/*** Roll, Pitch, Yaw - X, Y, Z ****/
// "R" for roll - shift for negative
if (e.keyCode == 82 && !e.shiftKey)
camRoll += 0.1;
if (e.keyCode == 82 && e.shiftKey)
camRoll -= 0.1;
// "P" for pitch - shift for negative
if (e.keyCode == 80 && !e.shiftKey)
camPitch += 0.1;
if (e.keyCode == 80 && e.shiftKey)
camPitch -= 0.1;
if (e.keyCode == 37) // Left arrow for yaw
camYaw -= 0.1;
if (e.keyCode == 39) // Right arrow for yaw
camYaw += 0.1;
// "Z" for camera distance
if (e.keyCode == 90 && !e.shiftKey)
camDist += 1;
if (e.keyCode == 90 && e.shiftKey)
camDist -= 1; //
/*** Camera location ***/
if (e.keyCode == 87) // "W" up
camHeight += 0.5;
if (e.keyCode == 65) // "A" left
camLeftRight -= 0.5;
if (e.keyCode == 83) // "S" down
camHeight -= 0.5;
if (e.keyCode == 68) // "D" right
camLeftRight += 0.5;
/*** Orbits ***/
if (e.keyCode == 81) // "Q"
quirkyOrbit = !quirkyOrbit;
if (e.keyCode == 75) // "K"
wackyOrbit = !wackyOrbit;
}
function reshape(gl) {
var canvas = document.getElementById('hwk-3');
var windowWidth = window.innerWidth - 20;
var windowHeight = window.innerHeight - 40;
if (windowWidth == width && windowHeight == height)
return;
width = windowWidth;
height = windowHeight;
canvas.width = width;
canvas.height = height;
gl.viewport(0, 0, width, height);
}
function setMatrixUniforms() {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
}
var mvMatrix = mat4.create();
var mvMatrixStack = [];
var pMatrix = mat4.create();
function mvPushMatrix() {
var copy = mat4.create();
mat4.set(mvMatrix, copy);
mvMatrixStack.push(copy);
}
function mvPopMatrix() {
if (mvMatrixStack.length == 0) {
throw "Invalid popMatrix!";
}
mvMatrix = mvMatrixStack.pop();
}
function drawPicture(gl) {
reshape(gl);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.identity(mvMatrix);
// Translates both cube and teapot
mat4.translate(mvMatrix, [0, 0.0, -8.0]);
// PUSH - cube
mvPushMatrix();
// If need to translate Cube do it here
mat4.rotate(mvMatrix, degToRad(90), [1, 0, 0]); // Get green face forward
mat4.rotate(mvMatrix, degToRad(cubePos), [0, 1, 0]);
/**** DRAW CUBE ****/
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, cubeVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, cubeVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, cubeVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
//mvPopMatrix();
/**** END CUBE ****/
// PUSH - teapot
mat4.translate(mvMatrix, [0, 0, -3]);
mat4.rotate(mvMatrix, degToRad(-90), [1, 0, 0]);
mat4.scale(mvMatrix, [0.25, 0.25, 0.25]);
// mat4.translate(mvMatrix, [0, 18, -65]);
//mvPushMatrix();
/**** DRAW TEAPOT ****/
// TO DO -shininess and texture
gl.uniform1i(shaderProgram.samplerUniform, 0);
gl.uniform1f(shaderProgram.materialShininessUniform, 10);
gl.bindBuffer(gl.ARRAY_BUFFER, teapotVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, teapotVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
/*gl.bindBuffer(gl.ARRAY_BUFFER, teapotVertexTextureCoordBuffer);
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, teapotVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);*/
gl.bindBuffer(gl.ARRAY_BUFFER, teapotVertexNormalBuffer);
gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, teapotVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, teapotVertexIndexBuffer);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, teapotVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
/**** END TEAPOT ****/
mvPopMatrix();
mat4.identity(pMatrix);
mvPushMatrix();
// mat4.lookat(eye, center, up, dest)
mat4.lookAt([camLeftRight, camHeight, camDist], [0, 0, 0], [camRoll, camPitch, camYaw], pMatrix);
//mat4.lookAt(this.getPosition(), vec3.add(center, panVector, vector2), up, mvMatrix);
// mat4.perspective(fovy, aspect, near, far, dest)
mat4.perspective(camDist, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
mvPopMatrix();
mat4.rotateX(pMatrix, degToRad(camRoll));
mat4.rotateY(pMatrix, degToRad(camPitch));
mat4.rotateZ(pMatrix, degToRad(camYaw));
mat4.translate(pMatrix, [camLeftRight, camHeight, camDist]);
if (reverse)
cubePos -= incAngle;
else
cubePos += incAngle;
if (cubePos > 360)
cubePos -= 360;
}
function start() {
var c = document.getElementById("hwk-3");
var w = Math.floor(window.innerWidth * 0.9);
var h = Math.floor(window.innerHeight * 0.9);
c.width = w;
c.height = h;
initGL(c);
init();
var f = function () {
requestId = window.requestAnimFrame(f, c);
drawPicture(gl);
};
f();
}
</script>
</head>
<body onload="loadTeapot();">
<canvas id="hwk-3">
If you're seeing this your web browser doesn't support the <canvas>> element. Ouch!
</canvas>
<div class="text"></div>
<div id="framerate"></div>
<div>
<ul>
<li style="display: inline;">Space Bar for stop/start |</li>
<li style="display: inline;">"+/=" For speeding up |</li>
<li style="display: inline;">"-/_" for slowing down |</li>
<li style="display: inline;">"R" for reverse rotation |</li>
<li style="display: inline;">"F" for forward rotation |</li>
<li style="display: inline;">Left arrow for left yaw |</li>
<li style="display: inline;">Right arrow for right yaw |</li>
<li style="display: inline;">"Z" for camera zoom - hold shift for closer |</li>
<li style="display: inline;">"R" for roll - hold shift for negative |</li>
<li style="display: inline;">"P" for pitch - hold shift for negative |</li>
<li style="display: inline;">"WASD" - for camera movement</li>
</ul>
</div>
</body>