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teapot5.js
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208 lines (140 loc) · 6.13 KB
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"use strict";
var numDivisions = 5;
var index = 0;
var points = [];
var normals = [];
var modelViewMatrix = [];
var projectionMatrix = [];
var normalMatrix, normalMatrixLoc;
var axis =0;
var xAxis = 0;
var yAxis = 1;
var zAxis = 2;
var theta = [0, 0, 0];
var dTheta = 5.0;
var flag = true;
var program;
var canvas, render, gl;
var bezier = function(u) {
var b = [];
var a = 1-u;
b.push(u*u*u);
b.push(3*a*u*u);
b.push(3*a*a*u);
b.push(a*a*a);
return b;
}
onload = function init() {
canvas = document.getElementById( "gl-canvas" );
gl = WebGLUtils.setupWebGL( canvas );
if ( !gl ) { alert( "WebGL isn't available" ); }
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.clearColor( 1.0, 1.0, 1.0, 1.0 );
gl.enable(gl.DEPTH_TEST);
var h = 1.0/numDivisions;
var patch = new Array(numTeapotPatches);
for(var i=0; i<numTeapotPatches; i++) patch[i] = new Array(16);
for(var i=0; i<numTeapotPatches; i++)
for(j=0; j<16; j++) {
patch[i][j] = vec4([vertices[indices[i][j]][0],
vertices[indices[i][j]][2],
vertices[indices[i][j]][1], 1.0]);
}
for ( var n = 0; n < numTeapotPatches; n++ ) {
var data = new Array(numDivisions+1);
for(var j = 0; j<= numDivisions; j++) data[j] = new Array(numDivisions+1);
for(var i=0; i<=numDivisions; i++) for(var j=0; j<= numDivisions; j++) {
data[i][j] = vec4(0,0,0,1);
var u = i*h;
var v = j*h;
var t = new Array(4);
for(var ii=0; ii<4; ii++) t[ii]=new Array(4);
for(var ii=0; ii<4; ii++) for(var jj=0; jj<4; jj++)
t[ii][jj] = bezier(u)[ii]*bezier(v)[jj];
for(var ii=0; ii<4; ii++) for(var jj=0; jj<4; jj++) {
var temp = vec4(patch[n][4*ii+jj]);
temp = scale( t[ii][jj], temp);
data[i][j] = add(data[i][j], temp);
data[i][j][3] = 1;
}
}
var ndata = [];
for(var i = 0; i<= numDivisions; i++) ndata[i] = new Array(4);
for(var i = 0; i<= numDivisions; i++) for(var j = 0; j<= numDivisions; j++) ndata[i][j] = new Array(4);
document.getElementById("ButtonX").onclick = function(){axis = xAxis;};
document.getElementById("ButtonY").onclick = function(){axis = yAxis;};
document.getElementById("ButtonZ").onclick = function(){axis = zAxis;};
document.getElementById("ButtonT").onclick = function(){flag = !flag;};
for(var i=0; i<numDivisions; i++) for(var j =0; j<numDivisions; j++) {
var t1 = subtract(data[i+1][j], data[i][j]);
var t2 =subtract(data[i+1][j+1], data[i][j]);
var normal = cross(t1, t2);
normal = normalize(normal);
normal[3] = 0;
points.push(data[i][j]);
normals.push(normal);
points.push(data[i+1][j]);
normals.push(normal);
points.push(data[i+1][j+1]);
normals.push(normal);
points.push(data[i][j]);
normals.push(normal);
points.push(data[i+1][j+1]);
normals.push(normal);
points.push(data[i][j+1]);
normals.push(normal);
index+= 6;
}
}
program = initShaders( gl, "vertex-shader", "fragment-shader" );
gl.useProgram( program );
var vBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, vBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(points), gl.STATIC_DRAW );
var vPosition = gl.getAttribLocation( program, "vPosition" );
gl.vertexAttribPointer( vPosition, 4, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vPosition );
var nBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, nBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(normals), gl.STATIC_DRAW );
var vNormal = gl.getAttribLocation( program, "vNormal" );
gl.vertexAttribPointer( vNormal, 4, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vNormal );
projectionMatrix = ortho(-4, 4, -4, 4, -200, 200);
gl.uniformMatrix4fv( gl.getUniformLocation(program, "projectionMatrix"), false, flatten(projectionMatrix));
var lightPosition = vec4(10.0, 10.0, 10.0, 0.0 );
var lightAmbient = vec4(0.2, 0.2, 0.2, 1.0 );
var lightDiffuse = vec4( 1.0, 1.0, 1.0, 1.0 );
var lightSpecular = vec4( 1.0, 1.0, 1.0, 1.0 );
var materialAmbient = vec4( 1.0, 0.0, 1.0, 1.0 );
var materialDiffuse = vec4( 1.0, 0.8, 0.0, 1.0 );
var materialSpecular = vec4( 1.0, 0.8, 0.0, 1.0 );
var materialShininess = 10.0;
var ambientProduct = mult(lightAmbient, materialAmbient);
var diffuseProduct = mult(lightDiffuse, materialDiffuse);
var specularProduct = mult(lightSpecular, materialSpecular);
gl.uniform4fv( gl.getUniformLocation(program, "ambientProduct"),flatten(ambientProduct ));
gl.uniform4fv( gl.getUniformLocation(program, "diffuseProduct"), flatten(diffuseProduct) );
gl.uniform4fv( gl.getUniformLocation(program, "specularProduct"),flatten(specularProduct));
gl.uniform4fv( gl.getUniformLocation(program, "lightPosition"), flatten(lightPosition ));
gl.uniform1f( gl.getUniformLocation(program, "shininess"),materialShininess );
normalMatrixLoc = gl.getUniformLocation( program, "normalMatrix" );
render();
}
var render = function(){
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
if(flag) theta[axis] += 0.5;
modelViewMatrix = mat4();
modelViewMatrix = mult(modelViewMatrix, rotate(theta[xAxis], [1, 0, 0]));
modelViewMatrix = mult(modelViewMatrix, rotate(theta[yAxis], [0, 1, 0]));
modelViewMatrix = mult(modelViewMatrix, rotate(theta[zAxis], [0, 0, 1]));
gl.uniformMatrix4fv( gl.getUniformLocation(program, "modelViewMatrix"), false, flatten(modelViewMatrix) );
normalMatrix = [
vec3(modelViewMatrix[0][0], modelViewMatrix[0][1], modelViewMatrix[0][2]),
vec3(modelViewMatrix[1][0], modelViewMatrix[1][1], modelViewMatrix[1][2]),
vec3(modelViewMatrix[2][0], modelViewMatrix[2][1], modelViewMatrix[2][2])
];
gl.uniformMatrix3fv(normalMatrixLoc, false, flatten(normalMatrix) );
gl.drawArrays( gl.TRIANGLES, 0, index);
requestAnimFrame(render);
}