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shadedSphere1.js
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213 lines (154 loc) · 6.09 KB
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"use strict";
var canvas;
var gl;
var numTimesToSubdivide = 3;
var index = 0;
var pointsArray = [];
var normalsArray = [];
var near = -10;
var far = 10;
var radius = 1.5;
var theta = 0.0;
var phi = 0.0;
var dr = 5.0 * Math.PI/180.0;
var left = -3.0;
var right = 3.0;
var ytop =3.0;
var bottom = -3.0;
var va = vec4(0.0, 0.0, -1.0,1);
var vb = vec4(0.0, 0.942809, 0.333333, 1);
var vc = vec4(-0.816497, -0.471405, 0.333333, 1);
var vd = vec4(0.816497, -0.471405, 0.333333,1);
var lightPosition = vec4(1.0, 1.0, 1.0, 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, 1.0, 1.0, 1.0 );
var materialShininess = 20.0;
var ctm;
var ambientColor, diffuseColor, specularColor;
var modelViewMatrix, projectionMatrix;
var modelViewMatrixLoc, projectionMatrixLoc;
var normalMatrix, normalMatrixLoc;
var eye;
var at = vec3(0.0, 0.0, 0.0);
var up = vec3(0.0, 1.0, 0.0);
function triangle(a, b, c) {
pointsArray.push(a);
pointsArray.push(b);
pointsArray.push(c);
// normals are vectors
normalsArray.push(a[0],a[1], a[2], 0.0);
normalsArray.push(b[0],b[1], b[2], 0.0);
normalsArray.push(c[0],c[1], c[2], 0.0);
index += 3;
}
function divideTriangle(a, b, c, count) {
if ( count > 0 ) {
var ab = mix( a, b, 0.5);
var ac = mix( a, c, 0.5);
var bc = mix( b, c, 0.5);
ab = normalize(ab, true);
ac = normalize(ac, true);
bc = normalize(bc, true);
divideTriangle( a, ab, ac, count - 1 );
divideTriangle( ab, b, bc, count - 1 );
divideTriangle( bc, c, ac, count - 1 );
divideTriangle( ab, bc, ac, count - 1 );
}
else {
triangle( a, b, c );
}
}
function tetrahedron(a, b, c, d, n) {
divideTriangle(a, b, c, n);
divideTriangle(d, c, b, n);
divideTriangle(a, d, b, n);
divideTriangle(a, c, d, n);
}
window.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);
//
// Load shaders and initialize attribute buffers
//
var program = initShaders( gl, "vertex-shader", "fragment-shader" );
gl.useProgram( program );
var ambientProduct = mult(lightAmbient, materialAmbient);
var diffuseProduct = mult(lightDiffuse, materialDiffuse);
var specularProduct = mult(lightSpecular, materialSpecular);
tetrahedron(va, vb, vc, vd, numTimesToSubdivide);
var nBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, nBuffer);
gl.bufferData( gl.ARRAY_BUFFER, flatten(normalsArray), gl.STATIC_DRAW );
var vNormal = gl.getAttribLocation( program, "vNormal" );
gl.vertexAttribPointer( vNormal, 4, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vNormal);
var vBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vBuffer);
gl.bufferData(gl.ARRAY_BUFFER, flatten(pointsArray), gl.STATIC_DRAW);
var vPosition = gl.getAttribLocation( program, "vPosition");
gl.vertexAttribPointer(vPosition, 4, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vPosition);
modelViewMatrixLoc = gl.getUniformLocation( program, "modelViewMatrix" );
projectionMatrixLoc = gl.getUniformLocation( program, "projectionMatrix" );
normalMatrixLoc = gl.getUniformLocation( program, "normalMatrix" );
document.getElementById("Button0").onclick = function(){radius *= 2.0;};
document.getElementById("Button1").onclick = function(){radius *= 0.5;};
document.getElementById("Button2").onclick = function(){theta += dr;};
document.getElementById("Button3").onclick = function(){theta -= dr;};
document.getElementById("Button4").onclick = function(){phi += dr;};
document.getElementById("Button5").onclick = function(){phi -= dr;};
document.getElementById("Button6").onclick = function(){
numTimesToSubdivide++;
index = 0;
pointsArray = [];
normalsArray = [];
init();
};
document.getElementById("Button7").onclick = function(){
if(numTimesToSubdivide) numTimesToSubdivide--;
index = 0;
pointsArray = [];
normalsArray = [];
init();
};
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 );
render();
}
function render() {
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
eye = vec3(radius*Math.sin(theta)*Math.cos(phi),
radius*Math.sin(theta)*Math.sin(phi), radius*Math.cos(theta));
modelViewMatrix = lookAt(eye, at , up);
projectionMatrix = ortho(left, right, bottom, ytop, near, far);
// normal matrix only really need if there is nonuniform scaling
// it's here for generality but since there is
// no scaling in this example we could just use modelView matrix in shaders
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.uniformMatrix4fv(modelViewMatrixLoc, false, flatten(modelViewMatrix) );
gl.uniformMatrix4fv(projectionMatrixLoc, false, flatten(projectionMatrix) );
gl.uniformMatrix3fv(normalMatrixLoc, false, flatten(normalMatrix) );
for( var i=0; i<index; i+=3)
gl.drawArrays( gl.TRIANGLES, i, 3 );
window.requestAnimFrame(render);
}