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index_tran.html
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<html>
<head>
<title>ICG WebGL — HW1</title>
<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">
<script type="text/javascript" src="./js/glMatrix-0.9.5.min.js"></script>
<script type="text/javascript" src="./js/webgl-utils.js"></script>
<!--
TODO HERE:
modify fragment shader or write another one
to implement flat, gouraud and phong shading
-->
<script id="fragmentShader" type="fragment">
precision mediump float;
varying vec3 mvNormal;
varying vec3 mvVertex;
varying vec3 forntColor;
void main(void) {
vec3 light = vec3(30,20,-25);
vec3 lightColor = vec3(1.0, 0.0, 0.0);
vec3 light1 = vec3(-30,20,-25);
vec3 lightColor1 = vec3(1.0, 0.0, 0.0);
vec3 light2 = vec3(0,20,-25);
vec3 lightColor2 = vec3(1.0, 0.0, 0.0);
// V,N,L,H (都要是單位向量)
vec3 V = -normalize(mvVertex);
vec3 N = normalize(mvNormal);
vec3 L = normalize(light - mvVertex);
vec3 H = normalize(L+V);
vec3 L1 = normalize(light1 - mvVertex);
vec3 H1 = normalize(L1+V);
vec3 L2 = normalize(light2 - mvVertex);
vec3 H2 = normalize(L2+V);
//參數可以自由調整,表示三種light 的比重
float ka = 0.5;
float kd = 0.2;
float ks = 0.3;
// gouraud = ambient + diffuse + specular (需要三種光源)
vec3 ambient = lightColor * ka * forntColor;
// diffuse light for three light sources
float cos = max(dot(L, N), 0.0); // 得到 L 和 N 的夾角。避免負數
vec3 diffuse = lightColor * kd * cos * forntColor;
float cos1 = max(dot(L1, N), 0.0); // 得到 L 和 N 的夾角。避免負數
vec3 diffuse1 = lightColor1 * kd * cos1 * forntColor;
float cos2 = max(dot(L2, N), 0.0); // 得到 L 和 N 的夾角。避免負數
vec3 diffuse2 = lightColor2 * kd * cos2 * forntColor;
// specular light for three light sources
float cosAlpha = max(dot(H, N), 0.0);
vec3 specular = lightColor * ks * pow(cosAlpha, 16.0); //次方可以自己調整
if(dot(L, N)<0.0){
specular = vec3(0.0);
}
float cosAlpha1 = max(dot(H1, N), 0.0);
vec3 specular1 = lightColor1 * ks * pow(cosAlpha1, 16.0); //次方可以自己調整
if(dot(L1, N)<0.0){
specular1 = vec3(0.0);
}
float cosAlpha2 = max(dot(H2, N), 0.0);
vec3 specular2 = lightColor2 * ks * pow(cosAlpha2, 16.0); //次方可以自己調整
if(dot(L2, N)<0.0){
specular2 = vec3(0.0);
}
vec3 phong = vec3(0.0); //把vector 三個數值都設為0
phong = ambient + diffuse + diffuse1 + diffuse2
+ specular + specular1 + specular2;
gl_FragColor = vec4(phong, 1.0);
}
</script>
<!--
TODO HERE:
modify vertex shader or write another one
to implement flat, gouraud and phong shading
NOTE:
if you want to write bonus part (texture mapping),
only Teapot.json has extra attribute "vertexTextureCoords"
which is used for texture mappping.
-->
<script id="vertexShader" type="vertex">
attribute vec3 aVertexPosition;
attribute vec3 aFrontColor;
attribute vec3 aVertexNormal;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying vec3 mvNormal;
varying vec3 mvVertex;
varying vec3 forntColor;
void main(void) {
mvVertex = (uMVMatrix * vec4(aVertexPosition, 1.0)).xyz;
mat3 normalMatrix = mat3(uMVMatrix);
mvNormal = (normalMatrix * aVertexNormal);
forntColor = aFrontColor;
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
}
</script>
<script type="text/javascript">
// common variables
var gl;
var shaderProgram;
var mvMatrix = mat4.create();
var pMatrix = mat4.create();
var teapotVertexPositionBuffer;
var teapotVertexNormalBuffer;
var teapotVertexFrontColorBuffer;
var KangarooVertexPositionBuffer;
var KangarooVertexNormalBuffer;
var KangarooVertexFrontColorBuffer;
var teapotAngle = 180;
var KangarooAngle = 180;
var lastTime = 0;
function initGL(canvas) {
try {
gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
}
catch (e) {
}
if (!gl) {
alert("Could not initialise WebGL, sorry :-(");
}
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var shaderSource = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3) {
shaderSource += k.textContent;
}
k = k.nextSibling;
}
var shader;
if (shaderScript.type == "fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
}
else if (shaderScript.type == "vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
}
else {
return null;
}
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
function initShaders() {
var fragmentShader = getShader(gl, "fragmentShader");
var vertexShader = getShader(gl, "vertexShader");
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.vertexFrontColorAttribute = gl.getAttribLocation(shaderProgram, "aFrontColor");
gl.enableVertexAttribArray(shaderProgram.vertexFrontColorAttribute);
shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
}
function setMatrixUniforms() {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
}
function degToRad(degrees) {
return degrees * Math.PI / 180;
}
function handleLoadedTeapot(teapotData) {
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;
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;
teapotVertexFrontColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, teapotVertexFrontColorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(teapotData.vertexFrontcolors), gl.STATIC_DRAW);
teapotVertexFrontColorBuffer.itemSize = 3;
teapotVertexFrontColorBuffer.numItems = teapotData.vertexFrontcolors.length / 3;
}
function loadTeapot(modelFile) {
var request = new XMLHttpRequest();
request.open("GET", "./model/"+modelFile);
request.onreadystatechange = function () {
if (request.readyState == 4) {
handleLoadedTeapot(JSON.parse(request.responseText));
}
}
request.send();
}
/*
TODO HERE:
add two or more objects showing on the canvas
(it needs at least three objects showing at the same time)
*/
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
if (teapotVertexPositionBuffer == null ||
teapotVertexNormalBuffer == null ||
teapotVertexFrontColorBuffer == null) {
return;
}
// Setup Projection Matrix
mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
// Setup Model-View Matrix
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, [0, 0, -60]);
mat4.rotate(mvMatrix, degToRad(teapotAngle), [0, 1, 0]);
setMatrixUniforms();
// Setup teapot position data
gl.bindBuffer(gl.ARRAY_BUFFER, teapotVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,
teapotVertexPositionBuffer.itemSize,
gl.FLOAT,
false,
0,
0);
// Setup teapot front color data
gl.bindBuffer(gl.ARRAY_BUFFER, teapotVertexFrontColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexFrontColorAttribute,
teapotVertexFrontColorBuffer.itemSize,
gl.FLOAT,
false,
0,
0);
// Setup teapot front normal data
gl.bindBuffer(gl.ARRAY_BUFFER, teapotVertexNormalBuffer);
gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute,
teapotVertexNormalBuffer.itemSize,
gl.FLOAT,
false,
0,
0);
gl.drawArrays(gl.TRIANGLES, 0, teapotVertexPositionBuffer.numItems);
// Setup Model-View Matrix
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, [40, 0, -80]);
mat4.rotate(mvMatrix, degToRad(teapotAngle), [0, 1, 0]); //
mat4.scale(mvMatrix, [1,1,1])
mat4.shear(mvMatrix, [0, 45, 0]); //y, x, z
setMatrixUniforms();
gl.drawArrays(gl.TRIANGLES, 0, teapotVertexPositionBuffer.numItems);
// Setup Model-View Matrix
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, [-40, 0, -80]);
mat4.rotate(mvMatrix, degToRad(teapotAngle), [0, 1, 0]); //
mat4.scale(mvMatrix, [1,2,1])
mat4.shear(mvMatrix, [0, 0, 0]); //x, y, z
setMatrixUniforms();
gl.drawArrays(gl.TRIANGLES, 0, teapotVertexPositionBuffer.numItems);
}
function animate() {
var timeNow = new Date().getTime();
if (lastTime != 0) {
var elapsed = timeNow - lastTime;
teapotAngle += 0.03 * elapsed;
}
lastTime = timeNow;
}
function tick() {
requestAnimFrame(tick);
drawScene();
animate();
}
function webGLStart() {
var canvas = document.getElementById("ICG-canvas");
initGL(canvas);
initShaders();
loadTeapot('Teapot.json');
gl.clearColor(0.0, 0.2, 0.2, 1.0);
gl.enable(gl.DEPTH_TEST);
tick();
}
</script>
</head>
<body onload="webGLStart();">
<canvas id="ICG-canvas" style="border: none;" width="1280" height="720"></canvas>
<br/>
</body>
</html>