Source

WebGL Beginner's Guide - Code / 1727_06 / ch6_Transparency_Initial.html

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<html>

<head>
<title>WebGL Beginner's Guide - Chapter 6 - Seeing through walls</title>
<meta http-equiv='content-type' content='text/html; charset=ISO-8859-1'>
<!-- CSS Styles //-->
<link href='css/styles.css'   type='text/css' rel='stylesheet'>
<link href='css/prettify_desert.css'  type='text/css' rel='stylesheet'/>
<link href='css/colorpicker.css'  type='text/css' rel='stylesheet'/>
<link href='css/smoothness/jquery-ui-1.8.13.custom.css' type='text/css' rel='stylesheet' />
<!-- GUI Libraries //-->
<script type='text/javascript' src='js/gui/jquery-1.5.1.min.js'></script>
<script type='text/javascript' src='js/gui/jquery-ui-1.8.13.custom.min.js'></script> 
<script type='text/javascript' src='js/gui/colorpicker.js'></script>
<script type='text/javascript' src='js/gui/prettify.js'></script>
<script type='text/javascript' src='js/gui/codeview.js'></script>
<!-- MATH Libraries //-->
<script type='text/javascript' src='js/math/glMatrix-0.9.5.min.js'></script>
<!-- WEBGL Libraries //-->
<script type='text/javascript' src='js/webgl/Globals.js'></script>
<script type='text/javascript' src='js/webgl/Utils.js'></script>
<script type='text/javascript' src='js/webgl/Program.js'></script>
<script type='text/javascript' src='js/webgl/Scene.js'></script>
<script type='text/javascript' src='js/webgl/Axis.js'></script>
<script type='text/javascript' src='js/webgl/Floor.js'></script>
<script type='text/javascript' src='js/webgl/Camera.js'></script>
<script type='text/javascript' src='js/webgl/CameraInteractor.js'></script>
<script type='text/javascript' src='js/webgl/SceneTransforms.js'></script>
<script type='text/javascript' src='js/webgl/WebGLApp.js'></script>

<script id="shader-vs" type="x-shader/x-vertex">

attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec4 aVertexColor;

uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat4 uNMatrix;
uniform vec4 uMaterialDiffuse;
uniform vec3 uPositionLight;

varying vec3 vNormal;
varying vec3 vLightRay;
varying vec4 vFinalColor;

void main(void) {
	
vFinalColor = uMaterialDiffuse;

//Transformed vertex position
vec4 vertex = uMVMatrix * vec4(aVertexPosition, 1.0);

//Transformed normal position
vNormal = vec3(uNMatrix * vec4(aVertexNormal, 1.0));

//Transformed light position
vec4 positionLight =  vec4(uPositionLight,1.0);

//Light position
vLightRay = vertex.xyz-positionLight.xyz;

//Final vertex position
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);

}	
</script>

<script id="shader-fs" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif

uniform bool uWireframe;
uniform vec4 uLightAmbient;
uniform vec4 uLightDiffuse;
uniform vec4 uMaterialAmbient;
uniform vec4 uMaterialDiffuse; 

varying vec3 vNormal;
varying vec3 vLightRay;
varying vec4 vFinalColor;

void main(void)
{
	if(uWireframe){
		gl_FragColor = vFinalColor;
	}
	else{
    	vec3 L = normalize(vLightRay);
		vec3 N = normalize(vNormal);

    	//Lambert's cosine law
    	float lambertTerm	= clamp(dot(N,-L),0.0,1.0);
		
    	//Ambient Term  
    	vec4 Ia = uLightAmbient * uMaterialAmbient;

    	//Diffuse Term
		vec4 Id = uLightDiffuse * uMaterialDiffuse * lambertTerm; 
		
	   	gl_FragColor = vec4(Ia.rbg + Id.rgb,uMaterialDiffuse.a);
    }

}
</script>

<script id='code-js' type="text/javascript">

var camera = null,
	interactor = null,
	transforms = null;


function configure(){
    gl.clearColor(0.3,0.3,0.3,1.0);
    gl.clearDepth(1.0);
    
    //Enabling depth testing
    gl.enable(gl.DEPTH_TEST);
    gl.depthFunc(gl.LESS);
    
    
    //Creates and sets up the camera location
    camera = new Camera(CAMERA_ORBITING_TYPE);
    camera.goHome([0,5,35]);
    camera.setFocus([0.0,0.0,0.0]);
	camera.setAzimuth(-47);
	camera.setElevation(-3);
    camera.hookRenderer = draw;
    
    //Creates and sets up the mouse and keyboard interactor
    interactor = new CameraInteractor(camera, document.getElementById('canvas-element-id'));
    
    //Scene Transforms
    transforms = new SceneTransforms(camera);
   
    //init transforms
    transforms.init();
	
	var attributeList = ["aVertexPosition",
					"aVertexNormal",
					"aVertexColor"];

	var uniformList = [	"uPMatrix", 
					"uMVMatrix", 
					"uNMatrix",
					"uMaterialDiffuse",
					"uMaterialAmbient",
					"uMaterialSpecular",
					"uLightAmbient",
					"uLightDiffuse",
					"uPositionLight",
					"uWireframe"];
		
	Program.load(attributeList, 			uniformList);
	gl.uniform3fv(Program.uPositionLight,   [0, 7, 3]);
	gl.uniform4fv(Program.uLightAmbient,  	[1.0,1.0,1.0,1.0]);
	gl.uniform4fv(Program.uLightDiffuse,   	[1.0,1.0,1.0,1.0]);


}


/**
* Loads the scene
*/
function load(){
    Floor.build(80,2);
    Scene.addObject(Floor);
	Scene.loadObject('models/geometry/cone.json','cone');
	Scene.loadObject('models/geometry/wall.json','wall',{diffuse:[0.5,0.5,0.2,1.0], ambient:[0.2,0.2,0.2,1.0]});
}

/**
* invoked on every rendering cycle
*/
function draw() {
    gl.viewport(0, 0, c_width, c_height);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    transforms.updatePerspective();
    
    try {
		for (var i = 0, max=Scene.objects.length; i < max; i++){
            
            var object = Scene.objects[i];
			
			transforms.calculateModelView();           
            transforms.push();
            
			switch (object.alias){
                case 'cone': mat4.translate(transforms.mvMatrix, [0, 0, -5]); break;
                case 'wall': mat4.translate(transforms.mvMatrix, [0, 0, 5]); break;
            }
			
            transforms.setMatrixUniforms();
            transforms.pop();
   
            //Setting uniforms
            gl.uniform4fv(Program.uMaterialDiffuse, object.diffuse);
		    gl.uniform4fv(Program.uMaterialAmbient, object.ambient);
            gl.uniform1i(Program.uWireframe,object.wireframe);
            
            //Setting attributes
            gl.enableVertexAttribArray(Program.aVertexPosition);
            gl.disableVertexAttribArray(Program.aVertexNormal);
            gl.disableVertexAttribArray(Program.aVertexColor);
            
            gl.bindBuffer(gl.ARRAY_BUFFER, object.vbo);
            gl.vertexAttribPointer(Program.aVertexPosition, 3, gl.FLOAT, false, 0, 0);
            gl.enableVertexAttribArray(Program.aVertexPosition);
            
			if(!object.wireframe){
				gl.bindBuffer(gl.ARRAY_BUFFER, object.nbo);
				gl.vertexAttribPointer(Program.aVertexNormal, 3, gl.FLOAT, false, 0, 0);
				gl.enableVertexAttribArray(Program.aVertexNormal);
            }
			gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, object.ibo);
			
			if (object.wireframe){
                gl.drawElements(gl.LINES, object.indices.length, gl.UNSIGNED_SHORT,0);
            }
            else{
                gl.drawElements(gl.TRIANGLES, object.indices.length, gl.UNSIGNED_SHORT,0);
            }
			
            gl.bindBuffer(gl.ARRAY_BUFFER, null);
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
            
        }
    }
    catch(err){
        alert(err);
        console.error(err.description);
    }
}


/**
* Entry point. This function is invoked when the page is loaded
*/
var app = null;
function runWebGLApp() {
    app = new WebGLApp("canvas-element-id");
    app.configureGLHook = configure;
    app.loadSceneHook   = load;
    app.drawSceneHook   = draw;
    app.run();
}
</script>
</head>

<body onLoad='runWebGLApp()'>
<div id='top'>
<h1>WebGL Beginner's Guide - Chapter 6</h1>
<h2>Seeing through walls!</h2>
<div id='logo-packt'><img src='packt.gif'/></div>
<p></p>
</div>

<div id='contents'>
<div id='canvasContainer'>
<canvas id='canvas-element-id' width='480' height='400'>
Your browser does not support the HTML5 canvas element.
</canvas>
</div>
</div>

<div id='bottom'>
<table id='controls' style='padding=0px'>
<tr>	
    <td> 
    <table id='sliders' cellspacing=4px style='vertical-align:top'>
	
	<tr>
		<td align='right'>Wall Alpha:</td>
		<td>
			<table>
				<tr><td id='slider-wall-alpha-value' width='30px' colspan='2'>1.0</td><td width = '150px'><div id='slider-wall-alpha'/></td></tr>
			</table>
		</td>
	</tr>
    <tr>
		<td align='right'>Cone Alpha:</td>
		<td>
			<table>
				<tr><td id='slider-object-alpha-value' width='30px' colspan='2'>1.0</td><td width = '150px'><div id='slider-object-alpha'/></td></tr>
		    </table>
		</td>
	</tr>
	
	</table>
	</td>
	<td valign ='top'>
		<table>
		<tr>
			<td align='right'> Render Order:</td>
			<td colspan = '2'>
			<div id='opt-render-order'>
			<input type='radio' id='opt-cone-first' name='rorder' checked='checked'/><label for='opt-cone-first'>Cone First</label>
			<input type='radio' id='opt-wall-first'  name='rorder' /><label for='opt-wall-first'>Wall First</label>
			
			
			</div>
			</td>
		</tr>		
		
        <tr>
			<td align='right'> Camera Type:</td>
            <td align='center'>
            <div id='opt-type' >
                    <input type='radio' id='opt-tracking' name='typecam' /><label for='opt-tracking'>Tracking</label>
                    <input type='radio' id='opt-orbiting' name='typecam' checked='checked'/><label for='opt-orbiting'>Orbiting</label>
            </div>
            </td>
            <td align='center'>
				<button id='btnGoHome'>Go Home</button>
            </td>
        </tr>
		</table>
    </td>
	
</tr>



</table>
</div>
<script> 



$('#slider-wall-alpha').slider({value:1.0, min:0.0, max:1.0, step:0.1, slide:updateAlphaWall,  change:updateAlphaWall});
$('#slider-object-alpha').slider({value:1.0, min:0.0, max:1.0, step:0.1, slide:updateAlphaCone,  change:updateAlphaCone});


function updateAlphaWall(){
	var alpha = $('#slider-wall-alpha').slider("value");
	$('#slider-wall-alpha-value').html(alpha);
	var wall = Scene.getObject('wall');
	wall.diffuse[3] = alpha;
	draw();
}

function updateAlphaCone(){
	var alpha = $('#slider-object-alpha').slider("value");
	$('#slider-object-alpha-value').html(alpha);
	var cone = Scene.getObject('cone');
	cone.diffuse[3] = alpha;
	draw();
}




$('#opt-type').buttonset();
$('#btnGoHome').button();
$('#opt-ren').buttonset();
$('#opt-render-order').buttonset();

$('#opt-wall-first').click(function(){
	Scene.renderSooner('wall');
	Scene.renderFirst('floor');
	draw();
});

$('#opt-cone-first').click(function(){
	Scene.renderSooner('cone');
	Scene.renderFirst('floor');
	draw();
});




$('#opt-tracking').click(function(){
    camera.goHome();
    console.info('CameraType = Tracking');
    camera.setType(CAMERA_TRACKING_TYPE);
    
    app.refresh();
});

$('#opt-orbiting').click(function(){
    camera.goHome();
    console.info('CameraType = Orbiting');
    camera.setType(CAMERA_ORBITING_TYPE);
    app.refresh();
});




$('#btnGoHome').click(
    function(){
        camera.goHome();
        app.refresh();
});



</script>
<script>cview.run(cview.MODE_VIEW,false,470);</script>
</body>
</html>
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