Source

WebGL Beginner's Guide - Code / 1727_06 / ch6_Wall_Initial.html

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<html>

<head>
<title>WebGL Beginner's Guide - Chapter 6 - Using Colors on Lights</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/gl-matrix-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/Lights.js'></script>
<script type='text/javascript' src='js/webgl/WebGLApp.js'></script>



<script id="shader-vs" type="x-shader/x-vertex">
//geometry
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec4 aVertexColor;
//matrices
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat4 uNMatrix;
//lights
uniform vec4 uMaterialDiffuse;
uniform vec3 uPositionRedLight;
uniform vec3 uPositionGreenLight;
//varyings
varying vec3 vNormal;
varying vec3 vRedRay;
varying vec3 vGreenRay;


void main(void) {

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

 //Transformed light position
 vec4 redPosition = uMVMatrix * vec4(uPositionRedLight,1.0);
 vec4 greenPosition = uMVMatrix * vec4(uPositionGreenLight,1.0);

 //Light position
 vRedRay   = vertex.xyz-redPosition.xyz;
 vGreenRay = vertex.xyz-greenPosition.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

//geometry
uniform vec4 uMaterialAmbient;
uniform vec4 uMaterialDiffuse;
uniform bool uWireframe;
//lights
uniform bool uLightSource;
uniform vec4 uLightAmbient;
uniform vec4 uDiffuseRedLight;
uniform vec4 uDiffuseGreenLight;
uniform float uCutOff;   
//varyings
varying vec3 vNormal;
varying vec3 vRedRay;
varying vec3 vGreenRay;
varying vec4 vFinalColor;

void main(void)
{
	if(uWireframe || uLightSource){
		gl_FragColor = uMaterialDiffuse;
	}
	else{
		
		//Ambient Term  
    	vec4 Ia = uLightAmbient * uMaterialAmbient;
		//Diffuse Term
    	vec4 Id1 = vec4(0.0,0.0,0.0,1.0);
		vec4 Id2 = vec4(0.0,0.0,0.0,1.0);
		
		//Normalized normal
    	vec3 N = normalize(vNormal);

    	//Lambert's cosine law
    	float lambertTermOne	= dot(N,-normalize(vRedRay));
		float lambertTermTwo	= dot(N,-normalize(vGreenRay));

		//Calculate diffuse contribution (per light)
		if (lambertTermOne > uCutOff){
    	
        	Id1 = uDiffuseRedLight * uMaterialDiffuse * lambertTermOne; 
    	}
		
		if(lambertTermTwo > uCutOff){
			Id2 = uDiffuseGreenLight * uMaterialDiffuse * lambertTermTwo;
		}
	
    	//Final color
    	vec4 finalColor = Ia + Id1 + Id2;
    	finalColor.a = 1.0;
    	gl_FragColor = finalColor;
    }

}
</script>

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

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


function configure(){
    gl.clearColor(0.3,0.3,0.3, 1.0);
    gl.clearDepth(1.0);
    gl.enable(gl.DEPTH_TEST);
	gl.enable(gl.BLEND);
	gl.blendEquation(gl.FUNC_ADD);
    gl.depthFunc(gl.LEQUAL);
    
    //Creates and sets up the camera location
    camera = new Camera(CAMERA_ORBITING_TYPE);
    camera.goHome([0,5,30]);
    camera.setFocus([0.0,0.0,0.0]);
	camera.setAzimuth(0);
	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();
	
	//init Lights
	var red = new Light('red');
	red.setPosition([0,7,3]);
	red.setDiffuse([1.0,0.0,0.0,1.0]);
	
	var green = new Light('green');
	green.setPosition([2.5,3,3]);
	green.setDiffuse([0.0,1.0,0.0,1.0]);
	
	
	Lights.add(red);
	Lights.add(green);
	
	attributeList = ["aVertexPosition",
					"aVertexNormal",
					"aVertexColor"];

	uniformList = [	"uPMatrix", 
					"uMVMatrix", 
					"uNMatrix",
					"uMaterialDiffuse",
					"uMaterialAmbient",
					"uLightAmbient",
					"uDiffuseRedLight",
					"uDiffuseGreenLight",
					"uDiffuseBlueLight",
					"uPositionRedLight",
					"uPositionGreenLight",
					"uWireframe",
					"uLightSource",
					"uCutOff"
					];
	
	
	Program.load(attributeList, uniformList);
	
	gl.uniform3fv(Program.uPositionRedLight,   red.position);
	gl.uniform3fv(Program.uPositionGreenLight, green.position);

	
	gl.uniform4fv(Program.uDiffuseRedLight,   red.diffuse);
	gl.uniform4fv(Program.uDiffuseGreenLight, green.diffuse);

	
	gl.uniform1f(Program.uCutOff, 0.4);
	gl.uniform4fv(Program.uLightAmbient ,  [1.0,1.0,1.0,1.0]);
	
}


/**
* Loads the scene
*/
function load(){
  
    Floor.build(80,2);
    Scene.addObject(Floor);
    Scene.loadObject('models/geometry/wall.json','wall');
	Scene.loadObject('models/geometry/smallsph.json','light1');
	Scene.loadObject('models/geometry/smallsph.json','light2');

}


/**
* 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; i < Scene.objects.length; i++){
            
            var object = Scene.objects[i];
			
			transforms.calculateModelView();           
            transforms.push();
			
			gl.uniform1i(Program.uLightSource,false);
			
			if (object.alias == 'light1'){
                mat4.translate(transforms.mvMatrix,gl.getUniform(prg, Program.uPositionRedLight));
				object.diffuse = gl.getUniform(prg, Program.uDiffuseRedLight);
				gl.uniform1i(Program.uLightSource,true);
                
            }
			
			if (object.alias == 'light2'){
				mat4.translate(transforms.mvMatrix,gl.getUniform(prg, Program.uPositionGreenLight));
				object.diffuse = gl.getUniform(prg, Program.uDiffuseGreenLight);
				gl.uniform1i(Program.uLightSource,true);
			}
			
			
			
            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>Using Colors in Lights</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 style='padding=0px'>
<tr>
	<td>
	<table id ='sliders-table'>
		<tr>
			<td align='right'> Red Light:</td><td><div class='colorSelector'><div style='background-color:rgb(255,0,0)'></div></div></td>
			<td>X:</td><td id='slider-x1-value' width='30px'>0.0</td><td width='150px'><div id='slider-x1'/></td>
			<td>Y:</td><td id='slider-y1-value' width='30px'>7.0</td><td width='150px'><div id='slider-y1'/></td>
			<td>Z:</td><td id='slider-z1-value' width='30px'>3.0</td><td width='150px'><div id='slider-z1'/></td>
		</tr>
		<tr>
			<td align='right'> Green Light:</td><td><div class='colorSelector'><div style='background-color:rgb(0,255,0)'></div></div></td>
			<td>X:</td><td id='slider-x2-value' width='30px'>2.5</td><td width='150px'><div id='slider-x2'/></td>
			<td>Y:</td><td id='slider-y2-value' width='30px'>3.0</td><td width='150px'><div id='slider-y2'/></td>
			<td>Z:</td><td id='slider-z2-value' width='30px'>3.0</td><td width='150px'><div id='slider-z2'/></td>
		</tr>

	</table>
	</td>
</tr>	
<tr>
    <td> 
    <table cellspacing=4px style='vertical-align:top'>
		<tr>
			<td>Light Cone CutOff:</td><td id='slider-cutoff-value'>0.6</td><td width='150px'><div id='slider-cutoff'/></td>
		</tr>
        <tr>
            <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-x1').slider({value:0.0, min:-15, max:15, step:0.1, slide:function(){updateLightPosition(1)}, 	change:function(){updateLightPosition(1)}});
$('#slider-y1').slider({value:7.0, min:-15, max:15, step:0.1, slide:function(){updateLightPosition(1)}, 	change:function(){updateLightPosition(1)}});
$('#slider-z1').slider({value:3.0, min:-15, max:15, step:0.1, slide:function(){updateLightPosition(1)}, 	change:function(){updateLightPosition(1)}});

$('#slider-x2').slider({value:2.5, min:-15, max:15, step:0.1, slide:function(){updateLightPosition(2)}, 	change:function(){updateLightPosition(2)}});
$('#slider-y2').slider({value:3.0, min:-15, max:15, step:0.1, slide:function(){updateLightPosition(2)}, 	change:function(){updateLightPosition(2)}});
$('#slider-z2').slider({value:3.0, min:-15, max:15, step:0.1, slide:function(){updateLightPosition(2)}, 	change:function(){updateLightPosition(2)}});

$('#slider-cutoff').slider({value:0.4, min:0.0, max:1, step:0.05, slide:updateCutOff});

function updateCutOff(){
    var v = $('#slider-cutoff').slider("value");
    gl.uniform1f(Program.uCutOff, v);
    $('#slider-cutoff-value').html(v);
	draw();
}



function updateLightPosition(a){
    var x = $('#slider-x'+a).slider("value");
    var y = $('#slider-y'+a).slider("value");
    var z = $('#slider-z'+a).slider("value");
    
    $('#slider-x'+a+'-value').html(x);
    $('#slider-y'+a+'-value').html(y);
    $('#slider-z'+a+'-value').html(z);
    
    switch (a){
    	case 1: gl.uniform3fv(Program.uPositionRedLight, [x,y,z]); break;
    	case 2: gl.uniform3fv(Program.uPositionGreenLight, [x,y,z]); break;

    }
    
	draw();
}


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



$('#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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