diff --git a/lab3.zip b/lab3.zip new file mode 100644 index 0000000000000000000000000000000000000000..04bcfd0df37de238a57ffdf2ccc2a415a10b826c Binary files /dev/null and b/lab3.zip differ diff --git a/lab4/lib/cuon-matrix.js b/lab4/lib/cuon-matrix.js new file mode 100644 index 0000000000000000000000000000000000000000..ded82a7d2b418e9e99b3ece571b40164ec13cbe6 --- /dev/null +++ b/lab4/lib/cuon-matrix.js @@ -0,0 +1,741 @@ +// cuon-matrix.js (c) 2012 kanda and matsuda +/** + * This is a class treating 4x4 matrix. + * This class contains the function that is equivalent to OpenGL matrix stack. + * The matrix after conversion is calculated by multiplying a conversion matrix from the right. + * The matrix is replaced by the calculated result. + */ + +/** + * Constructor of Matrix4 + * If opt_src is specified, new matrix is initialized by opt_src. + * Otherwise, new matrix is initialized by identity matrix. + * @param opt_src source matrix(option) + */ +var Matrix4 = function(opt_src) { + var i, s, d; + if (opt_src && typeof opt_src === 'object' && opt_src.hasOwnProperty('elements')) { + s = opt_src.elements; + d = new Float32Array(16); + for (i = 0; i < 16; ++i) { + d[i] = s[i]; + } + this.elements = d; + } else { + this.elements = new Float32Array([1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]); + } +}; + +/** + * Set the identity matrix. + * @return this + */ +Matrix4.prototype.setIdentity = function() { + var e = this.elements; + e[0] = 1; e[4] = 0; e[8] = 0; e[12] = 0; + e[1] = 0; e[5] = 1; e[9] = 0; e[13] = 0; + e[2] = 0; e[6] = 0; e[10] = 1; e[14] = 0; + e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1; + return this; +}; + +/** + * Copy matrix. + * @param src source matrix + * @return this + */ +Matrix4.prototype.set = function(src) { + var i, s, d; + + s = src.elements; + d = this.elements; + + if (s === d) { + return; + } + + for (i = 0; i < 16; ++i) { + d[i] = s[i]; + } + + return this; +}; + +/** + * Multiply the matrix from the right. + * @param other The multiply matrix + * @return this + */ +Matrix4.prototype.concat = function(other) { + var i, e, a, b, ai0, ai1, ai2, ai3; + + // Calculate e = a * b + e = this.elements; + a = this.elements; + b = other.elements; + + // If e equals b, copy b to temporary matrix. + if (e === b) { + b = new Float32Array(16); + for (i = 0; i < 16; ++i) { + b[i] = e[i]; + } + } + + for (i = 0; i < 4; i++) { + ai0=a[i]; ai1=a[i+4]; ai2=a[i+8]; ai3=a[i+12]; + e[i] = ai0 * b[0] + ai1 * b[1] + ai2 * b[2] + ai3 * b[3]; + e[i+4] = ai0 * b[4] + ai1 * b[5] + ai2 * b[6] + ai3 * b[7]; + e[i+8] = ai0 * b[8] + ai1 * b[9] + ai2 * b[10] + ai3 * b[11]; + e[i+12] = ai0 * b[12] + ai1 * b[13] + ai2 * b[14] + ai3 * b[15]; + } + + return this; +}; +Matrix4.prototype.multiply = Matrix4.prototype.concat; + +/** + * Multiply the three-dimensional vector. + * @param pos The multiply vector + * @return The result of multiplication(Float32Array) + */ +Matrix4.prototype.multiplyVector3 = function(pos) { + var e = this.elements; + var p = pos.elements; + var v = new Vector3(); + var result = v.elements; + + result[0] = p[0] * e[0] + p[1] * e[4] + p[2] * e[ 8] + e[12]; + result[1] = p[0] * e[1] + p[1] * e[5] + p[2] * e[ 9] + e[13]; + result[2] = p[0] * e[2] + p[1] * e[6] + p[2] * e[10] + e[14]; + + return v; +}; + +/** + * Multiply the four-dimensional vector. + * @param pos The multiply vector + * @return The result of multiplication(Float32Array) + */ +Matrix4.prototype.multiplyVector4 = function(pos) { + var e = this.elements; + var p = pos.elements; + var v = new Vector4(); + var result = v.elements; + + result[0] = p[0] * e[0] + p[1] * e[4] + p[2] * e[ 8] + p[3] * e[12]; + result[1] = p[0] * e[1] + p[1] * e[5] + p[2] * e[ 9] + p[3] * e[13]; + result[2] = p[0] * e[2] + p[1] * e[6] + p[2] * e[10] + p[3] * e[14]; + result[3] = p[0] * e[3] + p[1] * e[7] + p[2] * e[11] + p[3] * e[15]; + + return v; +}; + +/** + * Transpose the matrix. + * @return this + */ +Matrix4.prototype.transpose = function() { + var e, t; + + e = this.elements; + + t = e[ 1]; e[ 1] = e[ 4]; e[ 4] = t; + t = e[ 2]; e[ 2] = e[ 8]; e[ 8] = t; + t = e[ 3]; e[ 3] = e[12]; e[12] = t; + t = e[ 6]; e[ 6] = e[ 9]; e[ 9] = t; + t = e[ 7]; e[ 7] = e[13]; e[13] = t; + t = e[11]; e[11] = e[14]; e[14] = t; + + return this; +}; + +/** + * Calculate the inverse matrix of specified matrix, and set to this. + * @param other The source matrix + * @return this + */ +Matrix4.prototype.setInverseOf = function(other) { + var i, s, d, inv, det; + + s = other.elements; + d = this.elements; + inv = new Float32Array(16); + + inv[0] = s[5]*s[10]*s[15] - s[5] *s[11]*s[14] - s[9] *s[6]*s[15] + + s[9]*s[7] *s[14] + s[13]*s[6] *s[11] - s[13]*s[7]*s[10]; + inv[4] = - s[4]*s[10]*s[15] + s[4] *s[11]*s[14] + s[8] *s[6]*s[15] + - s[8]*s[7] *s[14] - s[12]*s[6] *s[11] + s[12]*s[7]*s[10]; + inv[8] = s[4]*s[9] *s[15] - s[4] *s[11]*s[13] - s[8] *s[5]*s[15] + + s[8]*s[7] *s[13] + s[12]*s[5] *s[11] - s[12]*s[7]*s[9]; + inv[12] = - s[4]*s[9] *s[14] + s[4] *s[10]*s[13] + s[8] *s[5]*s[14] + - s[8]*s[6] *s[13] - s[12]*s[5] *s[10] + s[12]*s[6]*s[9]; + + inv[1] = - s[1]*s[10]*s[15] + s[1] *s[11]*s[14] + s[9] *s[2]*s[15] + - s[9]*s[3] *s[14] - s[13]*s[2] *s[11] + s[13]*s[3]*s[10]; + inv[5] = s[0]*s[10]*s[15] - s[0] *s[11]*s[14] - s[8] *s[2]*s[15] + + s[8]*s[3] *s[14] + s[12]*s[2] *s[11] - s[12]*s[3]*s[10]; + inv[9] = - s[0]*s[9] *s[15] + s[0] *s[11]*s[13] + s[8] *s[1]*s[15] + - s[8]*s[3] *s[13] - s[12]*s[1] *s[11] + s[12]*s[3]*s[9]; + inv[13] = s[0]*s[9] *s[14] - s[0] *s[10]*s[13] - s[8] *s[1]*s[14] + + s[8]*s[2] *s[13] + s[12]*s[1] *s[10] - s[12]*s[2]*s[9]; + + inv[2] = s[1]*s[6]*s[15] - s[1] *s[7]*s[14] - s[5] *s[2]*s[15] + + s[5]*s[3]*s[14] + s[13]*s[2]*s[7] - s[13]*s[3]*s[6]; + inv[6] = - s[0]*s[6]*s[15] + s[0] *s[7]*s[14] + s[4] *s[2]*s[15] + - s[4]*s[3]*s[14] - s[12]*s[2]*s[7] + s[12]*s[3]*s[6]; + inv[10] = s[0]*s[5]*s[15] - s[0] *s[7]*s[13] - s[4] *s[1]*s[15] + + s[4]*s[3]*s[13] + s[12]*s[1]*s[7] - s[12]*s[3]*s[5]; + inv[14] = - s[0]*s[5]*s[14] + s[0] *s[6]*s[13] + s[4] *s[1]*s[14] + - s[4]*s[2]*s[13] - s[12]*s[1]*s[6] + s[12]*s[2]*s[5]; + + inv[3] = - s[1]*s[6]*s[11] + s[1]*s[7]*s[10] + s[5]*s[2]*s[11] + - s[5]*s[3]*s[10] - s[9]*s[2]*s[7] + s[9]*s[3]*s[6]; + inv[7] = s[0]*s[6]*s[11] - s[0]*s[7]*s[10] - s[4]*s[2]*s[11] + + s[4]*s[3]*s[10] + s[8]*s[2]*s[7] - s[8]*s[3]*s[6]; + inv[11] = - s[0]*s[5]*s[11] + s[0]*s[7]*s[9] + s[4]*s[1]*s[11] + - s[4]*s[3]*s[9] - s[8]*s[1]*s[7] + s[8]*s[3]*s[5]; + inv[15] = s[0]*s[5]*s[10] - s[0]*s[6]*s[9] - s[4]*s[1]*s[10] + + s[4]*s[2]*s[9] + s[8]*s[1]*s[6] - s[8]*s[2]*s[5]; + + det = s[0]*inv[0] + s[1]*inv[4] + s[2]*inv[8] + s[3]*inv[12]; + if (det === 0) { + return this; + } + + det = 1 / det; + for (i = 0; i < 16; i++) { + d[i] = inv[i] * det; + } + + return this; +}; + +/** + * Calculate the inverse matrix of this, and set to this. + * @return this + */ +Matrix4.prototype.invert = function() { + return this.setInverseOf(this); +}; + +/** + * Set the orthographic projection matrix. + * @param left The coordinate of the left of clipping plane. + * @param right The coordinate of the right of clipping plane. + * @param bottom The coordinate of the bottom of clipping plane. + * @param top The coordinate of the top top clipping plane. + * @param near The distances to the nearer depth clipping plane. This value is minus if the plane is to be behind the viewer. + * @param far The distances to the farther depth clipping plane. This value is minus if the plane is to be behind the viewer. + * @return this + */ +Matrix4.prototype.setOrtho = function(left, right, bottom, top, near, far) { + var e, rw, rh, rd; + + if (left === right || bottom === top || near === far) { + throw 'null frustum'; + } + + rw = 1 / (right - left); + rh = 1 / (top - bottom); + rd = 1 / (far - near); + + e = this.elements; + + e[0] = 2 * rw; + e[1] = 0; + e[2] = 0; + e[3] = 0; + + e[4] = 0; + e[5] = 2 * rh; + e[6] = 0; + e[7] = 0; + + e[8] = 0; + e[9] = 0; + e[10] = -2 * rd; + e[11] = 0; + + e[12] = -(right + left) * rw; + e[13] = -(top + bottom) * rh; + e[14] = -(far + near) * rd; + e[15] = 1; + + return this; +}; + +/** + * Multiply the orthographic projection matrix from the right. + * @param left The coordinate of the left of clipping plane. + * @param right The coordinate of the right of clipping plane. + * @param bottom The coordinate of the bottom of clipping plane. + * @param top The coordinate of the top top clipping plane. + * @param near The distances to the nearer depth clipping plane. This value is minus if the plane is to be behind the viewer. + * @param far The distances to the farther depth clipping plane. This value is minus if the plane is to be behind the viewer. + * @return this + */ +Matrix4.prototype.ortho = function(left, right, bottom, top, near, far) { + return this.concat(new Matrix4().setOrtho(left, right, bottom, top, near, far)); +}; + +/** + * Set the perspective projection matrix. + * @param left The coordinate of the left of clipping plane. + * @param right The coordinate of the right of clipping plane. + * @param bottom The coordinate of the bottom of clipping plane. + * @param top The coordinate of the top top clipping plane. + * @param near The distances to the nearer depth clipping plane. This value must be plus value. + * @param far The distances to the farther depth clipping plane. This value must be plus value. + * @return this + */ +Matrix4.prototype.setFrustum = function(left, right, bottom, top, near, far) { + var e, rw, rh, rd; + + if (left === right || top === bottom || near === far) { + throw 'null frustum'; + } + if (near <= 0) { + throw 'near <= 0'; + } + if (far <= 0) { + throw 'far <= 0'; + } + + rw = 1 / (right - left); + rh = 1 / (top - bottom); + rd = 1 / (far - near); + + e = this.elements; + + e[ 0] = 2 * near * rw; + e[ 1] = 0; + e[ 2] = 0; + e[ 3] = 0; + + e[ 4] = 0; + e[ 5] = 2 * near * rh; + e[ 6] = 0; + e[ 7] = 0; + + e[ 8] = (right + left) * rw; + e[ 9] = (top + bottom) * rh; + e[10] = -(far + near) * rd; + e[11] = -1; + + e[12] = 0; + e[13] = 0; + e[14] = -2 * near * far * rd; + e[15] = 0; + + return this; +}; + +/** + * Multiply the perspective projection matrix from the right. + * @param left The coordinate of the left of clipping plane. + * @param right The coordinate of the right of clipping plane. + * @param bottom The coordinate of the bottom of clipping plane. + * @param top The coordinate of the top top clipping plane. + * @param near The distances to the nearer depth clipping plane. This value must be plus value. + * @param far The distances to the farther depth clipping plane. This value must be plus value. + * @return this + */ +Matrix4.prototype.frustum = function(left, right, bottom, top, near, far) { + return this.concat(new Matrix4().setFrustum(left, right, bottom, top, near, far)); +}; + +/** + * Set the perspective projection matrix by fovy and aspect. + * @param fovy The angle between the upper and lower sides of the frustum. + * @param aspect The aspect ratio of the frustum. (width/height) + * @param near The distances to the nearer depth clipping plane. This value must be plus value. + * @param far The distances to the farther depth clipping plane. This value must be plus value. + * @return this + */ +Matrix4.prototype.setPerspective = function(fovy, aspect, near, far) { + var e, rd, s, ct; + + if (near === far || aspect === 0) { + throw 'null frustum'; + } + if (near <= 0) { + throw 'near <= 0'; + } + if (far <= 0) { + throw 'far <= 0'; + } + + fovy = Math.PI * fovy / 180 / 2; + s = Math.sin(fovy); + if (s === 0) { + throw 'null frustum'; + } + + rd = 1 / (far - near); + ct = Math.cos(fovy) / s; + + e = this.elements; + + e[0] = ct / aspect; + e[1] = 0; + e[2] = 0; + e[3] = 0; + + e[4] = 0; + e[5] = ct; + e[6] = 0; + e[7] = 0; + + e[8] = 0; + e[9] = 0; + e[10] = -(far + near) * rd; + e[11] = -1; + + e[12] = 0; + e[13] = 0; + e[14] = -2 * near * far * rd; + e[15] = 0; + + return this; +}; + +/** + * Multiply the perspective projection matrix from the right. + * @param fovy The angle between the upper and lower sides of the frustum. + * @param aspect The aspect ratio of the frustum. (width/height) + * @param near The distances to the nearer depth clipping plane. This value must be plus value. + * @param far The distances to the farther depth clipping plane. This value must be plus value. + * @return this + */ +Matrix4.prototype.perspective = function(fovy, aspect, near, far) { + return this.concat(new Matrix4().setPerspective(fovy, aspect, near, far)); +}; + +/** + * Set the matrix for scaling. + * @param x The scale factor along the X axis + * @param y The scale factor along the Y axis + * @param z The scale factor along the Z axis + * @return this + */ +Matrix4.prototype.setScale = function(x, y, z) { + var e = this.elements; + e[0] = x; e[4] = 0; e[8] = 0; e[12] = 0; + e[1] = 0; e[5] = y; e[9] = 0; e[13] = 0; + e[2] = 0; e[6] = 0; e[10] = z; e[14] = 0; + e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1; + return this; +}; + +/** + * Multiply the matrix for scaling from the right. + * @param x The scale factor along the X axis + * @param y The scale factor along the Y axis + * @param z The scale factor along the Z axis + * @return this + */ +Matrix4.prototype.scale = function(x, y, z) { + var e = this.elements; + e[0] *= x; e[4] *= y; e[8] *= z; + e[1] *= x; e[5] *= y; e[9] *= z; + e[2] *= x; e[6] *= y; e[10] *= z; + e[3] *= x; e[7] *= y; e[11] *= z; + return this; +}; + +/** + * Set the matrix for translation. + * @param x The X value of a translation. + * @param y The Y value of a translation. + * @param z The Z value of a translation. + * @return this + */ +Matrix4.prototype.setTranslate = function(x, y, z) { + var e = this.elements; + e[0] = 1; e[4] = 0; e[8] = 0; e[12] = x; + e[1] = 0; e[5] = 1; e[9] = 0; e[13] = y; + e[2] = 0; e[6] = 0; e[10] = 1; e[14] = z; + e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1; + return this; +}; + +/** + * Multiply the matrix for translation from the right. + * @param x The X value of a translation. + * @param y The Y value of a translation. + * @param z The Z value of a translation. + * @return this + */ +Matrix4.prototype.translate = function(x, y, z) { + var e = this.elements; + e[12] += e[0] * x + e[4] * y + e[8] * z; + e[13] += e[1] * x + e[5] * y + e[9] * z; + e[14] += e[2] * x + e[6] * y + e[10] * z; + e[15] += e[3] * x + e[7] * y + e[11] * z; + return this; +}; + +/** + * Set the matrix for rotation. + * The vector of rotation axis may not be normalized. + * @param angle The angle of rotation (degrees) + * @param x The X coordinate of vector of rotation axis. + * @param y The Y coordinate of vector of rotation axis. + * @param z The Z coordinate of vector of rotation axis. + * @return this + */ +Matrix4.prototype.setRotate = function(angle, x, y, z) { + var e, s, c, len, rlen, nc, xy, yz, zx, xs, ys, zs; + + angle = Math.PI * angle / 180; + e = this.elements; + + s = Math.sin(angle); + c = Math.cos(angle); + + if (0 !== x && 0 === y && 0 === z) { + // Rotation around X axis + if (x < 0) { + s = -s; + } + e[0] = 1; e[4] = 0; e[ 8] = 0; e[12] = 0; + e[1] = 0; e[5] = c; e[ 9] =-s; e[13] = 0; + e[2] = 0; e[6] = s; e[10] = c; e[14] = 0; + e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1; + } else if (0 === x && 0 !== y && 0 === z) { + // Rotation around Y axis + if (y < 0) { + s = -s; + } + e[0] = c; e[4] = 0; e[ 8] = s; e[12] = 0; + e[1] = 0; e[5] = 1; e[ 9] = 0; e[13] = 0; + e[2] =-s; e[6] = 0; e[10] = c; e[14] = 0; + e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1; + } else if (0 === x && 0 === y && 0 !== z) { + // Rotation around Z axis + if (z < 0) { + s = -s; + } + e[0] = c; e[4] =-s; e[ 8] = 0; e[12] = 0; + e[1] = s; e[5] = c; e[ 9] = 0; e[13] = 0; + e[2] = 0; e[6] = 0; e[10] = 1; e[14] = 0; + e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1; + } else { + // Rotation around another axis + len = Math.sqrt(x*x + y*y + z*z); + if (len !== 1) { + rlen = 1 / len; + x *= rlen; + y *= rlen; + z *= rlen; + } + nc = 1 - c; + xy = x * y; + yz = y * z; + zx = z * x; + xs = x * s; + ys = y * s; + zs = z * s; + + e[ 0] = x*x*nc + c; + e[ 1] = xy *nc + zs; + e[ 2] = zx *nc - ys; + e[ 3] = 0; + + e[ 4] = xy *nc - zs; + e[ 5] = y*y*nc + c; + e[ 6] = yz *nc + xs; + e[ 7] = 0; + + e[ 8] = zx *nc + ys; + e[ 9] = yz *nc - xs; + e[10] = z*z*nc + c; + e[11] = 0; + + e[12] = 0; + e[13] = 0; + e[14] = 0; + e[15] = 1; + } + + return this; +}; + +/** + * Multiply the matrix for rotation from the right. + * The vector of rotation axis may not be normalized. + * @param angle The angle of rotation (degrees) + * @param x The X coordinate of vector of rotation axis. + * @param y The Y coordinate of vector of rotation axis. + * @param z The Z coordinate of vector of rotation axis. + * @return this + */ +Matrix4.prototype.rotate = function(angle, x, y, z) { + return this.concat(new Matrix4().setRotate(angle, x, y, z)); +}; + +/** + * Set the viewing matrix. + * @param eyeX, eyeY, eyeZ The position of the eye point. + * @param centerX, centerY, centerZ The position of the reference point. + * @param upX, upY, upZ The direction of the up vector. + * @return this + */ +Matrix4.prototype.setLookAt = function(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) { + var e, fx, fy, fz, rlf, sx, sy, sz, rls, ux, uy, uz; + + fx = centerX - eyeX; + fy = centerY - eyeY; + fz = centerZ - eyeZ; + + // Normalize f. + rlf = 1 / Math.sqrt(fx*fx + fy*fy + fz*fz); + fx *= rlf; + fy *= rlf; + fz *= rlf; + + // Calculate cross product of f and up. + sx = fy * upZ - fz * upY; + sy = fz * upX - fx * upZ; + sz = fx * upY - fy * upX; + + // Normalize s. + rls = 1 / Math.sqrt(sx*sx + sy*sy + sz*sz); + sx *= rls; + sy *= rls; + sz *= rls; + + // Calculate cross product of s and f. + ux = sy * fz - sz * fy; + uy = sz * fx - sx * fz; + uz = sx * fy - sy * fx; + + // Set to this. + e = this.elements; + e[0] = sx; + e[1] = ux; + e[2] = -fx; + e[3] = 0; + + e[4] = sy; + e[5] = uy; + e[6] = -fy; + e[7] = 0; + + e[8] = sz; + e[9] = uz; + e[10] = -fz; + e[11] = 0; + + e[12] = 0; + e[13] = 0; + e[14] = 0; + e[15] = 1; + + // Translate. + return this.translate(-eyeX, -eyeY, -eyeZ); +}; + +/** + * Multiply the viewing matrix from the right. + * @param eyeX, eyeY, eyeZ The position of the eye point. + * @param centerX, centerY, centerZ The position of the reference point. + * @param upX, upY, upZ The direction of the up vector. + * @return this + */ +Matrix4.prototype.lookAt = function(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) { + return this.concat(new Matrix4().setLookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ)); +}; + +/** + * Multiply the matrix for project vertex to plane from the right. + * @param plane The array[A, B, C, D] of the equation of plane "Ax + By + Cz + D = 0". + * @param light The array which stored coordinates of the light. if light[3]=0, treated as parallel light. + * @return this + */ +Matrix4.prototype.dropShadow = function(plane, light) { + var mat = new Matrix4(); + var e = mat.elements; + + var dot = plane[0] * light[0] + plane[1] * light[1] + plane[2] * light[2] + plane[3] * light[3]; + + e[ 0] = dot - light[0] * plane[0]; + e[ 1] = - light[1] * plane[0]; + e[ 2] = - light[2] * plane[0]; + e[ 3] = - light[3] * plane[0]; + + e[ 4] = - light[0] * plane[1]; + e[ 5] = dot - light[1] * plane[1]; + e[ 6] = - light[2] * plane[1]; + e[ 7] = - light[3] * plane[1]; + + e[ 8] = - light[0] * plane[2]; + e[ 9] = - light[1] * plane[2]; + e[10] = dot - light[2] * plane[2]; + e[11] = - light[3] * plane[2]; + + e[12] = - light[0] * plane[3]; + e[13] = - light[1] * plane[3]; + e[14] = - light[2] * plane[3]; + e[15] = dot - light[3] * plane[3]; + + return this.concat(mat); +} + +/** + * Multiply the matrix for project vertex to plane from the right.(Projected by parallel light.) + * @param normX, normY, normZ The normal vector of the plane.(Not necessary to be normalized.) + * @param planeX, planeY, planeZ The coordinate of arbitrary points on a plane. + * @param lightX, lightY, lightZ The vector of the direction of light.(Not necessary to be normalized.) + * @return this + */ +Matrix4.prototype.dropShadowDirectionally = function(normX, normY, normZ, planeX, planeY, planeZ, lightX, lightY, lightZ) { + var a = planeX * normX + planeY * normY + planeZ * normZ; + return this.dropShadow([normX, normY, normZ, -a], [lightX, lightY, lightZ, 0]); +}; + +/** + * Constructor of Vector3 + * If opt_src is specified, new vector is initialized by opt_src. + * @param opt_src source vector(option) + */ +var Vector3 = function(opt_src) { + var v = new Float32Array(3); + if (opt_src && typeof opt_src === 'object') { + v[0] = opt_src[0]; v[1] = opt_src[1]; v[2] = opt_src[2]; + } + this.elements = v; +} + +/** + * Normalize. + * @return this + */ +Vector3.prototype.normalize = function() { + var v = this.elements; + var c = v[0], d = v[1], e = v[2], g = Math.sqrt(c*c+d*d+e*e); + if(g){ + if(g == 1) + return this; + } else { + v[0] = 0; v[1] = 0; v[2] = 0; + return this; + } + g = 1/g; + v[0] = c*g; v[1] = d*g; v[2] = e*g; + return this; +}; + +/** + * Constructor of Vector4 + * If opt_src is specified, new vector is initialized by opt_src. + * @param opt_src source vector(option) + */ +var Vector4 = function(opt_src) { + var v = new Float32Array(4); + if (opt_src && typeof opt_src === 'object') { + v[0] = opt_src[0]; v[1] = opt_src[1]; v[2] = opt_src[2]; v[3] = opt_src[3]; + } + this.elements = v; +} \ No newline at end of file diff --git a/lab4/src/lab4.html b/lab4/src/lab4.html index 2bb37bcbd21a70f6bb9acddb83953d93aa5bf516..6bf6d90b9b113e4d442999b4ff99e7528286c1d6 100644 --- a/lab4/src/lab4.html +++ b/lab4/src/lab4.html @@ -8,9 +8,14 @@ <canvas width="400" height="600" id="my-canvas"> Please use a browser that supports "canvas" </canvas> +<div id="which_light">lumière directionnelle</div> +<div id="lightx">light x : </div> +<div id="lighty">light y : </div> +<div id="lightz">light z : </div> <script src="../lib/webgl-utils.js"></script> <script src="../lib/webgl-debug.js"></script> <script src="../lib/cuon-utils.js"></script> +<script src="../lib/cuon-matrix.js"></script> <script src="lab4.js"></script> </body> </html> \ No newline at end of file diff --git a/lab4/src/lab4.js b/lab4/src/lab4.js index 105a227db9e7e4d4abde40b5002e7c75eb860fb4..2e15fdd2cf6b74d257a8dd33cc0900c531529590 100644 --- a/lab4/src/lab4.js +++ b/lab4/src/lab4.js @@ -1,18 +1,509 @@ +var eyeX = 0.0; +var eyeY = 3.0; +var eyeZ = 15.0; + +var xLightDir = 0.0; +var yLightDir = 0.0; +var zLightDir = 7.0; + +var canvas; +var gl; +// Model matrix +var u_MvpMatrix; +var u_NormalMatrix; + +// light color +var u_LightColor; + +// diffuse light direction +var u_LightDirection; + +// ambient light components +var u_ModelMatrix; +var u_LightPosition; +var u_AmbientLight; + +// click variable +var u_Clicked; + +which_light = true; + +document.onkeydown = checkKey; +function checkKey(e) { + switch (e.key) { + + // camera + case 'w': + eyeY += 1 + break; + case 's': + eyeY -= 1 + break; + case 'a': + eyeX -= 1 + break; + case 'd': + eyeX += 1 + break; + case 'e': + eyeZ += 1 + break; + case 'q': + eyeZ -= 1 + break; + + // light + case 'ArrowUp': + zLightDir -= 0.1 + break; + case 'ArrowDown': + zLightDir += 0.1; + break; + case 'ArrowLeft': + xLightDir -= 0.1; + break; + case 'ArrowRight': + xLightDir += 0.1 + break; + case 'o': // up + yLightDir += 0.1 + break; + case 'p': // down + yLightDir -= 0.1 + break; + + // choose light + case 'c': + which_light = !which_light + initElements(); + } +}; + // Vertex shader program -const VSHADER_SOURCE = - '\n' + - // TODO: Implement your vertex shader code here - '\n'; +var VSHADER_SOURCE_DIRECTIONAL = + 'attribute vec4 a_Position;\n' + + 'attribute vec4 a_Color;\n' + + 'attribute vec4 a_Normal;\n' + // Normal + + 'uniform mat4 u_MvpMatrix;\n' + + 'uniform mat4 u_NormalMatrix;\n' + + + 'uniform vec3 u_LightColor;\n' + // Light color + 'uniform vec3 u_LightDirection;\n' + // Light direction (in the world coordinate, normalized) + + 'varying vec4 v_Color;\n' + + + 'uniform bool u_Clicked;\n' + + + 'void main() {\n' + + ' gl_Position = u_MvpMatrix * a_Position;\n' + + ' vec4 normal = u_NormalMatrix * a_Normal;\n' + + ' float nDotL = max(dot(u_LightDirection, normalize(normal.xyz)), 0.0);\n' + + ' vec3 diffuse = u_LightColor * a_Color.rgb * nDotL;\n' + + + ' if (u_Clicked) {\n' + // Draw in red if mouse is pressed + ' v_Color = vec4(1.0, 0.0, 0.0, 1.0);\n' + + ' } else {\n' + + ' v_Color = vec4(diffuse, a_Color.a);\n' + + ' }\n' + + '}\n'; // Fragment shader program -const FSHADER_SOURCE = - '\n' + - // TODO: Implement your fragment shader code here - '\n'; +var FSHADER_SOURCE_DIRECTIONAL = + + 'precision mediump float;\n' + + + 'varying vec4 v_Color;\n' + + + 'void main() {\n' + + ' gl_FragColor = v_Color;\n' + + '}\n'; + +var VSHADER_SOURCE_PONCTUAL = + 'attribute vec4 a_Position;\n' + + 'attribute vec4 a_Color;\n' + + 'attribute vec4 a_Normal;\n' + + + 'uniform mat4 u_MvpMatrix;\n' + + 'uniform mat4 u_ModelMatrix;\n' + + 'uniform mat4 u_NormalMatrix;\n' + + + 'uniform vec3 u_AmbientLight;\n' + + + 'varying vec3 normal;\n' + + 'varying vec4 vertexPosition;\n' + + 'varying vec3 ambient;\n' + + + 'varying vec4 v_Color;\n' + + + 'uniform bool u_Clicked;\n' + + + 'void main() {\n' + + ' gl_Position = u_MvpMatrix * a_Position;\n' + + ' normal = normalize(vec3(u_NormalMatrix * a_Normal));\n' + + ' vertexPosition = u_ModelMatrix * a_Position;\n' + + + ' ambient = u_AmbientLight * a_Color.xyz;\n' + + + ' if (u_Clicked) {\n' + // Draw in red if mouse is pressed + ' v_Color = vec4(1.0, 0.0, 0.0, 1.0);\n' + + ' } else {\n' + + ' v_Color = a_Color;\n' + + ' }\n' + + '}\n'; + +var FSHADER_SOURCE_PONCTUAL = + 'precision mediump float;\n' + + + 'uniform vec3 u_LightColor;\n' + + 'uniform vec3 u_LightPosition;\n' + + + 'varying vec4 v_Color;\n' + + 'varying vec3 normal;\n' + + 'varying vec4 vertexPosition;\n' + + 'varying vec3 ambient;\n' + + + 'void main() {\n' + + + ' vec3 lightDirection = normalize(u_LightPosition - vec3(vertexPosition));\n' + + ' float nDotL = max(dot(normal, lightDirection), 0.0);\n' + + ' vec3 diffuse = u_LightColor * v_Color.rgb * nDotL;\n' + + + ' gl_FragColor = vec4(diffuse + ambient, v_Color.a);\n' + + '}\n'; + +function initElements(){ + // Initialize shaders + vh_source = VSHADER_SOURCE_DIRECTIONAL; + fh_source = FSHADER_SOURCE_DIRECTIONAL; + if (!which_light){ + vh_source = VSHADER_SOURCE_PONCTUAL; + fh_source = FSHADER_SOURCE_PONCTUAL; + } + if (!initShaders(gl, vh_source, fh_source)) { + console.log('Failed to intialize shaders.'); + return; + } + + // clear canva + gl.clearColor(0, 0, 0, 1); + gl.enable(gl.DEPTH_TEST); + gl.depthFunc(gl.LEQUAL); + + // Get the storage location of u_MvpMatrix + u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix'); + if (!u_MvpMatrix) { + console.log('Failed to get the storage locations of u_MvpMatrix'); + return -1; + } + + u_LightColor = gl.getUniformLocation(gl.program, 'u_LightColor'); + if (!u_LightColor) { + console.log('Failed to get the storage locations of u_LightColor'); + return -1; + } + + u_NormalMatrix = gl.getUniformLocation(gl.program, 'u_NormalMatrix'); + if (!u_NormalMatrix) { + console.log('Failed to get the storage locations of u_NormalMatrix'); + return -1; + } + + u_Clicked = gl.getUniformLocation(gl.program, 'u_Clicked'); + if (!u_Clicked) { + console.log('Failed to get the storage locations of u_Clicked'); + return -1; + } + + if (which_light){ // directionnal light + u_LightDirection = gl.getUniformLocation(gl.program, 'u_LightDirection'); + if (!u_LightDirection) { + console.log('Failed to get the storage locations of u_LightDirection'); + return -1; + } + }else { // ponctual light + u_ModelMatrix = gl.getUniformLocation(gl.program, 'u_ModelMatrix'); + if (!u_ModelMatrix) { + console.log('Failed to get the storage locations of u_ModelMatrix'); + return -1; + } + + u_LightPosition = gl.getUniformLocation(gl.program, 'u_LightPosition'); + if (!u_LightPosition) { + console.log('Failed to get the storage locations of u_LightPosition'); + return -1; + } + + u_AmbientLight = gl.getUniformLocation(gl.program, 'u_AmbientLight'); + if (!u_AmbientLight) { + console.log('Failed to get the storage locations of u_AmbientLight'); + return -1; + } + } + + gl.uniform1i(u_Clicked, 0); // Pass false to u_Clicked +} function main() { + // Retrieve <canvas> element - const canvas = document.getElementById('my-canvas'); + canvas = document.getElementById('my-canvas'); + + // Get the rendering context for WebGL + gl = getWebGLContext(canvas); + if (!gl) { + console.log('Failed to get the rendering context for WebGL'); + return; + } + + initElements(); + + canvas.onmousedown = function(ev) { // Mouse is pressed + var x = ev.clientX, y = ev.clientY; + var rect = ev.target.getBoundingClientRect(); + if (rect.left <= x && x < rect.right && rect.top <= y && y < rect.bottom) { + + var vpMatrix = new Matrix4(); // View projection matrix + // Calculate the view projection matrix + vpMatrix.setPerspective(30, canvas.width/canvas.height, 1, 100); + vpMatrix.lookAt(eyeX, eyeY, eyeZ, 0, 0, 0, 0, 1, 0); + var modelMatrix = new Matrix4(); // Model matrix + + // If pressed position is inside <canvas>, check if it is above object + var x_in_canvas = x - rect.left, y_in_canvas = rect.bottom - y; + var picked = check(gl, x_in_canvas, y_in_canvas, u_Clicked, vpMatrix, u_MvpMatrix, u_ModelMatrix, u_NormalMatrix, modelMatrix); + if (picked) alert('The Hourglass was selected'); + } + } + + setInterval(onTimerTick, 10); +} + +function onTimerTick() { + + var light = "lumière directionnelle" + if (!which_light){ + light = "lumière ponctuelle" + } + document.getElementById('which_light').innerHTML = light; + document.getElementById('lightx').innerHTML = "light x : " + xLightDir; + document.getElementById('lighty').innerHTML = "light y : " + yLightDir; + document.getElementById('lightz').innerHTML = "light z : " + zLightDir; + + vpMatrix = new Matrix4(); // View projection matrix + // Calculate the view projection matrix + vpMatrix.setPerspective(30, canvas.width/canvas.height, 1, 100); + vpMatrix.lookAt(eyeX, eyeY, eyeZ, 0, 0, 0, 0, 1, 0); + + gl.uniform3f(u_LightColor, 1.0, 1.0, 1.0); + if (which_light){ // diffuse light + var lightDirection = new Vector3([xLightDir, yLightDir, zLightDir]); + lightDirection.normalize(); // Normalize + gl.uniform3fv(u_LightDirection, lightDirection.elements); + }else { // ambient light + // Set the light direction (in the world coordinate) + gl.uniform3f(u_LightPosition, xLightDir, yLightDir, zLightDir); + // Set the ambient light + gl.uniform3f(u_AmbientLight, 0.3, 0.3, 0.3); + } + + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + var modelMatrix = new Matrix4(); // Model matrix + + /*modelMatrix.rotate(xAngle, 1, 0, 0); + modelMatrix.rotate(yAngle, 0, 1, 0);*/ + + drawHourglass(gl, vpMatrix, u_MvpMatrix, u_ModelMatrix, u_NormalMatrix, modelMatrix) + //drawSquares(gl, canvas, u_MvpMatrix) + drawBase(gl, vpMatrix, u_MvpMatrix, u_ModelMatrix, u_NormalMatrix, modelMatrix) +} + +function drawHourglass(gl, vpMatrix, u_MvpMatrix, u_ModelMatrix, u_NormalMatrix, modelMatrix){ + // Write the positions of trapezes vertices to a vertex shader + var n = initVertexBufferHourglass(gl); + if (n < 0) { + console.log('Failed to set the positions of the vertices'); + return; + } + + var mvpMatrix = new Matrix4(); // Model view projection matrix + var normalMatrix = new Matrix4(); // Transformation matrix for normals + + // first half of hourglass + modelMatrix.translate(0, 0.0, 0); + if (!which_light){ gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements); } + mvpMatrix.set(vpMatrix).multiply(modelMatrix); + gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix.elements); + + normalMatrix.setInverseOf(modelMatrix); + normalMatrix.transpose(); + gl.uniformMatrix4fv(u_NormalMatrix, false, normalMatrix.elements); + + gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0); + + // second half of hourglass + modelMatrix.translate(0, 1.0, 0); + modelMatrix.rotate(180, 0, 0, 1); + if (!which_light){ gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements); } + mvpMatrix.set(vpMatrix).multiply(modelMatrix); + gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix.elements); + + normalMatrix.rotate(180, 0, 0, 1); + normalMatrix.transpose(); + gl.uniformMatrix4fv(u_NormalMatrix, false, normalMatrix.elements); + + gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0); +} + +function drawBase(gl, vpMatrix, u_MvpMatrix, u_ModelMatrix, u_NormalMatrix, modelMatrix){ + // Write the positions of square vertices to a vertex shader + var n = initVertexBufferBase(gl); + if (n < 0) { + console.log('Failed to set the positions of the vertices'); + return; + } + + var mvpMatrix = new Matrix4(); // Model view projection matrix + var normalMatrix = new Matrix4(); // Transformation matrix for normals + + modelMatrix.translate(0, 2.01, 0); + if (!which_light){ gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements); } + mvpMatrix.set(vpMatrix).multiply(modelMatrix); + gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix.elements); + + normalMatrix.setInverseOf(modelMatrix); + normalMatrix.transpose(); + gl.uniformMatrix4fv(u_NormalMatrix, false, normalMatrix.elements); + + gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0); +} + +function initVertexBufferHourglass(gl){ + + const vertices = new Float32Array([ + -0.25, 0.5, 0.25, 0.25, 0.5, 0.25, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, // front + 0.25, 0.5, 0.25, 0.25, 0.5, -0.25, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, // right + 0.25, 0.5, -0.25, -0.25, 0.5, -0.25, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, // back + -0.25, 0.5, -0.25, -0.25, 0.5, 0.25, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, // left + -0.25, 0.5, 0.25, 0.25, 0.5, 0.25, -0.25, 0.5, -0.25, 0.25, 0.5, -0.25, // up + -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5 // down + ]); + + const colors = new Float32Array([ + 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, + 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, + 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, + 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, + 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, + 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0 + ]); + + const indices = new Uint8Array([ + 0, 1, 2, 1, 2, 3, + 4, 5, 6, 5, 6, 7, + 8, 9,10, 9,10,11, + 12,13,14, 13,14,15, + 16,17,18, 17,18,19, + 20,21,22, 21,22,23 + ]); + + const normals = new Float32Array([ + 0.0, 0.25, 0.25, 0.0, 0.25, 0.25, 0.0, 0.25, 0.25, 0.0, 0.25, 0.25, + 0.25, 0.25, 0.0, 0.25, 0.25, 0.0, 0.25, 0.25, 0.0, 0.25, 0.25, 0.0, + 0.0, 0.25, -0.25, 0.0, 0.25, -0.25, 0.0, 0.25, -0.25, 0.0, 0.25, -0.25, + -0.25,0.25, 0.0, -0.25, 0.25, 0.0, -0.25, 0.25, 0.0, -0.25, 0.25, 0.0, + 0.0, 0.25, 0.0, 0.0, 0.25, 0.0, 0.0, 0.25, 0.0, 0.0, 0.25, 0.0, + 0.0, -0.25, 0.0, 0.0, -0.25, 0.0, 0.0, -0.25, 0.0, 0.0, -0.25, 0.0 + ]); + + initVertexBuffer(gl, vertices, colors, indices, normals) + return indices.length; // The number of vertices +} + +function initVertexBufferBase(gl){ + + const vertices = new Float32Array([ + -2.0, -0.50, 2.0, 2.0, -0.50, 2.0, 2.0, -0.50, -2.0, -2.0, -0.50, -2.0 // square + ]); + + const colors = new Float32Array([ + 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0 + ]); + + const indices = new Uint8Array([ + 0, 1, 2, 0, 2, 3 + ]); + + const normals = new Float32Array([ + -2.0, -0.50, 2.0, 2.0, -0.50, 2.0, 2.0, -0.50, -2.0, -2.0, -0.50, -2.0 + ]); + + initVertexBuffer(gl, vertices, colors, indices, normals) + return indices.length; // The number of vertices +} + +// init vertex buffer with given vertices +function initVertexBuffer(gl, vertices, colors, indices, normals) { + + const n = indices.length; // The number of vertices + + // Create a buffer object for indexes + var indexBuffer = gl.createBuffer(); + if (!indexBuffer) { + console.log('Failed to create the buffer object'); + return -1; + } + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); + + // set array buffer for vertices + setArrayBuffer(gl, vertices, 'a_Position') + + // set array buffer for color + setArrayBuffer(gl, colors, 'a_Color') + + // set array buffer for normal + setArrayBuffer(gl, normals, 'a_Normal') + + return n; +} + +// set an array in the buffer of given attribute +function setArrayBuffer(gl, array, attribute){ + + // Create a buffer object for vertices / colors + var vertexBuffer = gl.createBuffer(); + if (!vertexBuffer) { + console.log('Failed to create the buffer object'); + return -1; + } + gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); + gl.bufferData(gl.ARRAY_BUFFER, array, gl.STATIC_DRAW); + + // Set attributes and uniforms + var attribute = gl.getAttribLocation(gl.program, attribute); + if (attribute < 0) { + console.log('Failed to get the storage location of a_Position'); + return -1; + } + gl.vertexAttribPointer(attribute, 3, gl.FLOAT, false, 0, 0); + gl.enableVertexAttribArray(attribute); +} + +function check(gl, x, y, u_Clicked, vpMatrix, u_MvpMatrix, u_ModelMatrix, u_NormalMatrix, modelMatrix) { + var picked = false; + gl.uniform1i(u_Clicked, 1); // Pass true to u_Clicked + drawHourglass(gl, vpMatrix, u_MvpMatrix, u_ModelMatrix, u_NormalMatrix, modelMatrix); // Draw cube with red + // Read pixel at the clicked position + var pixels = new Uint8Array(4); // Array for storing the pixel value + gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels); + + if (pixels[0] == 255) // The mouse in on cube if R(pixels[0]) is 255 + picked = true; - // TODO: Complete with your code here + gl.uniform1i(u_Clicked, 0); // Pass false to u_Clicked(rewrite the cube) + drawHourglass(gl, vpMatrix, u_MvpMatrix, u_ModelMatrix, u_NormalMatrix, modelMatrix); // Draw the cube + + return picked; } \ No newline at end of file