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/lib/webgl-debug.1.js b/lab4/lib/webgl-debug.1.js new file mode 100644 index 0000000000000000000000000000000000000000..685868dc61347ea10c0376520f1e20ed57a765c7 --- /dev/null +++ b/lab4/lib/webgl-debug.1.js @@ -0,0 +1,677 @@ +//Copyright (c) 2009 The Chromium Authors. All rights reserved. +//Use of this source code is governed by a BSD-style license that can be +//found in the LICENSE file. + +// Various functions for helping debug WebglInstance apps. + +WebGLDebugUtils = function() { + +/** + * Wrapped logging function. + * @param {string} msg Message to log. + */ +var log = function(msg) { + if (window.console && window.console.log) { + window.console.log(msg); + } +}; + +/** + * Which arguements are enums. + * @type {!Object.<number, string>} + */ +var glValidEnumContexts = { + + // Generic setters and getters + + 'enable': { 0:true }, + 'disable': { 0:true }, + 'getParameter': { 0:true }, + + // Rendering + + 'drawArrays': { 0:true }, + 'drawElements': { 0:true, 2:true }, + + // Shaders + + 'createShader': { 0:true }, + 'getShaderParameter': { 1:true }, + 'getProgramParameter': { 1:true }, + + // Vertex attributes + + 'getVertexAttrib': { 1:true }, + 'vertexAttribPointer': { 2:true }, + + // Textures + + 'bindTexture': { 0:true }, + 'activeTexture': { 0:true }, + 'getTexParameter': { 0:true, 1:true }, + 'texParameterf': { 0:true, 1:true }, + 'texParameteri': { 0:true, 1:true, 2:true }, + 'texImage2D': { 0:true, 2:true, 6:true, 7:true }, + 'texSubImage2D': { 0:true, 6:true, 7:true }, + 'copyTexImage2D': { 0:true, 2:true }, + 'copyTexSubImage2D': { 0:true }, + 'generateMipmap': { 0:true }, + + // Buffer objects + + 'bindBuffer': { 0:true }, + 'bufferData': { 0:true, 2:true }, + 'bufferSubData': { 0:true }, + 'getBufferParameter': { 0:true, 1:true }, + + // Renderbuffers and framebuffers + + 'pixelStorei': { 0:true, 1:true }, + 'readPixels': { 4:true, 5:true }, + 'bindRenderbuffer': { 0:true }, + 'bindFramebuffer': { 0:true }, + 'checkFramebufferStatus': { 0:true }, + 'framebufferRenderbuffer': { 0:true, 1:true, 2:true }, + 'framebufferTexture2D': { 0:true, 1:true, 2:true }, + 'getFramebufferAttachmentParameter': { 0:true, 1:true, 2:true }, + 'getRenderbufferParameter': { 0:true, 1:true }, + 'renderbufferStorage': { 0:true, 1:true }, + + // Frame buffer operations (clear, blend, depth test, stencil) + + 'clear': { 0:true }, + 'depthFunc': { 0:true }, + 'blendFunc': { 0:true, 1:true }, + 'blendFuncSeparate': { 0:true, 1:true, 2:true, 3:true }, + 'blendEquation': { 0:true }, + 'blendEquationSeparate': { 0:true, 1:true }, + 'stencilFunc': { 0:true }, + 'stencilFuncSeparate': { 0:true, 1:true }, + 'stencilMaskSeparate': { 0:true }, + 'stencilOp': { 0:true, 1:true, 2:true }, + 'stencilOpSeparate': { 0:true, 1:true, 2:true, 3:true }, + + // Culling + + 'cullFace': { 0:true }, + 'frontFace': { 0:true }, +}; + +/** + * Map of numbers to names. + * @type {Object} + */ +var glEnums = null; + +/** + * Initializes this module. Safe to call more than once. + * @param {!WebGLRenderingContext} ctx A WebglInstance context. If + * you have more than one context it doesn't matter which one + * you pass in, it is only used to pull out constants. + */ +function init(ctx) { + if (glEnums == null) { + glEnums = { }; + for (var propertyName in ctx) { + if (typeof ctx[propertyName] == 'number') { + glEnums[ctx[propertyName]] = propertyName; + } + } + } +} + +/** + * Checks the utils have been initialized. + */ +function checkInit() { + if (glEnums == null) { + throw 'WebGLDebugUtils.init(ctx) not called'; + } +} + +/** + * Returns true or false if value matches any WebglInstance enum + * @param {*} value Value to check if it might be an enum. + * @return {boolean} True if value matches one of the WebglInstance defined enums + */ +function mightBeEnum(value) { + checkInit(); + return (glEnums[value] !== undefined); +} + +/** + * Gets an string version of an WebglInstance enum. + * + * Example: + * var str = WebGLDebugUtil.glEnumToString(ctx.getError()); + * + * @param {number} value Value to return an enum for + * @return {string} The string version of the enum. + */ +function glEnumToString(value) { + checkInit(); + var name = glEnums[value]; + return (name !== undefined) ? name : + ("*UNKNOWN WebglInstance ENUM (0x" + value.toString(16) + ")"); +} + +/** + * Returns the string version of a WebglInstance argument. + * Attempts to convert enum arguments to strings. + * @param {string} functionName the name of the WebglInstance function. + * @param {number} argumentIndx the index of the argument. + * @param {*} value The value of the argument. + * @return {string} The value as a string. + */ +function glFunctionArgToString(functionName, argumentIndex, value) { + var funcInfo = glValidEnumContexts[functionName]; + if (funcInfo !== undefined) { + if (funcInfo[argumentIndex]) { + return glEnumToString(value); + } + } + return value.toString(); +} + +/** + * Given a WebglInstance context returns a wrapped context that calls + * gl.getError after every command and calls a function if the + * result is not gl.NO_ERROR. + * + * @param {!WebGLRenderingContext} ctx The webgl context to + * wrap. + * @param {!function(err, funcName, args): void} opt_onErrorFunc + * The function to call when gl.getError returns an + * error. If not specified the default function calls + * console.log with a message. + */ +function makeDebugContext(ctx, opt_onErrorFunc) { + init(ctx); + opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) { + // apparently we can't do args.join(","); + var argStr = ""; + for (var ii = 0; ii < args.length; ++ii) { + argStr += ((ii == 0) ? '' : ', ') + + glFunctionArgToString(functionName, ii, args[ii]); + } + log("WebglInstance error "+ glEnumToString(err) + " in "+ functionName + + "(" + argStr + ")"); + }; + + // Holds booleans for each GL error so after we get the error ourselves + // we can still return it to the client app. + var glErrorShadow = { }; + + // Makes a function that calls a WebglInstance function and then calls getError. + function makeErrorWrapper(ctx, functionName) { + return function() { + var result = ctx[functionName].apply(ctx, arguments); + var err = ctx.getError(); + if (err != 0) { + glErrorShadow[err] = true; + opt_onErrorFunc(err, functionName, arguments); + } + return result; + }; + } + + // Make a an object that has a copy of every property of the WebglInstance context + // but wraps all functions. + var wrapper = {}; + for (var propertyName in ctx) { + if (typeof ctx[propertyName] == 'function') { + wrapper[propertyName] = makeErrorWrapper(ctx, propertyName); + } else { + wrapper[propertyName] = ctx[propertyName]; + } + } + + // Override the getError function with one that returns our saved results. + wrapper.getError = function() { + for (var err in glErrorShadow) { + if (glErrorShadow[err]) { + glErrorShadow[err] = false; + return err; + } + } + return ctx.NO_ERROR; + }; + + return wrapper; +} + +function resetToInitialState(ctx) { + var numAttribs = ctx.getParameter(ctx.MAX_VERTEX_ATTRIBS); + var tmp = ctx.createBuffer(); + ctx.bindBuffer(ctx.ARRAY_BUFFER, tmp); + for (var ii = 0; ii < numAttribs; ++ii) { + ctx.disableVertexAttribArray(ii); + ctx.vertexAttribPointer(ii, 4, ctx.FLOAT, false, 0, 0); + ctx.vertexAttrib1f(ii, 0); + } + ctx.deleteBuffer(tmp); + + var numTextureUnits = ctx.getParameter(ctx.MAX_TEXTURE_IMAGE_UNITS); + for (var ii = 0; ii < numTextureUnits; ++ii) { + ctx.activeTexture(ctx.TEXTURE0 + ii); + ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, null); + ctx.bindTexture(ctx.TEXTURE_2D, null); + } + + ctx.activeTexture(ctx.TEXTURE0); + ctx.useProgram(null); + ctx.bindBuffer(ctx.ARRAY_BUFFER, null); + ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null); + ctx.bindFramebuffer(ctx.FRAMEBUFFER, null); + ctx.bindRenderbuffer(ctx.RENDERBUFFER, null); + ctx.disable(ctx.BLEND); + ctx.disable(ctx.CULL_FACE); + ctx.disable(ctx.DEPTH_TEST); + ctx.disable(ctx.DITHER); + ctx.disable(ctx.SCISSOR_TEST); + ctx.blendColor(0, 0, 0, 0); + ctx.blendEquation(ctx.FUNC_ADD); + ctx.blendFunc(ctx.ONE, ctx.ZERO); + ctx.clearColor(0, 0, 0, 0); + ctx.clearDepth(1); + ctx.clearStencil(-1); + ctx.colorMask(true, true, true, true); + ctx.cullFace(ctx.BACK); + ctx.depthFunc(ctx.LESS); + ctx.depthMask(true); + ctx.depthRange(0, 1); + ctx.frontFace(ctx.CCW); + ctx.hint(ctx.GENERATE_MIPMAP_HINT, ctx.DONT_CARE); + ctx.lineWidth(1); + ctx.pixelStorei(ctx.PACK_ALIGNMENT, 4); + ctx.pixelStorei(ctx.UNPACK_ALIGNMENT, 4); + ctx.pixelStorei(ctx.UNPACK_FLIP_Y_WEBGL, false); + ctx.pixelStorei(ctx.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false); + // TODO: Delete this IF. + if (ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL) { + ctx.pixelStorei(ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL, ctx.BROWSER_DEFAULT_WEBGL); + } + ctx.polygonOffset(0, 0); + ctx.sampleCoverage(1, false); + ctx.scissor(0, 0, ctx.canvas.width, ctx.canvas.height); + ctx.stencilFunc(ctx.ALWAYS, 0, 0xFFFFFFFF); + ctx.stencilMask(0xFFFFFFFF); + ctx.stencilOp(ctx.KEEP, ctx.KEEP, ctx.KEEP); + ctx.viewport(0, 0, ctx.canvas.clientWidth, ctx.canvas.clientHeight); + ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT | ctx.STENCIL_BUFFER_BIT); + + // TODO: This should NOT be needed but Firefox fails with 'hint' + while(ctx.getError()); +} + +function makeLostContextSimulatingContext(ctx) { + var wrapper_ = {}; + var contextId_ = 1; + var contextLost_ = false; + var resourceId_ = 0; + var resourceDb_ = []; + var onLost_ = undefined; + var onRestored_ = undefined; + var nextOnRestored_ = undefined; + + // Holds booleans for each GL error so can simulate errors. + var glErrorShadow_ = { }; + + function isWebGLObject(obj) { + //return false; + return (obj instanceof WebGLBuffer || + obj instanceof WebGLFramebuffer || + obj instanceof WebGLProgram || + obj instanceof WebGLRenderbuffer || + obj instanceof WebGLShader || + obj instanceof WebGLTexture); + } + + function checkResources(args) { + for (var ii = 0; ii < args.length; ++ii) { + var arg = args[ii]; + if (isWebGLObject(arg)) { + return arg.__webglDebugContextLostId__ == contextId_; + } + } + return true; + } + + function clearErrors() { + var k = Object.keys(glErrorShadow_); + for (var ii = 0; ii < k.length; ++ii) { + delete glErrorShdow_[k]; + } + } + + // Makes a function that simulates WebglInstance when out of context. + function makeLostContextWrapper(ctx, functionName) { + var f = ctx[functionName]; + return function() { + // Only call the functions if the context is not lost. + if (!contextLost_) { + if (!checkResources(arguments)) { + glErrorShadow_[ctx.INVALID_OPERATION] = true; + return; + } + var result = f.apply(ctx, arguments); + return result; + } + }; + } + + for (var propertyName in ctx) { + if (typeof ctx[propertyName] == 'function') { + wrapper_[propertyName] = makeLostContextWrapper(ctx, propertyName); + } else { + wrapper_[propertyName] = ctx[propertyName]; + } + } + + function makeWebGLContextEvent(statusMessage) { + return {statusMessage: statusMessage}; + } + + function freeResources() { + for (var ii = 0; ii < resourceDb_.length; ++ii) { + var resource = resourceDb_[ii]; + if (resource instanceof WebGLBuffer) { + ctx.deleteBuffer(resource); + } else if (resource instanceof WebctxFramebuffer) { + ctx.deleteFramebuffer(resource); + } else if (resource instanceof WebctxProgram) { + ctx.deleteProgram(resource); + } else if (resource instanceof WebctxRenderbuffer) { + ctx.deleteRenderbuffer(resource); + } else if (resource instanceof WebctxShader) { + ctx.deleteShader(resource); + } else if (resource instanceof WebctxTexture) { + ctx.deleteTexture(resource); + } + } + } + + wrapper_.loseContext = function() { + if (!contextLost_) { + contextLost_ = true; + ++contextId_; + while (ctx.getError()); + clearErrors(); + glErrorShadow_[ctx.CONTEXT_LOST_WEBGL] = true; + setTimeout(function() { + if (onLost_) { + onLost_(makeWebGLContextEvent("context lost")); + } + }, 0); + } + }; + + wrapper_.restoreContext = function() { + if (contextLost_) { + if (onRestored_) { + setTimeout(function() { + freeResources(); + resetToInitialState(ctx); + contextLost_ = false; + if (onRestored_) { + var callback = onRestored_; + onRestored_ = nextOnRestored_; + nextOnRestored_ = undefined; + callback(makeWebGLContextEvent("context restored")); + } + }, 0); + } else { + throw "You can not restore the context without a listener" + } + } + }; + + // Wrap a few functions specially. + wrapper_.getError = function() { + if (!contextLost_) { + var err; + while (err = ctx.getError()) { + glErrorShadow_[err] = true; + } + } + for (var err in glErrorShadow_) { + if (glErrorShadow_[err]) { + delete glErrorShadow_[err]; + return err; + } + } + return ctx.NO_ERROR; + }; + + var creationFunctions = [ + "createBuffer", + "createFramebuffer", + "createProgram", + "createRenderbuffer", + "createShader", + "createTexture" + ]; + for (var ii = 0; ii < creationFunctions.length; ++ii) { + var functionName = creationFunctions[ii]; + wrapper_[functionName] = function(f) { + return function() { + if (contextLost_) { + return null; + } + var obj = f.apply(ctx, arguments); + obj.__webglDebugContextLostId__ = contextId_; + resourceDb_.push(obj); + return obj; + }; + }(ctx[functionName]); + } + + var functionsThatShouldReturnNull = [ + "getActiveAttrib", + "getActiveUniform", + "getBufferParameter", + "getContextAttributes", + "getAttachedShaders", + "getFramebufferAttachmentParameter", + "getParameter", + "getProgramParameter", + "getProgramInfoLog", + "getRenderbufferParameter", + "getShaderParameter", + "getShaderInfoLog", + "getShaderSource", + "getTexParameter", + "getUniform", + "getUniformLocation", + "getVertexAttrib" + ]; + for (var ii = 0; ii < functionsThatShouldReturnNull.length; ++ii) { + var functionName = functionsThatShouldReturnNull[ii]; + wrapper_[functionName] = function(f) { + return function() { + if (contextLost_) { + return null; + } + return f.apply(ctx, arguments); + } + }(wrapper_[functionName]); + } + + var isFunctions = [ + "isBuffer", + "isEnabled", + "isFramebuffer", + "isProgram", + "isRenderbuffer", + "isShader", + "isTexture" + ]; + for (var ii = 0; ii < isFunctions.length; ++ii) { + var functionName = isFunctions[ii]; + wrapper_[functionName] = function(f) { + return function() { + if (contextLost_) { + return false; + } + return f.apply(ctx, arguments); + } + }(wrapper_[functionName]); + } + + wrapper_.checkFramebufferStatus = function(f) { + return function() { + if (contextLost_) { + return ctx.FRAMEBUFFER_UNSUPPORTED; + } + return f.apply(ctx, arguments); + }; + }(wrapper_.checkFramebufferStatus); + + wrapper_.getAttribLocation = function(f) { + return function() { + if (contextLost_) { + return -1; + } + return f.apply(ctx, arguments); + }; + }(wrapper_.getAttribLocation); + + wrapper_.getVertexAttribOffset = function(f) { + return function() { + if (contextLost_) { + return 0; + } + return f.apply(ctx, arguments); + }; + }(wrapper_.getVertexAttribOffset); + + wrapper_.isContextLost = function() { + return contextLost_; + }; + + function wrapEvent(listener) { + if (typeof(listener) == "function") { + return listener; + } else { + return function(info) { + listener.handleEvent(info); + } + } + } + + wrapper_.registerOnContextLostListener = function(listener) { + onLost_ = wrapEvent(listener); + }; + + wrapper_.registerOnContextRestoredListener = function(listener) { + if (contextLost_) { + nextOnRestored_ = wrapEvent(listener); + } else { + onRestored_ = wrapEvent(listener); + } + } + + return wrapper_; +} + +return { + /** + * Initializes this module. Safe to call more than once. + * @param {!WebGLRenderingContext} ctx A WebglInstance context. If + * you have more than one context it doesn't matter which one + * you pass in, it is only used to pull out constants. + */ + 'init': init, + + /** + * Returns true or false if value matches any WebglInstance enum + * @param {*} value Value to check if it might be an enum. + * @return {boolean} True if value matches one of the WebglInstance defined enums + */ + 'mightBeEnum': mightBeEnum, + + /** + * Gets an string version of an WebglInstance enum. + * + * Example: + * WebGLDebugUtil.init(ctx); + * var str = WebGLDebugUtil.glEnumToString(ctx.getError()); + * + * @param {number} value Value to return an enum for + * @return {string} The string version of the enum. + */ + 'glEnumToString': glEnumToString, + + /** + * Converts the argument of a WebglInstance function to a string. + * Attempts to convert enum arguments to strings. + * + * Example: + * WebGLDebugUtil.init(ctx); + * var str = WebGLDebugUtil.glFunctionArgToString('bindTexture', 0, gl.TEXTURE_2D); + * + * would return 'TEXTURE_2D' + * + * @param {string} functionName the name of the WebglInstance function. + * @param {number} argumentIndx the index of the argument. + * @param {*} value The value of the argument. + * @return {string} The value as a string. + */ + 'glFunctionArgToString': glFunctionArgToString, + + /** + * Given a WebglInstance context returns a wrapped context that calls + * gl.getError after every command and calls a function if the + * result is not NO_ERROR. + * + * You can supply your own function if you want. For example, if you'd like + * an exception thrown on any GL error you could do this + * + * function throwOnGLError(err, funcName, args) { + * throw WebGLDebugUtils.glEnumToString(err) + " was caused by call to" + + * funcName; + * }; + * + * ctx = WebGLDebugUtils.makeDebugContext( + * canvas.getContext("webgl"), throwOnGLError); + * + * @param {!WebGLRenderingContext} ctx The webgl context to wrap. + * @param {!function(err, funcName, args): void} opt_onErrorFunc The function + * to call when gl.getError returns an error. If not specified the default + * function calls console.log with a message. + */ + 'makeDebugContext': makeDebugContext, + + /** + * Given a WebglInstance context returns a wrapped context that adds 4 + * functions. + * + * ctx.loseContext: + * simulates a lost context event. + * + * ctx.restoreContext: + * simulates the context being restored. + * + * ctx.registerOnContextLostListener(listener): + * lets you register a listener for context lost. Use instead + * of addEventListener('webglcontextlostevent', listener); + * + * ctx.registerOnContextRestoredListener(listener): + * lets you register a listener for context restored. Use + * instead of addEventListener('webglcontextrestored', + * listener); + * + * @param {!WebGLRenderingContext} ctx The webgl context to wrap. + */ + 'makeLostContextSimulatingContext': makeLostContextSimulatingContext, + + /** + * Resets a context to the initial state. + * @param {!WebGLRenderingContext} ctx The webgl context to + * reset. + */ + 'resetToInitialState': resetToInitialState +}; + +}(); + diff --git a/lab4/src/lab4.html b/lab4/src/lab4.html index 2bb37bcbd21a70f6bb9acddb83953d93aa5bf516..c3e0a625728311961f2071e7d67cd23afec55a30 100644 --- a/lab4/src/lab4.html +++ b/lab4/src/lab4.html @@ -5,12 +5,22 @@ <title>Lab 4</title> </head> <body onload="main()"> -<canvas width="400" height="600" id="my-canvas"> - Please use a browser that supports "canvas" -</canvas> + <canvas width="400" height="600" id="my-canvas"> + Please use a browser that supports "canvas" + </canvas> + <canvas width="400" height="600" id="my-canvas2"> + Please use a browser that supports "canvas" + </canvas> + <p id="light_x_dir">Light X directionnal : </p> + <p id="light_y_dir">Light Y directionnal : </p> + <p id="light_z_dir">Light Z directionnal : </p> + <p id="light_x_point">Light X point : </p> + <p id="light_y_point">Light Y point : </p> + <p id="light_z_point">Light Z point : </p> <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..14aadf23d197f62df2553cd584c46bf2be297361 100644 --- a/lab4/src/lab4.js +++ b/lab4/src/lab4.js @@ -1,18 +1,567 @@ -// Vertex shader program -const VSHADER_SOURCE = - '\n' + - // TODO: Implement your vertex shader code here - '\n'; - -// Fragment shader program -const FSHADER_SOURCE = - '\n' + - // TODO: Implement your fragment shader code here - '\n'; +/* +Author : Jorge José Goncalves +*/ + +// variable for camera and light +var eyeX = 2; +var eyeY = 4; +var eyeZ = 6; +const STEP = 0.1; +var lightDirectionnalX = 0.5; +var lightDirectionnalY = 3.0; +var lightDirectionnalZ = 4.0; +var lightPositionX = 0.0; +var lightPositionY = 5.0; +var lightPositionZ = 0.0; +var OFFSCREEN_WIDTH = 2048; +var OFFSCREEN_HEIGHT = 2048; +var clicked_canvas = false; +var x_clicked = 0; +var y_clicked = 0; +var VSHADER_SOURCE_DIRECTIONNAL_LIGHT = + 'attribute vec4 a_Position;\n' + + 'attribute vec4 a_Color;\n' + + 'attribute vec4 a_Normal;\n' + + 'uniform mat4 mMVP;\n' + + 'uniform mat4 mNormal;\n' + + 'uniform vec3 vLightDirection;\n' + + 'varying vec4 v_Color;\n' + + 'void main() {\n' + + ' gl_Position = mMVP * a_Position;\n' + + ' vec4 normal = mNormal * a_Normal;\n' + + ' float nDotL = max(dot(normalize(normal.xyz), vLightDirection), 0.0);\n' + + ' v_Color = vec4(a_Color.xyz * nDotL, a_Color.a);\n' + + '}\n'; + +var FSHADER_SOURCE_DIRECTIONNAL_LIGHT = + '#ifdef GL_ES\n' + + 'precision mediump float;\n' + + '#endif\n' + + 'varying vec4 v_Color;\n' + + 'void main() {\n' + + ' gl_FragColor = v_Color;\n' + + '}\n'; + + var VSHADER_SOURCE_PONCTUAL_LIGHT = + 'attribute vec4 a_Position;\n' + + 'attribute vec4 a_Color;\n' + + 'attribute vec4 a_Normal;\n' + + 'uniform mat4 mMVP;\n' + + 'uniform mat4 mModel;\n' + + 'uniform mat4 mNormal;\n' + + 'varying vec4 v_Color;\n' + + 'varying vec3 normal;\n' + + 'varying vec4 vertexPosition;\n' + + 'uniform bool u_Clicked;\n' + + 'uniform bool u_is_hourglass;\n' + + 'uniform mat4 u_MvpMatrixFromLight;\n' + + 'varying vec4 v_PositionFromLight;\n' + + 'void main() {\n' + + ' gl_Position = mMVP * a_Position;\n' + + ' normal = normalize(vec3(mNormal * a_Normal));\n' + + ' vertexPosition = mModel * a_Position;\n' + + ' if(u_Clicked && u_is_hourglass) {\n' + + ' v_Color = vec4(0.0, 1.0, 0.0, 1.0);\n' + + ' } else {\n' + + ' v_Color = a_Color;\n' + + ' }\n' + + '}\n'; + +var FSHADER_SOURCE_PONCTUAL_LIGHT = + '#ifdef GL_ES\n' + + 'precision mediump float;\n' + + '#endif\n' + + 'varying vec4 v_Color;\n' + + 'uniform vec3 vLightColor;\n' + + 'uniform vec3 vLightPosition;\n' + + 'varying vec3 normal;\n' + + 'varying vec4 vertexPosition;\n' + + 'varying vec4 v_PositionFromLight;\n' + + 'void main() {\n' + + ' vec3 vLightDirection = normalize(vLightPosition - vec3(vertexPosition));\n' + + ' float nDotL = max(dot(normal, vLightDirection), 0.0);\n' + + ' vec3 diffuse = vLightColor * v_Color.rgb * nDotL;\n' + + ' gl_FragColor = vec4(diffuse, v_Color.a);\n' + + '}\n'; + +var SHADOW_VSHADER_SOURCE = + 'attribute vec4 a_Position;\n' + + 'uniform mat4 u_MvpMatrix;\n' + + 'void main() {\n' + + ' gl_Position = u_MvpMatrix * a_Position;\n' + + '}\n'; + +var SHADOW_FSHADER_SOURCE = +'#ifdef GL_ES\n' + +'precision mediump float;\n' + +'#endif\n' + +'void main() {\n' + +' gl_FragColor = vec4(gl_FragCoord.z, 0.0, 0.0, 0.0);\n' + // Write the z-value in R +'}\n'; function main() { - // Retrieve <canvas> element - const canvas = document.getElementById('my-canvas'); + //directionnal_light(); + ponctual_light(); + // Control camera or lights + document.addEventListener("keydown", (event) => { + switch (event.key) { + case 'a': + eyeX -= STEP; + break; + case 'd': + eyeX += STEP; + break; + case 's': + eyeY -= STEP; + break; + case 'w': + eyeY += STEP; + break; + case 'r': + eyeZ -= STEP; + break; + case 'f': + eyeZ += STEP; + break; + case 'ArrowRight': + lightDirectionnalX += STEP; + lightPositionX += STEP; + break; + case 'ArrowLeft': + lightDirectionnalX -= STEP; + lightPositionX -= STEP; + break; + case 'ArrowDown': + lightDirectionnalY -= STEP; + lightPositionY -= STEP; + break; + case 'ArrowUp': + lightDirectionnalY += STEP; + lightPositionY += STEP; + break; + case 'z': + lightDirectionnalZ += STEP; + lightPositionZ += STEP; + break; + case 'h': + lightDirectionnalZ -= STEP; + lightPositionZ -= STEP; + break; + default: + break; + } + + // update html + document.getElementById("light_x_dir").textContent = "Light X directionnal : " + lightDirectionnalX + document.getElementById("light_y_dir").textContent = "Light Y directionnal : " + lightDirectionnalY + document.getElementById("light_z_dir").textContent = "Light Z directionnal : : " + lightDirectionnalZ + + document.getElementById("light_x_point").textContent = "Light X point : " + lightPositionX + document.getElementById("light_y_point").textContent = "Light Y point : " + lightPositionY + document.getElementById("light_z_point").textContent = "Light Z point : " + lightPositionZ + }); +} + +function directionnal_light() { + var canvas = document.getElementById('my-canvas'); + + // Get the rendering context for WebGL + var gl = getWebGLContext(canvas); + if (!gl) { + console.log('Failed to get the rendering context for WebGL'); + return; + } + + // Initialize shaders for light directionnal + if (!initShaders(gl, VSHADER_SOURCE_DIRECTIONNAL_LIGHT, FSHADER_SOURCE_DIRECTIONNAL_LIGHT)) { + console.log('Failed to intialize shaders.'); + return; + } + + // Set the clear color and enable the depth test + gl.clearColor(0, 0, 0, 1); + gl.enable(gl.DEPTH_TEST); + + // Get the storage locations + var mMVP = gl.getUniformLocation(gl.program, 'mMVP'); + var mNormal = gl.getUniformLocation(gl.program, 'mNormal'); + var vLightDirection = gl.getUniformLocation(gl.program, 'vLightDirection'); + if (!mMVP || !mNormal || !vLightDirection) { + console.log('Failed to get the storage location'); + return; + } + + var vpMatrix = new Matrix4(); // View projection matrix + + var tick = function () { + // Set perspective and camera + vpMatrix.setPerspective(50, canvas.width / canvas.height, 1, 100); + vpMatrix.lookAt(eyeX, eyeY, eyeZ, 0, 0, 0, 0, 1, 0); + + // Set the light direction + var lightDirection = new Vector3([lightDirectionnalX, lightDirectionnalY, lightDirectionnalZ]); + lightDirection.normalize(); // Normalize + gl.uniform3fv(vLightDirection, lightDirection.elements); + + // Clear color and depth buffer + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + // Draw + drawHourGlass(gl, vpMatrix, mMVP, mNormal, null, false); + drawPlaneBase(gl, vpMatrix, mMVP, mNormal, null, false); + + requestAnimationFrame(tick, canvas); + }; + tick(); +} + +function ponctual_light() { + var canvas = document.getElementById('my-canvas2'); + // Get the rendering context for WebGL + var gl = getWebGLContext(canvas); + if (!gl) { + console.log('Failed to get the rendering context for WebGL'); + return; + } + + // Initialize shaders shadow + if (!initShaders(gl, SHADOW_VSHADER_SOURCE, SHADOW_FSHADER_SOURCE)) { + console.log('Failed to intialize shaders.'); + return; + } + + // Initialize shaders + if (!initShaders(gl, VSHADER_SOURCE_PONCTUAL_LIGHT, FSHADER_SOURCE_PONCTUAL_LIGHT)) { + console.log('Failed to intialize shaders.'); + return; + } + + // Initialize framebuffer object (FBO) + var fbo = initFramebufferObject(gl); + if (!fbo) { + console.log('Failed to initialize frame buffer object'); + return; + } + gl.activeTexture(gl.TEXTURE0); // Set a texture object to the texture unit + gl.bindTexture(gl.TEXTURE_2D, fbo.texture); + + // Set the clear color and enable the depth test + gl.clearColor(0, 0, 0, 1); + gl.enable(gl.DEPTH_TEST); + + // Get the storage locations + var mModel = gl.getUniformLocation(gl.program, 'mModel'); + var mMVP = gl.getUniformLocation(gl.program, 'mMVP'); + var mNormal = gl.getUniformLocation(gl.program, 'mNormal'); + var vLightColor = gl.getUniformLocation(gl.program, 'vLightColor'); + var vLightPosition = gl.getUniformLocation(gl.program, 'vLightPosition'); + var u_Clicked = gl.getUniformLocation(gl.program, 'u_Clicked'); + var u_is_hourglass = gl.getUniformLocation(gl.program, 'u_is_hourglass'); + if (!mMVP || !mNormal || !vLightColor || !vLightPosition || !mModel || !u_Clicked) { + console.log('Failed to get the storage location'); + return; + } + + 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) { + clicked_canvas = true; + x_clicked = x - rect.left; + y_clicked = rect.bottom - y; + } + } + + var vpMatrix = new Matrix4(); // View projection matrix + + var tick = function () { + // Set perspective and camera + vpMatrix.setPerspective(50, canvas.width / canvas.height, 1, 100); + vpMatrix.lookAt(eyeX, eyeY, eyeZ, 0, 0, 0, 0, 1, 0); + + // Set the light color (white) + gl.uniform3f(vLightColor, 1.0, 1.0, 1.0); + // Set the light position + gl.uniform3f(vLightPosition, lightPositionX, lightPositionY, lightPositionZ); + + // Clear color and depth buffer + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + drawHourGlass(gl, vpMatrix, mMVP, mNormal, mModel, true, u_Clicked, u_is_hourglass); + drawPlaneBase(gl, vpMatrix, mMVP, mNormal, mModel, true, u_is_hourglass); + + requestAnimationFrame(tick, canvas); + }; + tick(); +} + +function drawPlaneBase(gl, vpMatrix, mMVP, mNormal, mModel, isPonct, u_is_hourglass) { + gl.uniform1i(u_is_hourglass, 0); + var n = initVertexBuffersPlaneBase(gl); + if (n < 0) { + console.log('Failed to set the vertex information'); + return; + } + + var modelMatrixTranslate = new Matrix4(); + var mvpMatrix = new Matrix4(); + var normalMatrix = new Matrix4(); + + modelMatrixTranslate.setTranslate(0, -0.001, 0); + if (isPonct) { + gl.uniformMatrix4fv(mModel, false, modelMatrixTranslate.elements); + } + mvpMatrix.set(vpMatrix).multiply(modelMatrixTranslate); + gl.uniformMatrix4fv(mMVP, false, mvpMatrix.elements); + normalMatrix.setInverseOf(modelMatrixTranslate); + normalMatrix.transpose(); + gl.uniformMatrix4fv(mNormal, false, normalMatrix.elements); + + gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0); +} + +var angle = 0; +var trans = 0; +function drawHourGlass(gl, vpMatrix, mMVP, mNormal, mModel, isPonct, u_Clicked, u_is_hourglass) { + //angle += 1; + gl.uniform1i(u_is_hourglass, 1); + var n = initVertexBuffersHourglass(gl); + if (n < 0) { + console.log('Failed to set the vertex information'); + return; + } + + var modelMatrixRotate = new Matrix4(); // Model matrix + var modelMatrixTranslate = new Matrix4(); + var modelMatrixScale = new Matrix4(); + var mvpMatrix = new Matrix4(); // Model view projection matrix + var normalMatrix = new Matrix4(); // Transformation matrix for normals + + // First frustrum + modelMatrixRotate.setRotate(0 + angle, 1, 0, 0); // Rotate around the y-axis + modelMatrixTranslate.setTranslate(0, 0.0 - trans, 0); + var finalModelMatrix = modelMatrixRotate.multiply(modelMatrixTranslate).multiply(modelMatrixScale); + if (isPonct) { + gl.uniformMatrix4fv(mModel, false, finalModelMatrix.elements); + } + + mvpMatrix.set(vpMatrix).multiply(modelMatrixRotate); + gl.uniformMatrix4fv(mMVP, false, mvpMatrix.elements); + normalMatrix.setInverseOf(modelMatrixRotate); + normalMatrix.transpose(); + gl.uniformMatrix4fv(mNormal, false, normalMatrix.elements); + + + gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0); + + // Second frustrum + modelMatrixRotate.setRotate(180 + angle, 1, 0, 0); + modelMatrixTranslate.setTranslate(0, -2.0 + trans, 0); + modelMatrixScale.setScale(-1, 1, -1); + var finalModelMatrix = modelMatrixRotate.multiply(modelMatrixTranslate).multiply(modelMatrixScale); + if (isPonct) { + gl.uniformMatrix4fv(mModel, false, finalModelMatrix.elements); + } + mvpMatrix.set(vpMatrix).multiply(finalModelMatrix) + gl.uniformMatrix4fv(mMVP, false, mvpMatrix.elements); + normalMatrix.setInverseOf(finalModelMatrix); + normalMatrix.transpose(); + gl.uniformMatrix4fv(mNormal, false, normalMatrix.elements); + gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0); + + if(clicked_canvas){ + var pixels = new Uint8Array(4); // Array for storing the pixel value + gl.readPixels(x_clicked, y_clicked, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels); + console.log(pixels); + if(pixels[0] > 0){ + console.log("Rouge"); + if(isPonct){ + gl.getUniform(gl.program, u_Clicked); + } + gl.uniform1i(u_Clicked, 1); + } + else if(pixels[1] > 0){ + console.log("Vert"); + gl.uniform1i(u_Clicked, 0); + } + clicked_canvas = false; + } +} + +function initVertexBuffersPlaneBase(gl) { + var vertices_position = new Float32Array([ + -2.0, -0.5, -2.0, 2.0, -0.5, 2.0, -2.0, -0.5, 2.0, 2.0, -0.5, -2.0 + ]); + + // Colors only white for this tp + var colors = new Float32Array([ + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 + ]); + + var normals = new Float32Array([ + 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0 + ]); + + var indices = new Uint8Array([ + 0, 1, 2, 0, 1, 3 + ]); + + // Write the vertex property to buffers (positions, colors and normals) + if (!initArrayBuffer(gl, 'a_Position', vertices_position, 3, gl.FLOAT)) return -1; + if (!initArrayBuffer(gl, 'a_Color', colors, 3, gl.FLOAT)) return -1; + if (!initArrayBuffer(gl, 'a_Normal', normals, 3, gl.FLOAT)) return -1; + + // Unbind the buffer object + gl.bindBuffer(gl.ARRAY_BUFFER, null); + + // Write the indices to the buffer object + var indexBuffer = gl.createBuffer(); + if (!indexBuffer) { + console.log('Failed to create the buffer object'); + return false; + } + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); + + return indices.length; +} + +function initVertexBuffersHourglass(gl) { + var vertices_position = new Float32Array([ + -0.25, 1.0, 0.25, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.25, 1.0, 0.25, // front face + 0.25, 1.0, 0.25, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.25, 1.0, -0.25,// right face + -0.25, 1.0, -0.25, 0.25, 1.0, 0.25, -0.25, 1.0, 0.25, 0.25, 1.0, -0.25, // Up face + -0.25, 1, -0.25, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.25, 1.0, 0.25, // left face + -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 face + 0.25, 1.0, -0.25, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.25, 1.0, -0.25 // back face + ]); + + // Colors only red for this tp + var colors = new Float32Array([ + 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, + 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, + 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, + 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, + 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, + 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0 + ]); + + var normals = new Float32Array([ + 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, // front face + 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, // right face + 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, // up face + -1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, 1.0, 0.0, // left face + 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, // down face + 0.0, 1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, -1.0, // back face + ]); + + var indices = new Uint8Array([ + 0, 1, 2, 0, 1, 3, // front Face + 4, 5, 6, 4, 5, 7, // right face + 8, 9, 10, 8, 9, 11, // up face + 12, 13, 14, 12, 13, 15, // left face + 16, 17, 18, 16, 17, 19, // down face + 20, 21, 22, 20, 21, 23 // back face + ]); + + // Write the vertex property to buffers (positions, colors and normals) + if (!initArrayBuffer(gl, 'a_Position', vertices_position, 3, gl.FLOAT)) return -1; + if (!initArrayBuffer(gl, 'a_Color', colors, 3, gl.FLOAT)) return -1; + if (!initArrayBuffer(gl, 'a_Normal', normals, 3, gl.FLOAT)) return -1; + + // Unbind the buffer object + gl.bindBuffer(gl.ARRAY_BUFFER, null); + + // Write the indices to the buffer object + var indexBuffer = gl.createBuffer(); + if (!indexBuffer) { + console.log('Failed to create the buffer object'); + return false; + } + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); + + return indices.length; +} + +function initArrayBuffer(gl, attribute, data, num, type) { + // Create a buffer object + var buffer = gl.createBuffer(); + if (!buffer) { + console.log('Failed to create the buffer object'); + return false; + } + // Write date into the buffer object + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW); + // Assign the buffer object to the attribute variable + var a_attribute = gl.getAttribLocation(gl.program, attribute); + if (a_attribute < 0) { + console.log('Failed to get the storage location of ' + attribute); + return false; + } + gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0); + // Enable the assignment of the buffer object to the attribute variable + gl.enableVertexAttribArray(a_attribute); + + return true; +} + +function initFramebufferObject(gl) { + var framebuffer, texture, depthBuffer; + + // Define the error handling function + var error = function() { + if (framebuffer) gl.deleteFramebuffer(framebuffer); + if (texture) gl.deleteTexture(texture); + if (depthBuffer) gl.deleteRenderbuffer(depthBuffer); + return null; + } + + // Create a framebuffer object (FBO) + framebuffer = gl.createFramebuffer(); + if (!framebuffer) { + console.log('Failed to create frame buffer object'); + return error(); + } + + // Create a texture object and set its size and parameters + texture = gl.createTexture(); // Create a texture object + if (!texture) { + console.log('Failed to create texture object'); + return error(); + } + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + + // Create a renderbuffer object and Set its size and parameters + depthBuffer = gl.createRenderbuffer(); // Create a renderbuffer object + if (!depthBuffer) { + console.log('Failed to create renderbuffer object'); + return error(); + } + gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT); + + // Attach the texture and the renderbuffer object to the FBO + gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer); + + // Check if FBO is configured correctly + var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER); + if (gl.FRAMEBUFFER_COMPLETE !== e) { + console.log('Frame buffer object is incomplete: ' + e.toString()); + return error(); + } + + framebuffer.texture = texture; // keep the required object + + // Unbind the buffer object + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + gl.bindTexture(gl.TEXTURE_2D, null); + gl.bindRenderbuffer(gl.RENDERBUFFER, null); - // TODO: Complete with your code here + return framebuffer; } \ No newline at end of file