diff --git a/lab4/lib/cuon-matrix.js b/lab4/lib/cuon-matrix.js new file mode 100755 index 0000000000000000000000000000000000000000..c1187280d6a920c8d798dd50c0060bb26c442338 --- /dev/null +++ b/lab4/lib/cuon-matrix.js @@ -0,0 +1,742 @@ +// 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..6a66f46796597805188cccbb35424dd4f914254e 100644 --- a/lab4/src/lab4.html +++ b/lab4/src/lab4.html @@ -5,9 +5,23 @@ <title>Lab 4</title> </head> <body onload="main()"> -<canvas width="400" height="600" id="my-canvas"> +<canvas width="800" height="600" id="my-canvas"> Please use a browser that supports "canvas" </canvas> +<p id="activatedLight">Activated light: Point light</p> +<div> + <p id="pointLightPosition">Point light position:</p> + <p id="pointLightX">x: 0</p> + <p id="pointLightY">y: 2</p> + <p id="pointLightZ">z: 0</p> +</div> +<div> + <p id="directionalLightDirection">Directional light direction:</p> + <p id="directionalLightX">x: 0</p> + <p id="directionalLightY">y: 2</p> + <p id="directionalLightZ">z: 0</p> +</div> +<script src="../lib/cuon-matrix.js"></script> <script src="../lib/webgl-utils.js"></script> <script src="../lib/webgl-debug.js"></script> <script src="../lib/cuon-utils.js"></script> diff --git a/lab4/src/lab4.js b/lab4/src/lab4.js index 105a227db9e7e4d4abde40b5002e7c75eb860fb4..d691a2026b92cdd3ed5739008825be32bb194a2c 100644 --- a/lab4/src/lab4.js +++ b/lab4/src/lab4.js @@ -1,18 +1,883 @@ +// Source shaders shadows: http://rodger.global-linguist.com/webgl/ch10/Shadow_highp.html +// Vertex shader program for generating a shadow map +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'; + +// Fragment shader program for generating a shadow map +var SHADOW_FSHADER_SOURCE = + '#ifdef GL_ES\n' + + 'precision mediump float;\n' + + '#endif\n' + + 'void main() {\n' + + ' const vec4 bitShift = vec4(1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0);\n' + + ' const vec4 bitMask = vec4(1.0/256.0, 1.0/256.0, 1.0/256.0, 0.0);\n' + + ' vec4 rgbaDepth = fract(gl_FragCoord.z * bitShift);\n' + // Calculate the value stored into each byte + ' rgbaDepth -= rgbaDepth.gbaa * bitMask;\n' + // Cut off the value which do not fit in 8 bits + ' gl_FragColor = rgbaDepth;\n' + + '}\n'; + // Vertex shader program -const VSHADER_SOURCE = - '\n' + - // TODO: Implement your vertex shader code here - '\n'; +var VSHADER_SOURCE = + 'attribute vec4 a_Position;\n' + + 'attribute vec4 a_Color;\n' + + 'attribute vec3 a_Normal;\n' + // Normal + + 'uniform mat4 u_MvpMatrix;\n' + + 'uniform bool u_Clicked;\n' + //CLICK + 'uniform mat4 u_ModelMatrix;\n' + //Point + 'uniform mat4 u_ModelMatrixInverseTransposee;\n' + //Directional + Point + 'uniform vec3 u_PositionLight;\n' + //Point + + 'varying vec4 v_Color;\n' + + 'varying vec3 v_Normal;\n' + + 'varying vec3 v_ModelToLightDirection;\n' + //Point + + //SHADOWS + 'uniform mat4 u_MvpMatrixFromLight;\n' + + 'varying vec4 v_PositionFromLight;\n' + + + 'void main() {\n' + + ' gl_Position = u_MvpMatrix * a_Position ;\n' + + //CLICK + ' if (u_Clicked) {\n' + + ' v_Color = vec4(1.0, 0.0, 0.0, 1.0);\n' + // Set the varying color value with the attribute color value + ' } else {\n' + + ' v_Color = a_Color;\n' + + ' }' + + ' v_Normal = mat3(u_ModelMatrixInverseTransposee) * a_Normal;\n' + //Réorientation des normales selon la position du modèle (Directional et Point) + + ' vec3 actualModelPosition = (u_ModelMatrix * a_Position).xyz;\n' + //Point + ' v_ModelToLightDirection = u_PositionLight - actualModelPosition;\n' + //Point + + //SHADOWS + ' v_PositionFromLight = u_MvpMatrixFromLight * a_Position;\n' + + '}\n'; // Fragment shader program const FSHADER_SOURCE = - '\n' + - // TODO: Implement your fragment shader code here - '\n'; + 'precision mediump float;\n' + // This determines how much precision the GPU uses when calculating floats + + 'varying vec4 v_Color;\n' + // Varying variable color to get the vertex color from + 'varying vec3 v_Normal;\n' + //Directional et Point + 'varying vec3 v_ModelToLightDirection;\n' + //Point + + 'uniform vec3 u_Ambiant;\n' + + 'uniform vec3 u_LightDirection;\n' + //Directional + 'uniform vec3 u_LightColor_Directional;\n' + + 'uniform vec3 u_LightColor_Point;\n' + + + //SHADOWS + 'uniform sampler2D u_ShadowMap;\n' + + 'varying vec4 v_PositionFromLight;\n' + + + // Recalculate the z value from the rgba + 'float unpackDepth(const in vec4 rgbaDepth) {\n' + + ' const vec4 bitShift = vec4(1.0, 1.0/256.0, 1.0/(256.0*256.0), 1.0/(256.0*256.0*256.0));\n' + + ' float depth = dot(rgbaDepth, bitShift);\n' + // Use dot() since the calculations is same + ' return depth;\n' + + '}\n' + + + 'void main() {\n' + + //SHADOWS + ' vec3 shadowCoord = (v_PositionFromLight.xyz/v_PositionFromLight.w)/2.0 + 0.5;\n' + + ' vec4 rgbaDepth = texture2D(u_ShadowMap, shadowCoord.xy);\n' + + ' float depth = unpackDepth(rgbaDepth);\n' + // Recalculate the z value from the rgba + ' float visibility = (shadowCoord.z > depth + 0.0005) ? 0.7 : 1.0;\n' + + + ' vec3 normal = normalize(v_Normal.xyz);\n' + //Directional et Point + ' vec3 ambiant = v_Color.rgb * u_Ambiant;\n' + //Directional et Point + + ' float lightDirectional = max(dot(normal, u_LightDirection), 0.0);\n' + //Directional + ' float lightPoint = max(dot(normal, normalize(v_ModelToLightDirection)), 0.0);\n' + //Point + + ' gl_FragColor = vec4((u_LightColor_Point * v_Color.rgb * lightPoint * visibility) + (u_LightColor_Directional * v_Color.rgb * lightDirectional * visibility) + ambiant, v_Color.a);\n' + // Set the fragment color with the vertex shader + '}\n'; + + //Array utilisés pour modifier la position ou la direction des lumières avec les touches du clavier. + var directionalLightDirection = [0.00001, 2.0, 0.00001]; + var pointLightPosition = [0.00001, 2.0, 0.00001]; + var lightDirection; + pointLight = true; + + var clickAndRotate = false; + var clickAndRotateValue = 0; + + var viewProjMatrixFromLight = new Matrix4(); // Prepare a view projection matrix for generating a shadow map + var viewProjMatrix = new Matrix4(); + + var mvpMatrixFromLight_sablier_top = new Matrix4(); + var mvpMatrixFromLight_sablier_bottom = new Matrix4(); + var mvpMatrixFromLight_plain = new Matrix4(); + var mvpMatrix = new Matrix4(); // Model view projection matrix + + var modelMatrix = new Matrix4(); + var modelMatrixInverseTransposee = new Matrix4(); + + var mouseMovement = [0.0, 0.0]; + + var OFFSCREEN_WIDTH = 2048, OFFSCREEN_HEIGHT = 2048; function main() { // Retrieve <canvas> element const canvas = document.getElementById('my-canvas'); - // TODO: Complete with your code here + // Get the rendering context for WebGL + const gl = getWebGLContext(canvas); + if (!gl) { + console.log('Failed to get the rendering context for WebGL'); + return; + } + + // Initialize shaders for generating a shadow map + var shadowProgram = createProgram(gl, SHADOW_VSHADER_SOURCE, SHADOW_FSHADER_SOURCE); + shadowProgram.a_Position = gl.getAttribLocation(shadowProgram, 'a_Position'); + shadowProgram.u_MvpMatrix = gl.getUniformLocation(shadowProgram, 'u_MvpMatrix'); + if (shadowProgram.a_Position < 0 || !shadowProgram.u_MvpMatrix) { + console.log('Failed to get the storage location of attribute or uniform variable from shadowProgram'); + return; + } + + // Initialize shaders for regular drawing + var normalProgram = createProgram(gl, VSHADER_SOURCE, FSHADER_SOURCE); + normalProgram.a_Position = gl.getAttribLocation(normalProgram, 'a_Position'); + normalProgram.a_Color = gl.getAttribLocation(normalProgram, 'a_Color'); + normalProgram.a_Normal = gl.getAttribLocation(normalProgram, 'a_Normal'); + normalProgram.u_MvpMatrix = gl.getUniformLocation(normalProgram, 'u_MvpMatrix'); + normalProgram.u_Clicked = gl.getUniformLocation(normalProgram, 'u_Clicked'); + normalProgram.u_ModelMatrix = gl.getUniformLocation(normalProgram, 'u_ModelMatrix'); + normalProgram.u_ModelMatrixInverseTransposee = gl.getUniformLocation(normalProgram, 'u_ModelMatrixInverseTransposee'); + normalProgram.u_PositionLight = gl.getUniformLocation(normalProgram, 'u_PositionLight'); + normalProgram.u_MvpMatrixFromLight = gl.getUniformLocation(normalProgram, 'u_MvpMatrixFromLight'); + normalProgram.u_Ambiant = gl.getUniformLocation(normalProgram, 'u_Ambiant'); + normalProgram.u_LightDirection = gl.getUniformLocation(normalProgram, 'u_LightDirection'); + normalProgram.u_LightColor_Directional = gl.getUniformLocation(normalProgram, 'u_LightColor_Directional'); + normalProgram.u_LightColor_Point = gl.getUniformLocation(normalProgram, 'u_LightColor_Point'); + normalProgram.u_ShadowMap = gl.getUniformLocation(normalProgram, 'u_ShadowMap'); + if (normalProgram.a_Position < 0 || normalProgram.a_Color < 0 || normalProgram.a_Normal < 0 || !normalProgram.u_MvpMatrix || !normalProgram.u_Clicked || + !normalProgram.u_ModelMatrix || !normalProgram.u_ModelMatrixInverseTransposee || !normalProgram.u_PositionLight || !normalProgram.u_MvpMatrixFromLight || + !normalProgram.u_Ambiant || !normalProgram.u_LightDirection || !normalProgram.u_LightColor_Directional || !normalProgram.u_LightColor_Point || !normalProgram.u_ShadowMap) { + console.log('Failed to get the storage location of attribute or uniform variable from normalProgram'); + return; + } + + var sablierObject = initVertexBuffersForSablier(gl); + var plainObject = initVertexBuffersForPlain(gl); + if (!sablierObject || !plainObject) { + console.log('Failed to set the vertex information'); + 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. Active l'unité de texture 0 + gl.bindTexture(gl.TEXTURE_2D, fbo.texture); + + // Specify the color for clearing <canvas> + gl.clearColor(0, 0, 0, 1); + + //OpenGL performs a depth test and if this test passes, + //the fragment is rendered and the depth buffer is updated with the new depth value. If the depth test fails, the fragment is discarded. + gl.enable(gl.DEPTH_TEST); + + gl.useProgram(normalProgram); + + //Directional + gl.uniform3f(normalProgram.u_LightColor_Directional, 0.0, 0.0, 0.0); + lightDirection = new Vector3(directionalLightDirection); + gl.uniform3fv(normalProgram.u_LightDirection, lightDirection.normalize().elements); + + //Positional + gl.uniform3f(normalProgram.u_LightColor_Point, 1.0, 1.0, 1.0); + gl.uniform3fv(normalProgram.u_PositionLight, pointLightPosition); + + gl.uniform3f(normalProgram.u_Ambiant, 0.2, 0.2, 0.2); + + gl.uniform1i(normalProgram.u_Clicked, 0); // Pass false to u_Clicked + + viewProjMatrixFromLight.setPerspective(100.0, OFFSCREEN_WIDTH/OFFSCREEN_HEIGHT, 0.1, 100.0); + viewProjMatrixFromLight.lookAt(pointLightPosition[0], pointLightPosition[1], pointLightPosition[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); + + // Calculate the view projection matrix + viewProjMatrix.setPerspective(30.0, canvas.width / canvas.height, 1.0, 100.0); //Profondeur + viewProjMatrix.lookAt(3.0, 3.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); //Position, Point de vision, Direction + + initEventHandlers(document, canvas, gl, fbo, shadowProgram, normalProgram, plainObject, sablierObject, viewProjMatrix, viewProjMatrixFromLight); + + var render = function() { + drawScene(canvas, gl, fbo, shadowProgram, normalProgram, plainObject, sablierObject, viewProjMatrix, viewProjMatrixFromLight); + //Appel de la fonction render à chaque image + requestAnimationFrame(render); + }; + render(); +} + +function drawScene(canvas, gl, fbo, shadowProgram, normalProgram, plainObject, sablierObject, viewProjMatrix, viewProjMatrixFromLight) { + viewProjMatrixFromLight.setPerspective(100.0, OFFSCREEN_WIDTH/OFFSCREEN_HEIGHT, 0.1, 100.0); + if (pointLight) { + viewProjMatrixFromLight.lookAt(pointLightPosition[0], pointLightPosition[1], pointLightPosition[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); + } + else { + viewProjMatrixFromLight.lookAt(directionalLightDirection[0], directionalLightDirection[1], directionalLightDirection[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); + } + + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); // Change the drawing destination to FBO + gl.viewport(0, 0, OFFSCREEN_HEIGHT, OFFSCREEN_HEIGHT); // Modif du viewport pour être à la taille du FBO + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Clear FBO + + gl.useProgram(shadowProgram); // Set shaders for generating a shadow map + + drawPyramid(gl, shadowProgram, viewProjMatrixFromLight, sablierObject, false); + mvpMatrixFromLight_sablier_bottom.set(mvpMatrix); + + drawPyramid(gl, shadowProgram, viewProjMatrixFromLight, sablierObject, true); + mvpMatrixFromLight_sablier_top.set(mvpMatrix); + + drawPlain(gl, shadowProgram, viewProjMatrixFromLight, plainObject); + mvpMatrixFromLight_plain.set(mvpMatrix); + + gl.bindFramebuffer(gl.FRAMEBUFFER, null); // Change the drawing destination to color buffer + gl.viewport(0, 0, canvas.width, canvas.height); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Clear color and depth buffer + + gl.useProgram(normalProgram); // Set the shader for regular drawing + gl.uniform1i(normalProgram.u_ShadowMap, 0); // Pass 0 because gl.TEXTURE0 is enabled + + gl.uniformMatrix4fv(normalProgram.u_MvpMatrixFromLight, false, mvpMatrixFromLight_sablier_bottom.elements); + drawPyramid(gl, normalProgram, viewProjMatrix, sablierObject, false); + + gl.uniformMatrix4fv(normalProgram.u_MvpMatrixFromLight, false, mvpMatrixFromLight_sablier_top.elements); + drawPyramid(gl, normalProgram, viewProjMatrix, sablierObject, true); + + gl.uniformMatrix4fv(normalProgram.u_MvpMatrixFromLight, false, mvpMatrixFromLight_plain.elements); + drawPlain(gl, normalProgram, viewProjMatrix, plainObject); +} + +function drawPyramid(gl, program, viewProjMatrix, o, drawTop) { + //Update model movement with mouse + modelMatrix.setRotate(mouseMovement[0], 1.0, 0.0, 0.0); + modelMatrix.rotate(mouseMovement[1], 0.0, 1.0, 0.0); + + if (drawTop) { + modelMatrix.rotate(180, 1.0, 0.0, 0.0); + + if (clickAndRotateValue % 180 == 0) { + clickAndRotate = false; + } + } + else { + if (clickAndRotate) { + clickAndRotateValue += 1 + } + } + + modelMatrix.rotate(clickAndRotateValue, 1.0, 0.0, 0.0); + + draw(gl, program, viewProjMatrix, o) +} + +function drawPlain(gl, program, viewProjMatrix, o) { + //Update model movement with mouse + modelMatrix.setRotate(mouseMovement[0], 1.0, 0.0, 0.0); + modelMatrix.rotate(mouseMovement[1], 0.0, 1.0, 0.0); + + draw(gl, program, viewProjMatrix, o) +} + +function draw(gl, program, viewProjMatrix, o) { + initAttributeVariable(gl, program.a_Position, o.vertices); + if (program.a_Color != undefined && program.a_Normal != undefined) { + initAttributeVariable(gl, program.a_Color, o.colors); + initAttributeVariable(gl, program.a_Normal, o.normals); + } + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, o.indices); + + if (program.u_PositionLight != undefined && program.u_LightDirection != undefined) { + //Point light position + gl.uniform3fv(program.u_PositionLight, pointLightPosition); + //Directional light direction + lightDirection = new Vector3(directionalLightDirection); + gl.uniform3fv(program.u_LightDirection, lightDirection.normalize().elements); + } + + mvpMatrix.set(viewProjMatrix).multiply(modelMatrix); + gl.uniformMatrix4fv(program.u_MvpMatrix, false, mvpMatrix.elements); + if (program.u_ModelMatrix != undefined && program.u_ModelMatrixInverseTransposee != undefined) { + gl.uniformMatrix4fv(program.u_ModelMatrix, false, modelMatrix.elements); + + modelMatrixInverseTransposee.setInverseOf(modelMatrix).transpose() + gl.uniformMatrix4fv(program.u_ModelMatrixInverseTransposee, false, modelMatrixInverseTransposee.elements); + } + + gl.drawElements(gl.TRIANGLES, o.nIndices, gl.UNSIGNED_BYTE, 0); +} + +function initAttributeVariable(gl, attribute, buffer) { + gl.bindBuffer(gl.ARRAY_BUFFER, buffer) + gl.vertexAttribPointer(attribute, buffer.num, buffer.type, false, 0, 0); + gl.enableVertexAttribArray(attribute); +} + +function subtractArrays(array1, array2) { + result = [] + for (let i = 0; i < array1.length; i++){ + result.push(array1[i] - array2[i]); + } + return result; +} + +function calcNormal(vertices, normals, indices) { + for (let i = 0; i < indices.length; i += 3) { + let A = [vertices[indices[i] * 3], vertices[indices[i] * 3 + 1], vertices[indices[i] * 3 + 2]]; + let B = [vertices[indices[i + 1] * 3], vertices[indices[i + 1] * 3 + 1], vertices[indices[i + 1] * 3 + 2]]; + let C = [vertices[indices[i + 2] * 3], vertices[indices[i + 2] * 3 + 1], vertices[indices[i + 2] * 3 + 2]]; + + let U = subtractArrays(B, A); + let V = subtractArrays(C, A); + + for (let j = 0; j < 3; j++) { + normals[indices[i + j] * 3] = (U[1] * V[2] - U[2] * V[1]); + normals[indices[i + j] * 3 + 1] = (U[2] * V[0] - U[0] * V[2]); + normals[indices[i + j] * 3 + 2] = (U[0] * V[1] - U[1] * V[0]); + } + } +} + +function initVertexBuffersForPlain(gl) { + // This is the model + let vertices = new Float32Array([ + //Plain + -2.0, -0.9, -2.0, + -2.0, -0.9, 2.0, + 2.0, -0.9, -2.0, + 2.0, -0.9, 2.0 + ]); + + let colors = new Float32Array([ + //Plain + 1.0, 1.0, 1.0, + 1.0, 1.0, 1.0, + 1.0, 1.0, 1.0, + 1.0, 1.0, 1.0 + ]); + + let normals = new Float32Array([ + //Plain + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0 + ]); + + let indices = new Uint8Array([ + 0, 1, 2, //Plain + 1, 3, 2 + ]); + + calcNormal(vertices, normals, indices); + + var o = new Object(); + + o.vertices = initArrayBuffer(gl, vertices, 3, gl.FLOAT); + o.colors = initArrayBuffer(gl, colors, 3, gl.FLOAT); + o.normals = initArrayBuffer(gl, normals, 3, gl.FLOAT); + o.indices = initElementArrayBuffer(gl, indices, 3, gl.FLOAT); + if (!o.vertices || !o.colors || !o.normals || !o.indices) { + console.log("Failed to create object"); + return -1; + } + + o.nIndices = indices.length; + + // Unbind the buffer object + gl.bindBuffer(gl.ARRAY_BUFFER, null); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); + + return o; +} + +let colors_blue = new Float32Array([ + //Grande base + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + + //Petite base + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + + //Face arrière + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + + //Face gauche + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + + //Face droite + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + + //Face avant + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, +]); + +let colors_green = new Float32Array([ + //Grande base + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + + //Petite base + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + + //Face arrière + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + + //Face gauche + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + + //Face droite + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + + //Face avant + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, +]); + +function initVertexBuffersForSablier(gl) { + // This is the model + let vertices = new Float32Array([ + //Grande base + -0.4, -0.8, -0.4, + -0.4, -0.8, 0.4, + 0.4, -0.8, -0.4, + 0.4, -0.8, 0.4, + + //Petite base + -0.2, 0.0, -0.2, + -0.2, 0.0, 0.2, + 0.2, 0.0, -0.2, + 0.2, 0.0, 0.2, + + //Face arrière + -0.4, -0.8, 0.4, + -0.2, 0.0, 0.2, + 0.0, -0.8, 0.4, + 0.2, 0.0, 0.2, + 0.4, -0.8, 0.4, + + //Face gauche + -0.4, -0.8, 0.4, + -0.2, 0.0, 0.2, + -0.4, -0.8, 0.0, + -0.2, 0.0, -0.2, + -0.4, -0.8, -0.4, + + //Face droite + 0.4, -0.8, -0.4, + 0.2, 0.0, -0.2, + 0.4, -0.8, 0.0, + 0.2, 0.0, 0.2, + 0.4, -0.8, 0.4, + + //Face avant + -0.4, -0.8, -0.4, + -0.2, 0.0, -0.2, + 0.0, -0.8, -0.4, + 0.2, 0.0, -0.2, + 0.4, -0.8, -0.4 + ]); + + let normals = new Float32Array([ + //Grande base + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + + //Petite base + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + + //Face arrière + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + + //Face gauche + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + + //Face droite + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + + //Face avant + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0 + ]); + + let indices = new Uint8Array([ + 0, 2, 1, //Grande base + 2, 3, 1, + + 4, 5, 6, //Petite base + 5, 7, 6, + + 8, 10, 9, //Face arrière + 10, 11, 9, + 10, 12, 11, + + 13, 14, 15, //Face gauche + 14, 16, 15, + 16, 17, 15, + + 18, 19, 20, //Face droite + 19, 21, 20, + 21, 22, 20, + + 23, 24, 25, //Face avant + 24, 26, 25, + 26, 27, 25 + ]); + + calcNormal(vertices, normals, indices); + + var o = new Object(); + + o.vertices = initArrayBuffer(gl, vertices, 3, gl.FLOAT); + o.colors = initArrayBuffer(gl, colors_green, 3, gl.FLOAT); + o.normals = initArrayBuffer(gl, normals, 3, gl.FLOAT); + o.indices = initElementArrayBuffer(gl, indices, 3, gl.FLOAT); + if (!o.vertices || !o.colors || !o.normals || !o.indices) { + console.log("Failed to create object"); + return -1; + } + + o.nIndices = indices.length; + + // Unbind the buffer object + gl.bindBuffer(gl.ARRAY_BUFFER, null); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); + + return o; +} + +function initArrayBuffer(gl, data, num, type) { + // Create a buffer object + var buffer = gl.createBuffer(); + if (!buffer) { + console.log('Failed to create the buffer object'); + return null; + } + // Write date into the buffer object + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW); + + // Store the necessary information to assign the object to the attribute variable later + buffer.num = num; + buffer.type = type; + + return buffer; +} + +function initElementArrayBuffer(gl, data, type) { + // Create a buffer object + var buffer = gl.createBuffer(); + if (!buffer) { + console.log('Failed to create the buffer object'); + return null; + } + // Write date into the buffer object + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, data, gl.STATIC_DRAW); + + buffer.type = type; + + return buffer; +} + +function initEventHandlers(document, canvas, gl, fbo, shadowProgram, normalProgram, plainObject, sablierObject, viewProjMatrix, viewProjMatrixFromLight) { + var dragging = false; + var lastX = -1, lastY = -1; + color = true //Green color + + // Init buffers + colorBlueBuffer = initArrayBuffer(gl, colors_blue, 3, gl.FLOAT); + colorGreenBuffer = initArrayBuffer(gl, colors_green, 3, gl.FLOAT); + if (!colorBlueBuffer || !colorGreenBuffer) { + console.log("Failed to create object"); + return -1; + } + + //Mouse down + canvas.onmousedown = function(ev) { + dragging = true; + + var x = ev.clientX, y = ev.clientY; + var rect = ev.target.getBoundingClientRect(); + var x_in_canvas = x - rect.left, y_in_canvas = rect.bottom - y; + var picked = check(gl, canvas, fbo, shadowProgram, normalProgram, plainObject, sablierObject, x_in_canvas, y_in_canvas, viewProjMatrix, viewProjMatrixFromLight); + + if (picked) { + if (color) { + color = false; + sablierObject.colors = colorBlueBuffer; + } else { + color = true; + sablierObject.colors = colorGreenBuffer; + } + + clickAndRotate = true; //Lance la rotation du sablier + } + }; + + //Mouse up + canvas.onmouseup = function(ev) { + dragging = false; + }; + + //Mouse mouve + canvas.onmousemove = function(ev) { + var x = ev.clientX, y = ev.clientY; + if (dragging) { + //Speed factor + var speedFactor = 0.2; + var dx = speedFactor * (x - lastX); + var dy = speedFactor * (y - lastY); + + //Update angle + mouseMovement[1] = mouseMovement[1] + dx; + mouseMovement[0] = mouseMovement[0] + dy; + } + lastX = x, lastY = y; + }; + + document.onkeydown = function(ev) { + if (ev.keyCode == 76) { // L Key (Light mode) + if (pointLight) { + gl.uniform3f(normalProgram.u_LightColor_Point, 0.0, 0.0, 0.0); + gl.uniform3f(normalProgram.u_LightColor_Directional, 1.0, 1.0, 1.0); + pointLight = false; + } + else { + gl.uniform3f(normalProgram.u_LightColor_Point, 1.0, 1.0, 1.0); + gl.uniform3f(normalProgram.u_LightColor_Directional, 0.0, 0.0, 0.0); + pointLight = true; + } + } + + //Direction (Directional) & Position (Point) + else if (ev.keyCode == 81) { //Q key + if (pointLight) { + pointLightPosition[0] += 0.1; + } + else { + directionalLightDirection[0] += 0.1; + } + } + else if (ev.keyCode == 65) { //A key + if (pointLight) { + pointLightPosition[0] -= 0.12; + } + else { + directionalLightDirection[0] -= 0.1; + } + } + else if (ev.keyCode == 87) { //W key + if (pointLight) { + pointLightPosition[1] += 0.12; + } + else { + directionalLightDirection[1] += 0.1; + } + } + else if (ev.keyCode == 83) { //S key + if (pointLight) { + pointLightPosition[1] -= 0.12; + } + else { + directionalLightDirection[1] -= 0.1; + } + } + else if (ev.keyCode == 69) { //E key + if (pointLight) { + pointLightPosition[2] -= 0.12; + } + else { + directionalLightDirection[2] -= 0.1; + } + } + else if (ev.keyCode == 68) { //D key + if (pointLight) { + pointLightPosition[2] += 0.12; + } + else { + directionalLightDirection[2] += 0.1; + } + } + + updateHtmlLightText(pointLightPosition, directionalLightDirection, pointLight); + }; +} + +function updateHtmlLightText(pointLightPosition, directionalLightDirection, pointLight) { + if (pointLight) { + document.getElementById("activatedLight").innerHTML = "Activated light: Point light"; + } + else { + document.getElementById("activatedLight").innerHTML = "Activated light: Directional light"; + } + + document.getElementById("pointLightX").innerHTML = "x: " + Math.round(pointLightPosition[0] * 10) / 10; + document.getElementById("pointLightY").innerHTML = "y: " + Math.round(pointLightPosition[1] * 10) / 10; + document.getElementById("pointLightZ").innerHTML = "z: " + Math.round(pointLightPosition[2] * 10) / 10; + + document.getElementById("directionalLightX").innerHTML = "x: " + Math.round(directionalLightDirection[0] * 10) / 10; + document.getElementById("directionalLightY").innerHTML = "y: " + Math.round(directionalLightDirection[1] * 10) / 10; + document.getElementById("directionalLightZ").innerHTML = "z: " + Math.round(directionalLightDirection[2] * 10) / 10; +} + +//Source: http://rodger.global-linguist.com/webgl/ch10/PickObject.html +function check(gl, canvas, fbo, shadowProgram, normalProgram, plainObject, sablierObject, x, y, viewProjMatrix, viewProjMatrixFromLight) { + var picked = false; + + gl.uniform1i(normalProgram.u_Clicked, 1); // u_Clicked à 1 pour dessiner le sablier en rouge + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + drawPyramid(gl, normalProgram, viewProjMatrix, sablierObject, false); + drawPyramid(gl, normalProgram, viewProjMatrix, sablierObject, true); + + // Read pixel at the clicked position + var pixels = new Uint8Array(4); + gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels); + + if (pixels[0] > 0) { //Si l'endroit où l'utilisateur a cliqué est rouge alors picked = true + picked = true; + } + + gl.uniform1i(normalProgram.u_Clicked, 0); // u_Clicked à 0 pour redessiner dans la couleur par défaut + + drawScene(canvas, gl, fbo, shadowProgram, normalProgram, plainObject, sablierObject, viewProjMatrix, viewProjMatrixFromLight); //Redessiner toute la scène + + return picked; +} + +//Source http://rodger.global-linguist.com/webgl/ch10/Shadow_highp.html +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); + //Paramètres texImage2D (Texture bidimensionnelle, niveau de détail de l'image de base, composantes de couleur dans la texture, largeur de la texture, hauteur de la texture + //largeur de la bordure, format des données de texel - pareil que le format interne, types des données de texel. 8 bits par canal pour gl.RGBA, object source de pixels de la texture) + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); //Spécifie l'image 2D de la texture. + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); //Permet de paramétrer la texture (Filtre de réduction de texture) + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); //Permet de paramétrer la texture (Filtre de grossissement de la texture) + + // 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); + //Paramètres (target renderbuffer object, internal format of renderbuffer - 16 depth bits, width of renderbuffer, height of renderbuffer) + 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); //Attache la texture au framebuffer au point COLOR_ATTACHMENT0 = color buffer, texture bidimensionnelle, texture object + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer); //Attache le renderbuffer au framebuffer au point DEPTH_ATTACHMENT = Depth buffer + + // 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); + + return framebuffer; } \ No newline at end of file