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marwan.keraim
labs_ihm_2020
Commits
6152acad
Commit
6152acad
authored
4 years ago
by
marwan.keraim
Browse files
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Lab3 terminé
parent
dcaeb52d
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4 changed files
lab2/src/lab2.js
+1
-1
1 addition, 1 deletion
lab2/src/lab2.js
lab3/lib/cuon-matrix.js
+741
-0
741 additions, 0 deletions
lab3/lib/cuon-matrix.js
lab3/src/lab3.html
+17
-4
17 additions, 4 deletions
lab3/src/lab3.html
lab3/src/lab3.js
+536
-8
536 additions, 8 deletions
lab3/src/lab3.js
with
1295 additions
and
13 deletions
lab2/src/lab2.js
+
1
−
1
View file @
6152acad
...
@@ -61,7 +61,7 @@ function main() {
...
@@ -61,7 +61,7 @@ function main() {
let
viewMatrix
=
new
Matrix4
();
let
viewMatrix
=
new
Matrix4
();
let
projMatrix
=
new
Matrix4
();
let
projMatrix
=
new
Matrix4
();
let
eyeMatrix
=
[
3
,
0
];
let
eyeMatrix
=
[
3
,
0
];
viewMatrix
.
setLookAt
(
eyeMatrix
[
0
],
eyeMatrix
[
1
],
4
,
0
,
0
,
0
,
0
,
1
,
0
);
viewMatrix
.
setLookAt
(
eyeMatrix
[
0
],
eyeMatrix
[
1
],
4
,
0
,
0
,
0
,
0
,
1
,
0
);
projMatrix
.
setPerspective
(
30
,
canvas
.
width
/
canvas
.
height
,
1
,
100
);
projMatrix
.
setPerspective
(
30
,
canvas
.
width
/
canvas
.
height
,
1
,
100
);
...
...
This diff is collapsed.
Click to expand it.
lab3/lib/cuon-matrix.js
0 → 100644
+
741
−
0
View file @
6152acad
This diff is collapsed.
Click to expand it.
lab3/src/lab3.html
+
17
−
4
View file @
6152acad
...
@@ -5,12 +5,25 @@
...
@@ -5,12 +5,25 @@
<title>
Lab 3
</title>
<title>
Lab 3
</title>
</head>
</head>
<body
onload=
"main()"
>
<body
onload=
"main()"
>
<canvas
width=
"400"
height=
"600"
id=
"my-canvas"
>
Please use a browser that supports "canvas"
<div
id=
"canvas-wrap"
style=
"float:left;"
>
</canvas>
<canvas
width=
"900"
height=
"590"
id=
"my-canvas"
>
Please use a browser that supports "canvas"
</canvas>
<div
id=
"overlay"
></div>
</div>
<div
style=
"float:right;"
>
<p>
Déplacement caméra :
</br>
ZQSD
</p>
<p>
Déplacement lumière :
</br>
x: gauche droite ; y : haut, bas ; z: w, x
</p>
</div>
<script
src=
"../lib/webgl-utils.js"
></script>
<script
src=
"../lib/webgl-utils.js"
></script>
<script
src=
"../lib/webgl-debug.js"
></script>
<script
src=
"../lib/webgl-debug.js"
></script>
<script
src=
"../lib/cuon-utils.js"
></script>
<script
src=
"../lib/cuon-utils.js"
></script>
<script
src=
"../lib/cuon-matrix.js"
></script>
<script
src=
"lab3.js"
></script>
<script
src=
"lab3.js"
></script>
</body>
</body>
</html>
</html>
\ No newline at end of file
This diff is collapsed.
Click to expand it.
lab3/src/lab3.js
+
536
−
8
View file @
6152acad
// Vertex shader program
// Vertex shader program
const
VSHADER_SOURCE
=
const
VSHADER_SOURCE
=
'
\n
'
+
'
\n
'
+
// TODO: Implement your vertex shader code here
'
\n
'
;
// Vertex Shader
'
precision mediump int;
\n
'
+
'
precision mediump float;
\n
'
+
// Scene transformations
'
uniform mat4 u_Proj;
\n
'
+
'
uniform mat4 u_View;
\n
'
+
'
uniform mat4 u_Model;
\n
'
+
// Light model
'
uniform vec3 u_Light_position;
\n
'
+
'
uniform vec3 u_Light_color;
\n
'
+
'
uniform float u_Shininess;
\n
'
+
'
uniform vec3 u_Ambient_color;
\n
'
+
// Original model data
'
attribute vec3 a_Vertex;
\n
'
+
'
attribute vec3 a_Vertex_normal;
\n
'
+
'
attribute vec3 a_Color;
\n
'
+
// Data (to be interpolated) that is passed on to the fragment shader
'
varying vec3 v_Vertex;
\n
'
+
'
varying vec4 v_Color;
\n
'
+
'
varying vec3 v_Normal;
\n
'
+
'
void main() {
\n
'
+
// Perform the model and view transformations on the vertex and pass this
// location to the fragment shader.
'
v_Vertex = vec3( (u_View * u_Model) * vec4(a_Vertex, 1.0) );
\n
'
+
// Perform the model and view transformations on the vertex's normal vector
// and pass this normal vector to the fragment shader.
'
v_Normal = vec3( (u_View * u_Model) * vec4(a_Vertex_normal, 0.0) );
\n
'
+
// Pass the vertex's color to the fragment shader.
'
v_Color = vec4(a_Color, 1.0);
\n
'
+
// Transform the location of the vertex for the rest of the graphics pipeline
'
gl_Position = (u_Proj * u_View * u_Model) * vec4(a_Vertex, 1.0);
\n
'
+
'
}
\n
'
+
'
\n
'
;
// Fragment shader program
// Fragment shader program
const
FSHADER_SOURCE
=
const
FSHADER_SOURCE
=
'
\n
'
+
'
\n
'
+
// TODO: Implement your fragment shader code here
'
\n
'
;
// Vertex Shader
'
precision mediump int;
\n
'
+
'
precision mediump float;
\n
'
+
// Light model
'
uniform vec3 u_Light_position;
\n
'
+
'
uniform vec3 u_Light_color;
\n
'
+
'
uniform float u_Shininess;
\n
'
+
'
uniform vec3 u_Ambient_color;
\n
'
+
// Data coming from the vertex shader
'
varying vec3 v_Vertex;
\n
'
+
'
varying vec4 v_Color;
\n
'
+
'
varying vec3 v_Normal;
\n
'
+
'
void main() {
\n
'
+
'
vec3 to_light;
\n
'
+
'
vec3 vertex_normal;
\n
'
+
'
vec3 reflection;
\n
'
+
'
vec3 to_camera;
\n
'
+
'
float cos_angle;
\n
'
+
'
vec3 diffuse_color;
\n
'
+
'
vec3 specular_color;
\n
'
+
'
vec3 ambient_color;
\n
'
+
'
vec3 color;
\n
'
+
'
ambient_color = u_Ambient_color * vec3(v_Color);
\n
'
+
'
to_light = u_Light_position - v_Vertex;
\n
'
+
'
to_light = normalize( to_light );
\n
'
+
'
vertex_normal = normalize( v_Normal );
\n
'
+
'
cos_angle = dot(vertex_normal, to_light);
\n
'
+
'
cos_angle = clamp(cos_angle, 0.0, 1.0);
\n
'
+
'
diffuse_color = vec3(v_Color) * cos_angle;
\n
'
+
'
reflection = 2.0 * dot(vertex_normal,to_light) * vertex_normal - to_light;
\n
'
+
'
to_camera = -1.0 * v_Vertex;
\n
'
+
'
reflection = normalize( reflection );
\n
'
+
'
to_camera = normalize( to_camera );
\n
'
+
'
cos_angle = dot(reflection, to_camera);
\n
'
+
'
cos_angle = clamp(cos_angle, 0.0, 1.0);
\n
'
+
'
cos_angle = pow(cos_angle, u_Shininess);
\n
'
+
'
if (cos_angle > 0.0) {
\n
'
+
'
specular_color = u_Light_color * cos_angle;
\n
'
+
'
diffuse_color = diffuse_color * (1.0 - cos_angle);
\n
'
+
'
} else {
\n
'
+
'
specular_color = vec3(0.0, 0.0, 0.0);
\n
'
+
'
}
\n
'
+
'
color = ambient_color + diffuse_color + specular_color;
\n
'
+
'
gl_FragColor = vec4(color, v_Color.a);
\n
'
+
'
}
\n
'
+
'
\n
'
;
function
main
()
{
function
main
()
{
// Retrieve <canvas> element
// Retrieve <canvas> element
const
canvas
=
document
.
getElementById
(
'
my-canvas
'
);
const
canvas
=
document
.
getElementById
(
'
my-canvas
'
);
// Get the rendering context for WebGL
const
gl
=
getWebGLContext
(
canvas
);
if
(
!
gl
)
{
console
.
log
(
'
Failed to get the rendering context for WebGL
'
);
return
;
}
gl
.
enable
(
gl
.
DEPTH_TEST
);
// Initialize shaders
if
(
!
initShaders
(
gl
,
VSHADER_SOURCE
,
FSHADER_SOURCE
))
{
console
.
log
(
'
Failed to intialize shaders.
'
);
return
;
}
// Write the positions of vertices to a vertex shader
let
n
=
initVertexBuffers
(
gl
);
if
(
n
<
0
)
{
console
.
log
(
'
Failed to set the positions of the vertices
'
);
return
;
}
// Model
let
projUniform
=
gl
.
getUniformLocation
(
gl
.
program
,
'
u_Proj
'
);
let
viewUniform
=
gl
.
getUniformLocation
(
gl
.
program
,
'
u_View
'
);
let
modelUniform
=
gl
.
getUniformLocation
(
gl
.
program
,
'
u_Model
'
);
// Ligth
let
lightPositionUniform
=
gl
.
getUniformLocation
(
gl
.
program
,
'
u_Light_position
'
);
let
lightColorUniform
=
gl
.
getUniformLocation
(
gl
.
program
,
'
u_Light_color
'
);
let
shininessUniform
=
gl
.
getUniformLocation
(
gl
.
program
,
'
u_Shininess
'
);
let
ambientUniform
=
gl
.
getUniformLocation
(
gl
.
program
,
'
u_Ambient_color
'
);
// Model
let
modelMatrix
=
new
Matrix4
();
let
viewMatrix
=
new
Matrix4
();
let
projMatrix
=
new
Matrix4
();
let
eyeMatrix
=
[
0
,
4
];
projMatrix
.
setPerspective
(
30
,
canvas
.
width
/
canvas
.
height
,
1
,
100
);
// Light
let
lightPosition
=
[
0.0
,
0.0
,
3.0
];
gl
.
uniform3fv
(
lightColorUniform
,
[
1.0
,
1.0
,
1.0
]);
gl
.
uniform1f
(
shininessUniform
,
gl
.
FALSE
,
64
);
gl
.
uniform3fv
(
ambientUniform
,
[
0.4
,
0.4
,
0.4
]);
gl
.
uniform3fv
(
lightPositionUniform
,
lightPosition
);
gl
.
uniformMatrix4fv
(
modelUniform
,
false
,
modelMatrix
.
elements
);
gl
.
uniformMatrix4fv
(
viewUniform
,
false
,
viewMatrix
.
elements
);
gl
.
uniformMatrix4fv
(
projUniform
,
false
,
projMatrix
.
elements
);
let
ANGLE
=
180.0
;
// The rotation angle
let
callback
=
function
()
{
// ==== TOP =====
modelMatrix
.
setTranslate
(
0
,
-
0.85
,
0
);
gl
.
uniformMatrix4fv
(
modelUniform
,
false
,
modelMatrix
.
elements
);
gl
.
clearColor
(
0
,
0
,
0
,
1
);
gl
.
clear
(
gl
.
COLOR_BUFFER_BIT
|
gl
.
DEPTH_BUFFER_BIT
);
gl
.
drawArrays
(
gl
.
TRIANGLES
,
0
,
n
);
// Draw plateform
n
=
drawPlateform
(
gl
);
// ==== Bottom =====
modelMatrix
.
setRotate
(
ANGLE
,
0
,
0
,
1
);
// Set rotation matrix
modelMatrix
.
translate
(
0
,
-
0.15
,
0
);
gl
.
uniformMatrix4fv
(
modelUniform
,
false
,
modelMatrix
.
elements
);
gl
.
drawArrays
(
gl
.
TRIANGLES
,
0
,
n
);
// Detect key
detectKey
(
eyeMatrix
,
lightPosition
);
// update Camera
viewMatrix
.
setLookAt
(
eyeMatrix
[
0
],
eyeMatrix
[
1
],
9
,
0
,
0
,
0
,
0
,
1
,
0
);
gl
.
uniformMatrix4fv
(
viewUniform
,
false
,
viewMatrix
.
elements
);
// update light position
gl
.
uniform3fv
(
lightPositionUniform
,
lightPosition
);
console
.
log
(
eyeMatrix
);
console
.
log
(
lightPosition
);
requestAnimationFrame
(
callback
);
}
requestAnimationFrame
(
callback
);
}
function
detectKey
(
eyeMatrix
,
lightPosition
)
{
const
vitesseCamera
=
1
;
const
vitesseLight
=
3
;
document
.
onkeydown
=
function
(
event
)
{
switch
(
event
.
keyCode
)
{
case
81
:
// Q
eyeMatrix
[
0
]
-=
vitesseCamera
;
break
;
case
90
:
// Z
eyeMatrix
[
1
]
+=
vitesseCamera
;
break
;
case
68
:
// D
eyeMatrix
[
0
]
+=
vitesseCamera
;
break
;
case
83
:
// S
eyeMatrix
[
1
]
-=
vitesseCamera
;
break
;
// x: gauche droite ; y : haut, bas ; z: w, x
case
37
:
// gauche
lightPosition
[
0
]
-=
vitesseLight
;
break
;
case
38
:
// up
lightPosition
[
1
]
+=
vitesseLight
;
break
;
case
39
:
// droite
lightPosition
[
0
]
+=
vitesseLight
;
break
;
case
40
:
// down
lightPosition
[
1
]
-=
vitesseLight
;
break
;
case
90
:
// w
lightPosition
[
2
]
-=
vitesseLight
;
break
;
case
88
:
// x
lightPosition
[
2
]
+=
vitesseLight
;
break
;
}
};
}
function
initVertexBuffers
(
gl
)
{
// This is the model
const
vertices
=
new
Float32Array
([
// ====== Front ============
// x , y , z, R , G , B
// Triangle 1
-
1
/
6
,
3
/
6
,
-
0.25
,
0.0
,
0.0
,
1.0
,
1
/
6
,
3
/
6
,
-
0.25
,
0.0
,
0.0
,
1.0
,
-
3
/
6
,
-
2
/
6
,
0
,
0.0
,
0.0
,
1.0
,
// Triangle 2
-
3
/
6
,
-
2
/
6
,
0
,
0.0
,
0.0
,
1.0
,
3
/
6
,
-
2
/
6
,
0
,
0.0
,
0.0
,
1.0
,
1
/
6
,
3
/
6
,
-
0.25
,
0.0
,
0.0
,
1.0
,
// =========== Back ===============
// Triangle 1
-
1
/
6
,
3
/
6
,
-
0.5
,
0.0
,
1.0
,
0.0
,
1
/
6
,
3
/
6
,
-
0.5
,
0.0
,
1.0
,
0.0
,
-
3
/
6
,
-
2
/
6
,
-
0.75
,
0.0
,
1.0
,
0.0
,
// Triangle 2
-
3
/
6
,
-
2
/
6
,
-
0.75
,
0.0
,
1.0
,
0.0
,
3
/
6
,
-
2
/
6
,
-
0.75
,
0.0
,
1.0
,
0.0
,
1
/
6
,
3
/
6
,
-
0.5
,
0.0
,
1.0
,
0.0
,
// =========== Top ===============
// Triangle 1
-
1
/
6
,
3
/
6
,
-
0.25
,
0.0
,
0.5
,
0.0
,
1
/
6
,
3
/
6
,
-
0.25
,
0.0
,
0.5
,
0.0
,
1
/
6
,
3
/
6
,
-
0.5
,
0.0
,
0.5
,
0.0
,
// Triangle 2
-
1
/
6
,
3
/
6
,
-
0.5
,
0.0
,
0.5
,
0.0
,
1
/
6
,
3
/
6
,
-
0.5
,
0.0
,
0.5
,
0.0
,
-
1
/
6
,
3
/
6
,
-
0.25
,
0.0
,
0.5
,
0.0
,
// =========== Bottom ===============
// Triangle 1
-
3
/
6
,
-
2
/
6
,
0
,
1.0
,
1.0
,
1.0
,
3
/
6
,
-
2
/
6
,
0
,
1.0
,
1.0
,
1.0
,
3
/
6
,
-
2
/
6
,
-
0.75
,
1.0
,
1.0
,
1.0
,
// Triangle 2
-
3
/
6
,
-
2
/
6
,
-
0.75
,
1.0
,
1.0
,
1.0
,
3
/
6
,
-
2
/
6
,
-
0.75
,
1.0
,
1.0
,
1.0
,
-
3
/
6
,
-
2
/
6
,
0
,
1.0
,
1.0
,
1.0
,
// =========== Left ===============
// Triangle 1
-
1
/
6
,
3
/
6
,
-
0.25
,
1.0
,
0.0
,
0.0
,
-
1
/
6
,
3
/
6
,
-
0.5
,
1.0
,
0.0
,
0.0
,
-
3
/
6
,
-
2
/
6
,
-
0.75
,
1.0
,
0.0
,
0.0
,
// Triangle 2
-
3
/
6
,
-
2
/
6
,
0
,
1.0
,
0.0
,
0.0
,
-
3
/
6
,
-
2
/
6
,
-
0.75
,
1.0
,
0.0
,
0.0
,
-
1
/
6
,
3
/
6
,
-
0.25
,
1.0
,
0.0
,
0.0
,
// =========== Right ===============
// Triangle 1
1
/
6
,
3
/
6
,
-
0.25
,
1.0
,
0.0
,
0.5
,
1
/
6
,
3
/
6
,
-
0.5
,
1.0
,
0.0
,
0.5
,
3
/
6
,
-
2
/
6
,
-
0.75
,
1.0
,
0.0
,
0.5
,
// Triangle 2
3
/
6
,
-
2
/
6
,
-
0.75
,
1.0
,
0.0
,
0.5
,
3
/
6
,
-
2
/
6
,
0
,
1.0
,
0.0
,
0.5
,
1
/
6
,
3
/
6
,
-
0.25
,
1.0
,
0.0
,
0.5
,
]);
const
normal
=
new
Float32Array
([
// ====== Front ============
// x , y , z, R , G , B
// Triangle 1
0
,
0
,
1
,
0
,
0
,
1
,
0
,
0
,
1
,
// Triangle 2
0
,
0
,
1
,
0
,
0
,
1
,
0
,
0
,
1
,
// =========== Back ===============
// Triangle 1
0
,
0
,
-
1
,
0
,
0
,
-
1
,
0
,
0
,
-
1
,
// Triangle 2
0
,
0
,
-
1
,
0
,
0
,
-
1
,
0
,
0
,
-
1
,
// =========== Top ===============
// Triangle 1
0
,
1
,
0
,
0
,
1
,
0
,
0
,
1
,
0
,
// Triangle 2
0
,
1
,
0
,
0
,
1
,
0
,
0
,
1
,
0
,
// =========== Bottom ===============
// Triangle 1
0
,
-
1
,
0
,
0
,
-
1
,
0
,
0
,
-
1
,
0
,
// Triangle 2
0
,
-
1
,
0
,
0
,
-
1
,
0
,
0
,
-
1
,
0
,
// =========== Left ===============
// Triangle 1
-
1
,
0
,
0
,
-
1
,
0
,
0
,
-
1
,
0
,
0
,
// Triangle 2
-
1
,
0
,
0
,
-
1
,
0
,
0
,
-
1
,
0
,
0
,
// =========== Right ===============
// Triangle 1
1
,
0
,
0
,
1
,
0
,
0
,
1
,
0
,
0
,
// Triangle 2
1
,
0
,
0
,
1
,
0
,
0
,
1
,
0
,
0
,
]);
const
n
=
vertices
.
length
/
6
;
// The number of vertices
// ==================== Bind : a_Vertex_normal ==============================
// Create a buffer object
const
vertexNormalBuffer
=
gl
.
createBuffer
();
if
(
!
vertexNormalBuffer
)
{
console
.
log
(
'
Failed to create the buffer object
'
);
return
-
1
;
}
// Bind the buffer object to target
gl
.
bindBuffer
(
gl
.
ARRAY_BUFFER
,
vertexNormalBuffer
);
// Write date into the buffer object
gl
.
bufferData
(
gl
.
ARRAY_BUFFER
,
normal
,
gl
.
STATIC_DRAW
);
const
a_Vertex_normal
=
gl
.
getAttribLocation
(
gl
.
program
,
'
a_Vertex_normal
'
);
if
(
a_Vertex_normal
<
0
)
{
console
.
log
(
'
Failed to get the storage location of a_Position
'
);
return
-
1
;
}
// Assign the buffer object to a_Position variable
gl
.
vertexAttribPointer
(
a_Vertex_normal
,
3
,
gl
.
FLOAT
,
false
,
3
*
Float32Array
.
BYTES_PER_ELEMENT
,
0
);
// Enable the assignment to a_Position variable
gl
.
enableVertexAttribArray
(
a_Vertex_normal
);
// ==================== Bind : a_Vertex ==============================
// Create a buffer object
const
vertexBuffer
=
gl
.
createBuffer
();
if
(
!
vertexBuffer
)
{
console
.
log
(
'
Failed to create the buffer object
'
);
return
-
1
;
}
// Bind the buffer object to target
gl
.
bindBuffer
(
gl
.
ARRAY_BUFFER
,
vertexBuffer
);
// Write date into the buffer object
gl
.
bufferData
(
gl
.
ARRAY_BUFFER
,
vertices
,
gl
.
STATIC_DRAW
);
const
a_Vertex
=
gl
.
getAttribLocation
(
gl
.
program
,
'
a_Vertex
'
);
if
(
a_Vertex
<
0
)
{
console
.
log
(
'
Failed to get the storage location of a_Vertex
'
);
return
-
1
;
}
// Assign the buffer object to a_Position variable
gl
.
vertexAttribPointer
(
a_Vertex
,
3
,
gl
.
FLOAT
,
false
,
6
*
Float32Array
.
BYTES_PER_ELEMENT
,
0
);
// Enable the assignment to a_Position variable
gl
.
enableVertexAttribArray
(
a_Vertex
);
// ==================== Bind : a_color ==============================
const
a_Color
=
gl
.
getAttribLocation
(
gl
.
program
,
'
a_Color
'
);
if
(
a_Color
<
0
)
{
console
.
log
(
'
Failed to get the storage location of a_Color
'
);
return
-
1
;
}
// Assign the buffer object to a_Position variable
gl
.
vertexAttribPointer
(
a_Color
,
3
,
gl
.
FLOAT
,
false
,
6
*
Float32Array
.
BYTES_PER_ELEMENT
,
3
*
Float32Array
.
BYTES_PER_ELEMENT
);
// Enable the assignment to a_Position variable
gl
.
enableVertexAttribArray
(
a_Color
);
// ===============================================================
// Unbind the buffer object
gl
.
bindBuffer
(
gl
.
ARRAY_BUFFER
,
null
);
return
n
;
}
function
drawPlateform
(
gl
)
{
// Write the positions of vertices to a vertex shader
const
n
=
initVertexBuffersPlateform
(
gl
);
if
(
n
<
0
)
{
console
.
log
(
'
Failed to set the positions of the vertices
'
);
return
;
}
gl
.
drawArrays
(
gl
.
TRIANGLES
,
0
,
n
);
// Write the positions of vertices to a vertex shader
const
n_new
=
initVertexBuffers
(
gl
);
if
(
n
<
0
)
{
console
.
log
(
'
Failed to set the positions of the vertices
'
);
return
;
}
return
n_new
;
}
function
initVertexBuffersPlateform
(
gl
)
{
// This is the model
const
vertices
=
new
Float32Array
([
// =========== Plateform ===============
// Triangle 1
2
,
-
2
/
6
,
1
,
1.0
,
0.5
,
0.5
,
-
2
,
-
2
/
6
,
1
,
1.0
,
0.5
,
0.5
,
2
,
-
2
/
6
,
-
2
,
1.0
,
0.5
,
0.5
,
// Triangle 2
-
2
,
-
2
/
6
,
1
,
1.0
,
0.5
,
0.5
,
-
2
,
-
2
/
6
,
-
2
,
1.0
,
0.5
,
0.5
,
2
,
-
2
/
6
,
-
2
,
1.0
,
0.5
,
0.5
,
]);
const
normal
=
new
Float32Array
([
// =========== Plateform ===============
// Triangle 1
0
,
1
,
0
,
0
,
1
,
0
,
0
,
1
,
0
,
// Triangle 2
0
,
1
,
0
,
0
,
1
,
0
,
0
,
1
,
0
,
]);
const
n
=
vertices
.
length
/
6
;
// The number of vertices
// ==================== Bind : a_Vertex_normal ==============================
// Create a buffer object
const
vertexNormalBuffer
=
gl
.
createBuffer
();
if
(
!
vertexNormalBuffer
)
{
console
.
log
(
'
Failed to create the buffer object
'
);
return
-
1
;
}
// Bind the buffer object to target
gl
.
bindBuffer
(
gl
.
ARRAY_BUFFER
,
vertexNormalBuffer
);
// Write date into the buffer object
gl
.
bufferData
(
gl
.
ARRAY_BUFFER
,
normal
,
gl
.
STATIC_DRAW
);
const
a_Vertex_normal
=
gl
.
getAttribLocation
(
gl
.
program
,
'
a_Vertex_normal
'
);
if
(
a_Vertex_normal
<
0
)
{
console
.
log
(
'
Failed to get the storage location of a_Position
'
);
return
-
1
;
}
// Assign the buffer object to a_Position variable
gl
.
vertexAttribPointer
(
a_Vertex_normal
,
3
,
gl
.
FLOAT
,
false
,
3
*
Float32Array
.
BYTES_PER_ELEMENT
,
0
);
// Enable the assignment to a_Position variable
gl
.
enableVertexAttribArray
(
a_Vertex_normal
);
// ==================== Bind : a_Vertex ==============================
// Create a buffer object
const
vertexBuffer
=
gl
.
createBuffer
();
if
(
!
vertexBuffer
)
{
console
.
log
(
'
Failed to create the buffer object
'
);
return
-
1
;
}
// Bind the buffer object to target
gl
.
bindBuffer
(
gl
.
ARRAY_BUFFER
,
vertexBuffer
);
// Write date into the buffer object
gl
.
bufferData
(
gl
.
ARRAY_BUFFER
,
vertices
,
gl
.
STATIC_DRAW
);
const
a_Vertex
=
gl
.
getAttribLocation
(
gl
.
program
,
'
a_Vertex
'
);
if
(
a_Vertex
<
0
)
{
console
.
log
(
'
Failed to get the storage location of a_Vertex
'
);
return
-
1
;
}
// Assign the buffer object to a_Position variable
gl
.
vertexAttribPointer
(
a_Vertex
,
3
,
gl
.
FLOAT
,
false
,
6
*
Float32Array
.
BYTES_PER_ELEMENT
,
0
);
// Enable the assignment to a_Position variable
gl
.
enableVertexAttribArray
(
a_Vertex
);
// ==================== Bind : a_color ==============================
const
a_Color
=
gl
.
getAttribLocation
(
gl
.
program
,
'
a_Color
'
);
if
(
a_Color
<
0
)
{
console
.
log
(
'
Failed to get the storage location of a_Color
'
);
return
-
1
;
}
// Assign the buffer object to a_Position variable
gl
.
vertexAttribPointer
(
a_Color
,
3
,
gl
.
FLOAT
,
false
,
6
*
Float32Array
.
BYTES_PER_ELEMENT
,
3
*
Float32Array
.
BYTES_PER_ELEMENT
);
// Enable the assignment to a_Position variable
gl
.
enableVertexAttribArray
(
a_Color
);
// ===============================================================
// TODO: Complete with your code here
// Unbind the buffer object
}
gl
.
bindBuffer
(
gl
.
ARRAY_BUFFER
,
null
);
\ No newline at end of file
return
n
;
}
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