diff --git a/lab2/src/lab2.js b/lab2/src/lab2.js index 4c1fed7fc5c6621c5042b77542b6d35d7bb5a9d0..7708cff6a864eef8e907c034c7ecefafd7319e7d 100644 --- a/lab2/src/lab2.js +++ b/lab2/src/lab2.js @@ -61,7 +61,7 @@ function main() { let viewMatrix = 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); projMatrix.setPerspective(30, canvas.width/canvas.height, 1, 100); diff --git a/lab3/lib/cuon-matrix.js b/lab3/lib/cuon-matrix.js new file mode 100644 index 0000000000000000000000000000000000000000..b67a5dd1b998eba54f585cf3849b8c17052d2a35 --- /dev/null +++ b/lab3/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; +} diff --git a/lab3/src/lab3.html b/lab3/src/lab3.html index bc58e578843a2b27f1350f40d733b6617079fbbe..560df8e8e40f3989bbbfe1d03b71bcfacaa8706d 100644 --- a/lab3/src/lab3.html +++ b/lab3/src/lab3.html @@ -5,12 +5,25 @@ <title>Lab 3</title> </head> <body onload="main()"> -<canvas width="400" height="600" id="my-canvas"> - Please use a browser that supports "canvas" -</canvas> + +<div id="canvas-wrap" style="float:left;"> + <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-debug.js"></script> <script src="../lib/cuon-utils.js"></script> +<script src="../lib/cuon-matrix.js"></script> <script src="lab3.js"></script> </body> -</html> \ No newline at end of file +</html> diff --git a/lab3/src/lab3.js b/lab3/src/lab3.js index 105a227db9e7e4d4abde40b5002e7c75eb860fb4..09bd02ee0cf77bbc69249e65635fb7dff3200bf9 100644 --- a/lab3/src/lab3.js +++ b/lab3/src/lab3.js @@ -1,18 +1,546 @@ // Vertex shader program const VSHADER_SOURCE = - '\n' + - // TODO: Implement your vertex shader code here - '\n'; +'\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 const FSHADER_SOURCE = - '\n' + - // TODO: Implement your fragment shader code here - '\n'; +'\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() { // Retrieve <canvas> element 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 -} \ No newline at end of file + // Unbind the buffer object + gl.bindBuffer(gl.ARRAY_BUFFER, null); + + return n; +}