From f5a466774e2378af862c859ea7445e701a835848 Mon Sep 17 00:00:00 2001 From: "ottavio.buonomo" <ottavio.buonomo@etu.hesge.ch> Date: Thu, 17 Dec 2020 21:06:56 +0100 Subject: [PATCH] Lab4 --- lab4/lib/cuon-matrix.js | 741 +++++++++++++++++++++++++++++++++++++++ lab4/src/lab4.html | 17 +- lab4/src/lab4.js | 601 ++++++++++++++++++++++++++++++- lab4/src/pyramidModel.js | 90 +++++ 4 files changed, 1433 insertions(+), 16 deletions(-) create mode 100644 lab4/lib/cuon-matrix.js create mode 100644 lab4/src/pyramidModel.js diff --git a/lab4/lib/cuon-matrix.js b/lab4/lib/cuon-matrix.js new file mode 100644 index 0000000..b67a5dd --- /dev/null +++ b/lab4/lib/cuon-matrix.js @@ -0,0 +1,741 @@ +// cuon-matrix.js (c) 2012 kanda and matsuda +/** + * This is a class treating 4x4 matrix. + * This class contains the function that is equivalent to OpenGL matrix stack. + * The matrix after conversion is calculated by multiplying a conversion matrix from the right. + * The matrix is replaced by the calculated result. + */ + +/** + * Constructor of Matrix4 + * If opt_src is specified, new matrix is initialized by opt_src. + * Otherwise, new matrix is initialized by identity matrix. + * @param opt_src source matrix(option) + */ +var Matrix4 = function(opt_src) { + var i, s, d; + if (opt_src && typeof opt_src === 'object' && opt_src.hasOwnProperty('elements')) { + s = opt_src.elements; + d = new Float32Array(16); + for (i = 0; i < 16; ++i) { + d[i] = s[i]; + } + this.elements = d; + } else { + this.elements = new Float32Array([1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]); + } +}; + +/** + * Set the identity matrix. + * @return this + */ +Matrix4.prototype.setIdentity = function() { + var e = this.elements; + e[0] = 1; e[4] = 0; e[8] = 0; e[12] = 0; + e[1] = 0; e[5] = 1; e[9] = 0; e[13] = 0; + e[2] = 0; e[6] = 0; e[10] = 1; e[14] = 0; + e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1; + return this; +}; + +/** + * Copy matrix. + * @param src source matrix + * @return this + */ +Matrix4.prototype.set = function(src) { + var i, s, d; + + s = src.elements; + d = this.elements; + + if (s === d) { + return; + } + + for (i = 0; i < 16; ++i) { + d[i] = s[i]; + } + + return this; +}; + +/** + * Multiply the matrix from the right. + * @param other The multiply matrix + * @return this + */ +Matrix4.prototype.concat = function(other) { + var i, e, a, b, ai0, ai1, ai2, ai3; + + // Calculate e = a * b + e = this.elements; + a = this.elements; + b = other.elements; + + // If e equals b, copy b to temporary matrix. + if (e === b) { + b = new Float32Array(16); + for (i = 0; i < 16; ++i) { + b[i] = e[i]; + } + } + + for (i = 0; i < 4; i++) { + ai0=a[i]; ai1=a[i+4]; ai2=a[i+8]; ai3=a[i+12]; + e[i] = ai0 * b[0] + ai1 * b[1] + ai2 * b[2] + ai3 * b[3]; + e[i+4] = ai0 * b[4] + ai1 * b[5] + ai2 * b[6] + ai3 * b[7]; + e[i+8] = ai0 * b[8] + ai1 * b[9] + ai2 * b[10] + ai3 * b[11]; + e[i+12] = ai0 * b[12] + ai1 * b[13] + ai2 * b[14] + ai3 * b[15]; + } + + return this; +}; +Matrix4.prototype.multiply = Matrix4.prototype.concat; + +/** + * Multiply the three-dimensional vector. + * @param pos The multiply vector + * @return The result of multiplication(Float32Array) + */ +Matrix4.prototype.multiplyVector3 = function(pos) { + var e = this.elements; + var p = pos.elements; + var v = new Vector3(); + var result = v.elements; + + result[0] = p[0] * e[0] + p[1] * e[4] + p[2] * e[ 8] + e[12]; + result[1] = p[0] * e[1] + p[1] * e[5] + p[2] * e[ 9] + e[13]; + result[2] = p[0] * e[2] + p[1] * e[6] + p[2] * e[10] + e[14]; + + return v; +}; + +/** + * Multiply the four-dimensional vector. + * @param pos The multiply vector + * @return The result of multiplication(Float32Array) + */ +Matrix4.prototype.multiplyVector4 = function(pos) { + var e = this.elements; + var p = pos.elements; + var v = new Vector4(); + var result = v.elements; + + result[0] = p[0] * e[0] + p[1] * e[4] + p[2] * e[ 8] + p[3] * e[12]; + result[1] = p[0] * e[1] + p[1] * e[5] + p[2] * e[ 9] + p[3] * e[13]; + result[2] = p[0] * e[2] + p[1] * e[6] + p[2] * e[10] + p[3] * e[14]; + result[3] = p[0] * e[3] + p[1] * e[7] + p[2] * e[11] + p[3] * e[15]; + + return v; +}; + +/** + * Transpose the matrix. + * @return this + */ +Matrix4.prototype.transpose = function() { + var e, t; + + e = this.elements; + + t = e[ 1]; e[ 1] = e[ 4]; e[ 4] = t; + t = e[ 2]; e[ 2] = e[ 8]; e[ 8] = t; + t = e[ 3]; e[ 3] = e[12]; e[12] = t; + t = e[ 6]; e[ 6] = e[ 9]; e[ 9] = t; + t = e[ 7]; e[ 7] = e[13]; e[13] = t; + t = e[11]; e[11] = e[14]; e[14] = t; + + return this; +}; + +/** + * Calculate the inverse matrix of specified matrix, and set to this. + * @param other The source matrix + * @return this + */ +Matrix4.prototype.setInverseOf = function(other) { + var i, s, d, inv, det; + + s = other.elements; + d = this.elements; + inv = new Float32Array(16); + + inv[0] = s[5]*s[10]*s[15] - s[5] *s[11]*s[14] - s[9] *s[6]*s[15] + + s[9]*s[7] *s[14] + s[13]*s[6] *s[11] - s[13]*s[7]*s[10]; + inv[4] = - s[4]*s[10]*s[15] + s[4] *s[11]*s[14] + s[8] *s[6]*s[15] + - s[8]*s[7] *s[14] - s[12]*s[6] *s[11] + s[12]*s[7]*s[10]; + inv[8] = s[4]*s[9] *s[15] - s[4] *s[11]*s[13] - s[8] *s[5]*s[15] + + s[8]*s[7] *s[13] + s[12]*s[5] *s[11] - s[12]*s[7]*s[9]; + inv[12] = - s[4]*s[9] *s[14] + s[4] *s[10]*s[13] + s[8] *s[5]*s[14] + - s[8]*s[6] *s[13] - s[12]*s[5] *s[10] + s[12]*s[6]*s[9]; + + inv[1] = - s[1]*s[10]*s[15] + s[1] *s[11]*s[14] + s[9] *s[2]*s[15] + - s[9]*s[3] *s[14] - s[13]*s[2] *s[11] + s[13]*s[3]*s[10]; + inv[5] = s[0]*s[10]*s[15] - s[0] *s[11]*s[14] - s[8] *s[2]*s[15] + + s[8]*s[3] *s[14] + s[12]*s[2] *s[11] - s[12]*s[3]*s[10]; + inv[9] = - s[0]*s[9] *s[15] + s[0] *s[11]*s[13] + s[8] *s[1]*s[15] + - s[8]*s[3] *s[13] - s[12]*s[1] *s[11] + s[12]*s[3]*s[9]; + inv[13] = s[0]*s[9] *s[14] - s[0] *s[10]*s[13] - s[8] *s[1]*s[14] + + s[8]*s[2] *s[13] + s[12]*s[1] *s[10] - s[12]*s[2]*s[9]; + + inv[2] = s[1]*s[6]*s[15] - s[1] *s[7]*s[14] - s[5] *s[2]*s[15] + + s[5]*s[3]*s[14] + s[13]*s[2]*s[7] - s[13]*s[3]*s[6]; + inv[6] = - s[0]*s[6]*s[15] + s[0] *s[7]*s[14] + s[4] *s[2]*s[15] + - s[4]*s[3]*s[14] - s[12]*s[2]*s[7] + s[12]*s[3]*s[6]; + inv[10] = s[0]*s[5]*s[15] - s[0] *s[7]*s[13] - s[4] *s[1]*s[15] + + s[4]*s[3]*s[13] + s[12]*s[1]*s[7] - s[12]*s[3]*s[5]; + inv[14] = - s[0]*s[5]*s[14] + s[0] *s[6]*s[13] + s[4] *s[1]*s[14] + - s[4]*s[2]*s[13] - s[12]*s[1]*s[6] + s[12]*s[2]*s[5]; + + inv[3] = - s[1]*s[6]*s[11] + s[1]*s[7]*s[10] + s[5]*s[2]*s[11] + - s[5]*s[3]*s[10] - s[9]*s[2]*s[7] + s[9]*s[3]*s[6]; + inv[7] = s[0]*s[6]*s[11] - s[0]*s[7]*s[10] - s[4]*s[2]*s[11] + + s[4]*s[3]*s[10] + s[8]*s[2]*s[7] - s[8]*s[3]*s[6]; + inv[11] = - s[0]*s[5]*s[11] + s[0]*s[7]*s[9] + s[4]*s[1]*s[11] + - s[4]*s[3]*s[9] - s[8]*s[1]*s[7] + s[8]*s[3]*s[5]; + inv[15] = s[0]*s[5]*s[10] - s[0]*s[6]*s[9] - s[4]*s[1]*s[10] + + s[4]*s[2]*s[9] + s[8]*s[1]*s[6] - s[8]*s[2]*s[5]; + + det = s[0]*inv[0] + s[1]*inv[4] + s[2]*inv[8] + s[3]*inv[12]; + if (det === 0) { + return this; + } + + det = 1 / det; + for (i = 0; i < 16; i++) { + d[i] = inv[i] * det; + } + + return this; +}; + +/** + * Calculate the inverse matrix of this, and set to this. + * @return this + */ +Matrix4.prototype.invert = function() { + return this.setInverseOf(this); +}; + +/** + * Set the orthographic projection matrix. + * @param left The coordinate of the left of clipping plane. + * @param right The coordinate of the right of clipping plane. + * @param bottom The coordinate of the bottom of clipping plane. + * @param top The coordinate of the top top clipping plane. + * @param near The distances to the nearer depth clipping plane. This value is minus if the plane is to be behind the viewer. + * @param far The distances to the farther depth clipping plane. This value is minus if the plane is to be behind the viewer. + * @return this + */ +Matrix4.prototype.setOrtho = function(left, right, bottom, top, near, far) { + var e, rw, rh, rd; + + if (left === right || bottom === top || near === far) { + throw 'null frustum'; + } + + rw = 1 / (right - left); + rh = 1 / (top - bottom); + rd = 1 / (far - near); + + e = this.elements; + + e[0] = 2 * rw; + e[1] = 0; + e[2] = 0; + e[3] = 0; + + e[4] = 0; + e[5] = 2 * rh; + e[6] = 0; + e[7] = 0; + + e[8] = 0; + e[9] = 0; + e[10] = -2 * rd; + e[11] = 0; + + e[12] = -(right + left) * rw; + e[13] = -(top + bottom) * rh; + e[14] = -(far + near) * rd; + e[15] = 1; + + return this; +}; + +/** + * Multiply the orthographic projection matrix from the right. + * @param left The coordinate of the left of clipping plane. + * @param right The coordinate of the right of clipping plane. + * @param bottom The coordinate of the bottom of clipping plane. + * @param top The coordinate of the top top clipping plane. + * @param near The distances to the nearer depth clipping plane. This value is minus if the plane is to be behind the viewer. + * @param far The distances to the farther depth clipping plane. This value is minus if the plane is to be behind the viewer. + * @return this + */ +Matrix4.prototype.ortho = function(left, right, bottom, top, near, far) { + return this.concat(new Matrix4().setOrtho(left, right, bottom, top, near, far)); +}; + +/** + * Set the perspective projection matrix. + * @param left The coordinate of the left of clipping plane. + * @param right The coordinate of the right of clipping plane. + * @param bottom The coordinate of the bottom of clipping plane. + * @param top The coordinate of the top top clipping plane. + * @param near The distances to the nearer depth clipping plane. This value must be plus value. + * @param far The distances to the farther depth clipping plane. This value must be plus value. + * @return this + */ +Matrix4.prototype.setFrustum = function(left, right, bottom, top, near, far) { + var e, rw, rh, rd; + + if (left === right || top === bottom || near === far) { + throw 'null frustum'; + } + if (near <= 0) { + throw 'near <= 0'; + } + if (far <= 0) { + throw 'far <= 0'; + } + + rw = 1 / (right - left); + rh = 1 / (top - bottom); + rd = 1 / (far - near); + + e = this.elements; + + e[ 0] = 2 * near * rw; + e[ 1] = 0; + e[ 2] = 0; + e[ 3] = 0; + + e[ 4] = 0; + e[ 5] = 2 * near * rh; + e[ 6] = 0; + e[ 7] = 0; + + e[ 8] = (right + left) * rw; + e[ 9] = (top + bottom) * rh; + e[10] = -(far + near) * rd; + e[11] = -1; + + e[12] = 0; + e[13] = 0; + e[14] = -2 * near * far * rd; + e[15] = 0; + + return this; +}; + +/** + * Multiply the perspective projection matrix from the right. + * @param left The coordinate of the left of clipping plane. + * @param right The coordinate of the right of clipping plane. + * @param bottom The coordinate of the bottom of clipping plane. + * @param top The coordinate of the top top clipping plane. + * @param near The distances to the nearer depth clipping plane. This value must be plus value. + * @param far The distances to the farther depth clipping plane. This value must be plus value. + * @return this + */ +Matrix4.prototype.frustum = function(left, right, bottom, top, near, far) { + return this.concat(new Matrix4().setFrustum(left, right, bottom, top, near, far)); +}; + +/** + * Set the perspective projection matrix by fovy and aspect. + * @param fovy The angle between the upper and lower sides of the frustum. + * @param aspect The aspect ratio of the frustum. (width/height) + * @param near The distances to the nearer depth clipping plane. This value must be plus value. + * @param far The distances to the farther depth clipping plane. This value must be plus value. + * @return this + */ +Matrix4.prototype.setPerspective = function(fovy, aspect, near, far) { + var e, rd, s, ct; + + if (near === far || aspect === 0) { + throw 'null frustum'; + } + if (near <= 0) { + throw 'near <= 0'; + } + if (far <= 0) { + throw 'far <= 0'; + } + + fovy = Math.PI * fovy / 180 / 2; + s = Math.sin(fovy); + if (s === 0) { + throw 'null frustum'; + } + + rd = 1 / (far - near); + ct = Math.cos(fovy) / s; + + e = this.elements; + + e[0] = ct / aspect; + e[1] = 0; + e[2] = 0; + e[3] = 0; + + e[4] = 0; + e[5] = ct; + e[6] = 0; + e[7] = 0; + + e[8] = 0; + e[9] = 0; + e[10] = -(far + near) * rd; + e[11] = -1; + + e[12] = 0; + e[13] = 0; + e[14] = -2 * near * far * rd; + e[15] = 0; + + return this; +}; + +/** + * Multiply the perspective projection matrix from the right. + * @param fovy The angle between the upper and lower sides of the frustum. + * @param aspect The aspect ratio of the frustum. (width/height) + * @param near The distances to the nearer depth clipping plane. This value must be plus value. + * @param far The distances to the farther depth clipping plane. This value must be plus value. + * @return this + */ +Matrix4.prototype.perspective = function(fovy, aspect, near, far) { + return this.concat(new Matrix4().setPerspective(fovy, aspect, near, far)); +}; + +/** + * Set the matrix for scaling. + * @param x The scale factor along the X axis + * @param y The scale factor along the Y axis + * @param z The scale factor along the Z axis + * @return this + */ +Matrix4.prototype.setScale = function(x, y, z) { + var e = this.elements; + e[0] = x; e[4] = 0; e[8] = 0; e[12] = 0; + e[1] = 0; e[5] = y; e[9] = 0; e[13] = 0; + e[2] = 0; e[6] = 0; e[10] = z; e[14] = 0; + e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1; + return this; +}; + +/** + * Multiply the matrix for scaling from the right. + * @param x The scale factor along the X axis + * @param y The scale factor along the Y axis + * @param z The scale factor along the Z axis + * @return this + */ +Matrix4.prototype.scale = function(x, y, z) { + var e = this.elements; + e[0] *= x; e[4] *= y; e[8] *= z; + e[1] *= x; e[5] *= y; e[9] *= z; + e[2] *= x; e[6] *= y; e[10] *= z; + e[3] *= x; e[7] *= y; e[11] *= z; + return this; +}; + +/** + * Set the matrix for translation. + * @param x The X value of a translation. + * @param y The Y value of a translation. + * @param z The Z value of a translation. + * @return this + */ +Matrix4.prototype.setTranslate = function(x, y, z) { + var e = this.elements; + e[0] = 1; e[4] = 0; e[8] = 0; e[12] = x; + e[1] = 0; e[5] = 1; e[9] = 0; e[13] = y; + e[2] = 0; e[6] = 0; e[10] = 1; e[14] = z; + e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1; + return this; +}; + +/** + * Multiply the matrix for translation from the right. + * @param x The X value of a translation. + * @param y The Y value of a translation. + * @param z The Z value of a translation. + * @return this + */ +Matrix4.prototype.translate = function(x, y, z) { + var e = this.elements; + e[12] += e[0] * x + e[4] * y + e[8] * z; + e[13] += e[1] * x + e[5] * y + e[9] * z; + e[14] += e[2] * x + e[6] * y + e[10] * z; + e[15] += e[3] * x + e[7] * y + e[11] * z; + return this; +}; + +/** + * Set the matrix for rotation. + * The vector of rotation axis may not be normalized. + * @param angle The angle of rotation (degrees) + * @param x The X coordinate of vector of rotation axis. + * @param y The Y coordinate of vector of rotation axis. + * @param z The Z coordinate of vector of rotation axis. + * @return this + */ +Matrix4.prototype.setRotate = function(angle, x, y, z) { + var e, s, c, len, rlen, nc, xy, yz, zx, xs, ys, zs; + + angle = Math.PI * angle / 180; + e = this.elements; + + s = Math.sin(angle); + c = Math.cos(angle); + + if (0 !== x && 0 === y && 0 === z) { + // Rotation around X axis + if (x < 0) { + s = -s; + } + e[0] = 1; e[4] = 0; e[ 8] = 0; e[12] = 0; + e[1] = 0; e[5] = c; e[ 9] =-s; e[13] = 0; + e[2] = 0; e[6] = s; e[10] = c; e[14] = 0; + e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1; + } else if (0 === x && 0 !== y && 0 === z) { + // Rotation around Y axis + if (y < 0) { + s = -s; + } + e[0] = c; e[4] = 0; e[ 8] = s; e[12] = 0; + e[1] = 0; e[5] = 1; e[ 9] = 0; e[13] = 0; + e[2] =-s; e[6] = 0; e[10] = c; e[14] = 0; + e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1; + } else if (0 === x && 0 === y && 0 !== z) { + // Rotation around Z axis + if (z < 0) { + s = -s; + } + e[0] = c; e[4] =-s; e[ 8] = 0; e[12] = 0; + e[1] = s; e[5] = c; e[ 9] = 0; e[13] = 0; + e[2] = 0; e[6] = 0; e[10] = 1; e[14] = 0; + e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1; + } else { + // Rotation around another axis + len = Math.sqrt(x*x + y*y + z*z); + if (len !== 1) { + rlen = 1 / len; + x *= rlen; + y *= rlen; + z *= rlen; + } + nc = 1 - c; + xy = x * y; + yz = y * z; + zx = z * x; + xs = x * s; + ys = y * s; + zs = z * s; + + e[ 0] = x*x*nc + c; + e[ 1] = xy *nc + zs; + e[ 2] = zx *nc - ys; + e[ 3] = 0; + + e[ 4] = xy *nc - zs; + e[ 5] = y*y*nc + c; + e[ 6] = yz *nc + xs; + e[ 7] = 0; + + e[ 8] = zx *nc + ys; + e[ 9] = yz *nc - xs; + e[10] = z*z*nc + c; + e[11] = 0; + + e[12] = 0; + e[13] = 0; + e[14] = 0; + e[15] = 1; + } + + return this; +}; + +/** + * Multiply the matrix for rotation from the right. + * The vector of rotation axis may not be normalized. + * @param angle The angle of rotation (degrees) + * @param x The X coordinate of vector of rotation axis. + * @param y The Y coordinate of vector of rotation axis. + * @param z The Z coordinate of vector of rotation axis. + * @return this + */ +Matrix4.prototype.rotate = function(angle, x, y, z) { + return this.concat(new Matrix4().setRotate(angle, x, y, z)); +}; + +/** + * Set the viewing matrix. + * @param eyeX, eyeY, eyeZ The position of the eye point. + * @param centerX, centerY, centerZ The position of the reference point. + * @param upX, upY, upZ The direction of the up vector. + * @return this + */ +Matrix4.prototype.setLookAt = function(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) { + var e, fx, fy, fz, rlf, sx, sy, sz, rls, ux, uy, uz; + + fx = centerX - eyeX; + fy = centerY - eyeY; + fz = centerZ - eyeZ; + + // Normalize f. + rlf = 1 / Math.sqrt(fx*fx + fy*fy + fz*fz); + fx *= rlf; + fy *= rlf; + fz *= rlf; + + // Calculate cross product of f and up. + sx = fy * upZ - fz * upY; + sy = fz * upX - fx * upZ; + sz = fx * upY - fy * upX; + + // Normalize s. + rls = 1 / Math.sqrt(sx*sx + sy*sy + sz*sz); + sx *= rls; + sy *= rls; + sz *= rls; + + // Calculate cross product of s and f. + ux = sy * fz - sz * fy; + uy = sz * fx - sx * fz; + uz = sx * fy - sy * fx; + + // Set to this. + e = this.elements; + e[0] = sx; + e[1] = ux; + e[2] = -fx; + e[3] = 0; + + e[4] = sy; + e[5] = uy; + e[6] = -fy; + e[7] = 0; + + e[8] = sz; + e[9] = uz; + e[10] = -fz; + e[11] = 0; + + e[12] = 0; + e[13] = 0; + e[14] = 0; + e[15] = 1; + + // Translate. + return this.translate(-eyeX, -eyeY, -eyeZ); +}; + +/** + * Multiply the viewing matrix from the right. + * @param eyeX, eyeY, eyeZ The position of the eye point. + * @param centerX, centerY, centerZ The position of the reference point. + * @param upX, upY, upZ The direction of the up vector. + * @return this + */ +Matrix4.prototype.lookAt = function(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) { + return this.concat(new Matrix4().setLookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ)); +}; + +/** + * Multiply the matrix for project vertex to plane from the right. + * @param plane The array[A, B, C, D] of the equation of plane "Ax + By + Cz + D = 0". + * @param light The array which stored coordinates of the light. if light[3]=0, treated as parallel light. + * @return this + */ +Matrix4.prototype.dropShadow = function(plane, light) { + var mat = new Matrix4(); + var e = mat.elements; + + var dot = plane[0] * light[0] + plane[1] * light[1] + plane[2] * light[2] + plane[3] * light[3]; + + e[ 0] = dot - light[0] * plane[0]; + e[ 1] = - light[1] * plane[0]; + e[ 2] = - light[2] * plane[0]; + e[ 3] = - light[3] * plane[0]; + + e[ 4] = - light[0] * plane[1]; + e[ 5] = dot - light[1] * plane[1]; + e[ 6] = - light[2] * plane[1]; + e[ 7] = - light[3] * plane[1]; + + e[ 8] = - light[0] * plane[2]; + e[ 9] = - light[1] * plane[2]; + e[10] = dot - light[2] * plane[2]; + e[11] = - light[3] * plane[2]; + + e[12] = - light[0] * plane[3]; + e[13] = - light[1] * plane[3]; + e[14] = - light[2] * plane[3]; + e[15] = dot - light[3] * plane[3]; + + return this.concat(mat); +} + +/** + * Multiply the matrix for project vertex to plane from the right.(Projected by parallel light.) + * @param normX, normY, normZ The normal vector of the plane.(Not necessary to be normalized.) + * @param planeX, planeY, planeZ The coordinate of arbitrary points on a plane. + * @param lightX, lightY, lightZ The vector of the direction of light.(Not necessary to be normalized.) + * @return this + */ +Matrix4.prototype.dropShadowDirectionally = function(normX, normY, normZ, planeX, planeY, planeZ, lightX, lightY, lightZ) { + var a = planeX * normX + planeY * normY + planeZ * normZ; + return this.dropShadow([normX, normY, normZ, -a], [lightX, lightY, lightZ, 0]); +}; + +/** + * Constructor of Vector3 + * If opt_src is specified, new vector is initialized by opt_src. + * @param opt_src source vector(option) + */ +var Vector3 = function(opt_src) { + var v = new Float32Array(3); + if (opt_src && typeof opt_src === 'object') { + v[0] = opt_src[0]; v[1] = opt_src[1]; v[2] = opt_src[2]; + } + this.elements = v; +} + +/** + * Normalize. + * @return this + */ +Vector3.prototype.normalize = function() { + var v = this.elements; + var c = v[0], d = v[1], e = v[2], g = Math.sqrt(c*c+d*d+e*e); + if(g){ + if(g == 1) + return this; + } else { + v[0] = 0; v[1] = 0; v[2] = 0; + return this; + } + g = 1/g; + v[0] = c*g; v[1] = d*g; v[2] = e*g; + return this; +}; + +/** + * Constructor of Vector4 + * If opt_src is specified, new vector is initialized by opt_src. + * @param opt_src source vector(option) + */ +var Vector4 = function(opt_src) { + var v = new Float32Array(4); + if (opt_src && typeof opt_src === 'object') { + v[0] = opt_src[0]; v[1] = opt_src[1]; v[2] = opt_src[2]; v[3] = opt_src[3]; + } + this.elements = v; +} diff --git a/lab4/src/lab4.html b/lab4/src/lab4.html index 2bb37bc..4e1320d 100644 --- a/lab4/src/lab4.html +++ b/lab4/src/lab4.html @@ -5,12 +5,27 @@ <title>Lab 4</title> </head> <body onload="main()"> -<canvas width="400" height="600" id="my-canvas"> +<canvas width="700" height="800" id="my-canvas" style="float: left;"> Please use a browser that supports "canvas" </canvas> +<div style="float: left; margin-left: 15px;"> + <p id="control" style="color: red;">Control on : directional light</p> + <p id="light_x">Light X : </p> + <p id="light_y">Light Y : </p> + <p id="light_z">Light Z : </p> + <p id="light_x_point">Light X : </p> + <p id="light_y_point">Light Y : </p> + <p id="light_z_point">Light Z : </p> +</div> +<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js" + integrity="sha512-zhHQR0/H5SEBL3Wn6yYSaTTZej12z0hVZKOv3TwCUXT1z5qeqGcXJLLrbERYRScEDDpYIJhPC1fk31gqR783iQ==" + crossorigin="anonymous" defer> + </script> <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="pyramidModel.js"></script> <script src="lab4.js"></script> </body> </html> \ No newline at end of file diff --git a/lab4/src/lab4.js b/lab4/src/lab4.js index 105a227..1ef5d8a 100644 --- a/lab4/src/lab4.js +++ b/lab4/src/lab4.js @@ -1,18 +1,589 @@ -// Vertex shader program -const VSHADER_SOURCE = - '\n' + - // TODO: Implement your vertex shader code here - '\n'; - -// Fragment shader program -const FSHADER_SOURCE = - '\n' + - // TODO: Implement your fragment shader code here - '\n'; +/* + * Projet : Lab 4 + * Auteur : Ottavio Buonomo + * Date : 04.12.2020 + * Version : 1.0 +*/ + +let x_coord_point = 0.0; +let y_coord_point = 0.0; +let z_coord_point = 1.5; + +let x_coord_direct = 1.0; +let y_coord_direct = 3.0; +let z_coord_direct = 5.0; + +let x_coord_cam = 0.0; +let y_coord_cam = 6.0; +let z_coord_cam = 20.0; + +let lightSelector = true + +let currentAngle = 0.0; + +var indices = new Uint8Array([ + 0, 1, 2, 0, 2, 3, // front + 4, 5, 6, 4, 6, 7, // right + 8, 9, 10, 8, 10, 11, // up + 12, 13, 14, 12, 14, 15, // left + 16, 17, 18, 16, 18, 19, // down + 20, 21, 22, 20, 22, 23, // back +]); + +var indicesGround = new Uint8Array([ + 0, 1, 3, 0, 2, 3, // ground +]); + +var OFFSCREEN_WIDTH = 2048, OFFSCREEN_HEIGHT = 2048; + +var SHADOW_VSHADER_SOURCE = + ` + attribute vec4 a_Position; + uniform mat4 u_MvpMatrix; + + void main() { + gl_Position = u_MvpMatrix * a_Position; + }` + +var SHADOW_FSHADER_SOURCE = + ` + #ifdef GL_ES + precision mediump float; + #endif + + void main() { + gl_FragColor = vec4(gl_FragCoord.z, 0.0, 0.0, 0.0); + }` + +var VSHADER_SOURCE = + `precision mediump float; + attribute vec4 a_Position; + attribute vec4 a_Color; + attribute vec4 a_Normal; + uniform mat4 u_MvpMatrix; + uniform mat4 u_ModelMatrix; + uniform mat4 u_NormalMatrix; + varying vec4 v_Color; + varying vec3 v_Normal; + varying vec3 v_Position; + uniform vec3 u_LightDirection; + + uniform mat4 u_MvpMatrixFromLight; + varying vec4 v_PositionFromLight; + + void main() { + gl_Position = u_MvpMatrix * a_Position; + v_PositionFromLight = vec4(u_MvpMatrixFromLight * a_Position); + v_Position = vec3(u_ModelMatrix * a_Position); + v_Normal = normalize(vec3(u_NormalMatrix * a_Normal)); + v_Color = a_Color; + }` + +var FSHADER_SOURCE = + `#ifdef GL_ES + precision mediump float; + #endif + uniform vec3 u_LightColor; + uniform vec3 u_LightPosition; + uniform vec3 u_LightDirection; + + uniform int u_SwitchLight; + uniform bool u_Picked; + + varying vec3 v_Normal; + varying vec3 v_Position; + varying vec4 v_Color; + + vec4 finalColor; + uniform vec3 u_AmbientLight; + + uniform sampler2D u_ShadowMap; + varying vec4 v_PositionFromLight; + + void main() { + vec3 shadowCoord = (v_PositionFromLight.xyz / v_PositionFromLight.w) / 2.0 + 0.5; + vec4 rgbaDepth = texture2D(u_ShadowMap, shadowCoord.xy); + float depth = rgbaDepth.r; + float visibility = (shadowCoord.z > depth + 0.005) ? 0.7 : 1.0; + vec3 normal = normalize(v_Normal); + vec3 lightDirection = normalize(u_LightPosition - v_Position); + float nDotL; + if (u_SwitchLight == 1) { + nDotL = max(dot(lightDirection, normal), 0.0); + } else { + nDotL = max(dot(u_LightDirection, normal), 0.0);; + } + vec3 diffuse = u_LightColor * v_Color.rgb * visibility * nDotL; + vec3 ambient = u_AmbientLight * v_Color.rgb; + if (u_Picked) { + finalColor = vec4(1.0, 0.0, 0.0, 1.0); + } else { + finalColor = vec4(diffuse + ambient, v_Color.a); + } + gl_FragColor = finalColor; + }` + +var OFFSCREEN_WIDTH = 2048, OFFSCREEN_HEIGHT = 2048; +var LIGHT_X = 1, LIGHT_Y = 3, LIGHT_Z = 5; function main() { - // Retrieve <canvas> element - const canvas = document.getElementById('my-canvas'); + // Retrieve <canvas> element + var canvas = document.getElementById('my-canvas'); + + // Get the rendering context for WebGL + var gl = getWebGLContext(canvas); + if (!gl) { + console.log('Failed to get the rendering context for WebGL'); + return; + } + + // Contrôle de la caméra + document.addEventListener('keydown', e => { + switch (e.keyCode) { + case 16: + lightSelector = !lightSelector + gl.uniform1i(programInfo.uniformLocations.u_SwitchLight, !lightSelector) + document.getElementById("control").textContent = lightSelector ? "Control on (SHIFT) : directional" : "Control on (SHIFT) : point light" + break; + case 38: // Flèche haut + if (lightSelector) { + y_coord_direct += 0.1 + } else { + y_coord_point += 0.1 + } + break; + case 39: // Flèche droite + if (lightSelector) { + x_coord_direct += 0.1 + } else { + x_coord_point += 0.1 + } + break; + case 40: // Flèche bas + if (lightSelector) { + y_coord_direct -= 0.1 + } else { + y_coord_point -= 0.1 + } + break; + case 37: // Flèche gauche + if (lightSelector) { + x_coord_direct -= 0.1 + } else { + x_coord_point -= 0.1 + } + break; + case 87: // W + if (lightSelector) { + z_coord_direct -= 0.1 + } else { + z_coord_point -= 0.1 + } + break; + case 83: // S + if (lightSelector) { + z_coord_direct += 0.1 + } else { + z_coord_point += 0.1 + } + break; + case 65: // A + x_coord_cam -= 0.1 + break; + case 68: // D + x_coord_cam += 0.1 + break; + case 69: // E + y_coord_cam += 0.1 + break; + case 81: // Q + y_coord_cam -= 0.1 + break; + case 89: // Y + z_coord_cam -= 0.1 + break; + case 67: // C + z_coord_cam += 0.1 + break; + default: + break; + } + }); + + var shadowProgram = createProgram(gl, SHADOW_VSHADER_SOURCE, SHADOW_FSHADER_SOURCE); + const shadowProgramInfo = { + attributes: { + a_Position: gl.getAttribLocation(shadowProgram, 'a_Position') + }, + uniformLocations: { + u_MvpMatrix: gl.getUniformLocation(shadowProgram, 'u_MvpMatrix') + } + } + + var shapesProgram = createProgram(gl, VSHADER_SOURCE, FSHADER_SOURCE); + const programInfo = { + attributes: { + a_Position: gl.getAttribLocation(shapesProgram, 'a_Position'), + a_Color: gl.getAttribLocation(shapesProgram, 'a_Color'), + a_Normals: gl.getAttribLocation(shapesProgram, 'a_Normal'), + }, + uniformLocations: { + u_ModelMatrix: gl.getUniformLocation(shapesProgram, 'u_ModelMatrix'), + u_MvpMatrix: gl.getUniformLocation(shapesProgram, 'u_MvpMatrix'), + u_NormalMatrix: gl.getUniformLocation(shapesProgram, 'u_NormalMatrix'), + u_LightColor: gl.getUniformLocation(shapesProgram, 'u_LightColor'), + u_LightPosition: gl.getUniformLocation(shapesProgram, 'u_LightPosition'), + u_LightDirection: gl.getUniformLocation(shapesProgram, 'u_LightDirection'), + u_SwitchLight: gl.getUniformLocation(shapesProgram, 'u_SwitchLight'), + u_Picked: gl.getUniformLocation(shapesProgram, 'u_Picked'), + u_AmbientLight: gl.getUniformLocation(shapesProgram, 'u_AmbientLight'), + u_MvpMatrixFromLight: gl.getUniformLocation(shapesProgram, 'u_MvpMatrixFromLight'), + u_ShadowMap: gl.getUniformLocation(shapesProgram, 'u_ShadowMap'), + } + } + + var vertices = pyramid() + let normals = [] + for (let i = 0; i < vertices.length - 12; i += 12) { + let n = normalizedCrossWith3Points( + vertices[i], + vertices[i + 1], + vertices[i + 2], + vertices[i + 3], + vertices[i + 4], + vertices[i + 5], + vertices[i + 6], + vertices[i + 7], + vertices[i + 8] + ) + for (let j = 0; j < 4; j++) { + normals.push(n[0]); + normals.push(n[1]); + normals.push(n[2]); + } + } + + var normalsGround = [0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0] + + var ground = initVertexBuffersGround(gl, groundVertices(), groundColors(), indicesGround, new Float32Array(normalsGround)); + var py = initVertexBuffersPyramid(gl, pyramid(), pyramidColors(), indices, new Float32Array(normals)); + + gl.clearColor(0.0, 0.0, 0.0, 1.0); + gl.enable(gl.DEPTH_TEST); + + // var fbo = initFramebufferObject(gl); + // if (!fbo) { + // console.log('Failed to initialize frame buffer object'); + // return; + // } + + // gl.activeTexture(gl.TEXTURE0); + // gl.bindTexture(gl.TEXTURE_2D, fbo.texture); + + + gl.clearColor(0, 0, 0, 1); + gl.enable(gl.DEPTH_TEST); + + var modelMatrix = new Matrix4(); + var mvpMatrix = new Matrix4(); + var normalMatrix = new Matrix4(); + var viewPortMatrix = new Matrix4(); + + var viewPortLightMatrix = new Matrix4(); + viewPortLightMatrix.setPerspective(70, OFFSCREEN_WIDTH/OFFSCREEN_HEIGHT, 1, 100); + viewPortLightMatrix.lookAt(LIGHT_X, LIGHT_Y, LIGHT_Z, 0, 0, 0, 0, 1, 0); + + normalMatrix.setInverseOf(modelMatrix); + normalMatrix.transpose(); + + mvpMatrix.multiply(modelMatrix); + + var picked = false; + + canvas.onmousedown = function (ev) { + var oldValuePicked = picked + var x = ev.clientX + var y = ev.clientY + var rect = ev.target.getBoundingClientRect() + if (rect.left <= x && x < rect.right && rect.top <= y && y < rect.bottom) { + var xCanvas = x - rect.left + var yCanvas = rect.bottom - y + picked = check(gl, xCanvas, yCanvas, shapesProgram, programInfo, py, modelMatrix, viewPortMatrix, mvpMatrix, normalMatrix); + if (picked !== oldValuePicked) { + py = initVertexBuffersPyramid(gl, pyramid(), pyramidColors2(), indices, new Float32Array(normals)); + runAnimation = true + } else { + py = initVertexBuffersPyramid(gl, pyramid(), pyramidColors(), indices, new Float32Array(normals)); + picked = false + } + } + } + + let runAnimation = false + var mvpMatrixFromLight_py = new Matrix4(); + var mvpMatrixFromLight_gr = new Matrix4(); + let render = () => { + if (runAnimation) { + currentAngle = animate(currentAngle); + } + if (Math.ceil(currentAngle) % 180 === 0) { + runAnimation = false + } + // gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + // gl.viewport(0, 0, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT); + // gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + // gl.useProgram(shadowProgram); + // drawHourglass(gl, shadowProgram, shadowProgramInfo, py, modelMatrix, viewPortLightMatrix, mvpMatrix, normalMatrix) + // mvpMatrixFromLight_py.set(mvpMatrix); + // drawGround(gl, shadowProgram, shadowProgramInfo, ground, modelMatrix, viewPortLightMatrix, mvpMatrix, normalMatrix) + // mvpMatrixFromLight_gr.set(mvpMatrix); + + // gl.bindFramebuffer(gl.FRAMEBUFFER, null); + // gl.viewport(0, 0, canvas.width, canvas.height); + // gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + gl.useProgram(shapesProgram) + gl.uniform1i(programInfo.uniformLocations.u_ShadowMap, 0); + + + viewPortMatrix.setPerspective(30, canvas.width / canvas.height, 1, 30); + viewPortMatrix.lookAt(x_coord_cam, y_coord_cam, z_coord_cam, 0, 0, 0, 0, 1, 0); + + // gl.uniformMatrix4fv(programInfo.uniformLocations.u_MvpMatrixFromLight, false, mvpMatrixFromLight_py.elements); + drawHourglass(gl, shapesProgram, programInfo, py, modelMatrix, viewPortMatrix, mvpMatrix, normalMatrix, currentAngle) + // gl.uniformMatrix4fv(programInfo.uniformLocations.u_MvpMatrixFromLight, false, mvpMatrixFromLight_gr.elements); + drawGround(gl, shapesProgram, programInfo, ground, modelMatrix, viewPortMatrix, mvpMatrix, normalMatrix) + requestAnimationFrame(render) + } + requestAnimationFrame(render) +} + +function check(gl, x, y, prg, programInfo, buffer, modelMatrix, viewPortMatrix, mvpMatrix, normalMatrix) { + var picked = false; + gl.uniform1i(programInfo.uniformLocations.u_Picked, 1); + drawHourglass(gl, prg, programInfo, buffer, modelMatrix, mvpMatrix, viewPortMatrix, normalMatrix, currentAngle) + var pixels = new Uint8Array(4); + gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels); + if (pixels[0] == 255) { + picked = true; + } + gl.uniform1i(programInfo.uniformLocations.u_Picked, 0); + drawHourglass(gl, prg, programInfo, buffer, modelMatrix, mvpMatrix, viewPortMatrix, normalMatrix, currentAngle) + return picked; +} + +function drawHourglass(gl, prg, programInfo, py, modelMatrix, viewPortMatrix, mvpMatrix, normalMatrix, angle) { + // Bas + modelMatrix.setRotate(0 + angle, 0, 0, 1); + modelMatrix.translate(0.0, -1.5, 0.0); + mvpMatrix.set(viewPortMatrix).multiply(modelMatrix); + normalMatrix.rotate(0, 0, 0, 1); + normalMatrix.setInverseOf(modelMatrix); + normalMatrix.transpose(); + draw(gl, prg, programInfo, py, modelMatrix, mvpMatrix, viewPortMatrix, normalMatrix) + + // Haut + modelMatrix.setRotate(180 + angle, 0, 0, 1); + modelMatrix.translate(0, -1.5, 0); + mvpMatrix.set(viewPortMatrix).multiply(modelMatrix); + normalMatrix.rotate(180, 0, 0, 1); + normalMatrix.transpose(); + draw(gl, prg, programInfo, py, modelMatrix, mvpMatrix, viewPortMatrix, normalMatrix) +} + +function drawGround(gl, prg, programInfo, ground, modelMatrix, viewPortMatrix, mvpMatrix, normalMatrix) { + modelMatrix.setRotate(0, 0, 0, 1); + modelMatrix.translate(0, -2.0, 0); + mvpMatrix.set(viewPortMatrix).multiply(modelMatrix); + normalMatrix.rotate(180, 0, 0, 1); + normalMatrix.transpose(); + draw(gl, prg, programInfo, ground, modelMatrix, mvpMatrix, viewPortMatrix, normalMatrix) +} + +function draw(gl, prg, program, o, modelMatrix, mvpMatrix, viewPortMatrix, normalMatrix) { + initAttributeVariable(gl, program.attributes.a_Position, o.vertexBuffer); + initAttributeVariable(gl, program.attributes.a_Color, o.colorBuffer); + initAttributeVariable(gl, program.attributes.a_Normals, o.normalsBuffer); + + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, o.indexBuffer); + + mvpMatrix.set(viewPortMatrix).multiply(modelMatrix); + // Lights + gl.uniform3f(program.uniformLocations.u_AmbientLight, 0.5, 0.5, 0.5); + gl.uniform3f(program.uniformLocations.u_LightColor, 1.0, 1.0, 1.0); // Light color + gl.uniform3f(program.uniformLocations.u_LightPosition, x_coord_point, y_coord_point, z_coord_point); + + // var lightDirection = new Vector3([x_coord_direct, y_coord_direct, z_coord_direct]); + // lightDirection.normalize(); // Normalize + // gl.uniform3fv(program.uniformLocations.u_LightDirection, lightDirection.elements); + + if (gl.getUniform(prg, program.uniformLocations.u_SwitchLight.valueOf()) === 1) { + gl.uniform3f(program.uniformLocations.u_LightPosition, x_coord_point, y_coord_point, z_coord_point); + } else { + var lightDirection = new Vector3([x_coord_direct, y_coord_direct, z_coord_direct]); + lightDirection.normalize(); // Normalize + gl.uniform3fv(program.uniformLocations.u_LightDirection, lightDirection.elements); + } + + document.getElementById("light_x").textContent = "Light X directionnelle : " + x_coord_direct + document.getElementById("light_y").textContent = "Light Y directionnelle : " + y_coord_direct + document.getElementById("light_z").textContent = "Light Z directionnelle : " + z_coord_direct + + document.getElementById("light_x_point").textContent = "Light X ponctuelle : " + x_coord_point + document.getElementById("light_y_point").textContent = "Light Y ponctuelle : " + y_coord_point + document.getElementById("light_z_point").textContent = "Light Z ponctuelle : " + z_coord_point + + + gl.uniformMatrix4fv(program.uniformLocations.u_MvpMatrix, false, mvpMatrix.elements); + gl.uniformMatrix4fv(program.uniformLocations.u_ModelMatrix, false, modelMatrix.elements); + gl.uniformMatrix4fv(program.uniformLocations.u_NormalMatrix, false, normalMatrix.elements); + + gl.drawElements(gl.TRIANGLES, o.numIndices, gl.UNSIGNED_BYTE, 0); +} + +function initAttributeVariable(gl, a_attribute, buffer) { + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.vertexAttribPointer(a_attribute, buffer.num, buffer.type, false, 0, 0); + gl.enableVertexAttribArray(a_attribute); +} + +function initVertexBuffersGround(gl, vertices, colors, indices, normals) { + var g = new Object() + g.vertexBuffer = initBuffer(gl, vertices, 3, gl.FLOAT); + g.colorBuffer = initBuffer(gl, colors, 3, gl.FLOAT); + g.normalsBuffer = initBuffer(gl, normals, 3, gl.FLOAT); + g.indexBuffer = initElementArrayBuffer(gl, indices, gl.UNSIGNED_BYTE); + if (!g.vertexBuffer || !g.colorBuffer || !g.indexBuffer) + return null; + + g.numIndices = indices.length; + gl.bindBuffer(gl.ARRAY_BUFFER, null); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); + + return g; +} + +function initVertexBuffersPyramid(gl, vertices, colors, indices, normals) { + var p = new Object() + p.vertexBuffer = initBuffer(gl, vertices, 3, gl.FLOAT); + p.colorBuffer = initBuffer(gl, colors, 3, gl.FLOAT); + p.normalsBuffer = initBuffer(gl, normals, 3, gl.FLOAT); + p.indexBuffer = initElementArrayBuffer(gl, indices, gl.UNSIGNED_BYTE); + if (!p.vertexBuffer || !p.colorBuffer || !p.indexBuffer) + return null; + + p.numIndices = indices.length; + gl.bindBuffer(gl.ARRAY_BUFFER, null); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); + + return p; +} + +function initBuffer(gl, data, num, type) { + var buffer = gl.createBuffer(); + if (!buffer) { + console.log('Failed to create the buffer object'); + return null; + } + + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW); + buffer.num = num; + buffer.type = type; + + return buffer; +} + +function initElementArrayBuffer(gl, data, type) { + var buffer = gl.createBuffer(); + if (!buffer) { + console.log('Failed to create the buffer object'); + return null; + } + + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, data, gl.STATIC_DRAW); + buffer.type = type; + + return buffer; +} + +function normalizedCrossWith3Points(a0, a1, a2, b0, b1, b2, c0, c1, c2) { + const x = 0; + const y = 1; + const z = 2; + + const u = [b0 - a0, b1 - a1, b2 - a2]; + const v = [c0 - a0, c1 - a1, c2 - a2]; + return [ + u[y] * v[z] - u[z] * v[y], + u[z] * v[x] - u[x] * v[z], + u[x] * v[y] - u[y] * v[x] + ]; +} + +const ANGLE_STEP = 40; +const SPEED = 50; + +function animate(angle) { + var newAngle = angle + (ANGLE_STEP * SPEED) / 1000.0; + return newAngle % 360; +} - // TODO: Complete with your code here -} \ No newline at end of file +function initFramebufferObject(gl) { + var framebuffer, texture, depthBuffer; + + var error = function() { + if (framebuffer) gl.deleteFramebuffer(framebuffer); + if (texture) gl.deleteTexture(texture); + if (depthBuffer) gl.deleteRenderbuffer(depthBuffer); + return null; + } + + framebuffer = gl.createFramebuffer(); + if (!framebuffer) { + console.log('Failed to create frame buffer object'); + return error(); + } + + texture = gl.createTexture(); + if (!texture) { + console.log('Failed to create texture object'); + return error(); + } + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + + depthBuffer = gl.createRenderbuffer(); + if (!depthBuffer) { + console.log('Failed to create renderbuffer object'); + return error(); + } + gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT); + + gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer); + + 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; + + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + gl.bindTexture(gl.TEXTURE_2D, null); + gl.bindRenderbuffer(gl.RENDERBUFFER, null); + + return framebuffer; + } \ No newline at end of file diff --git a/lab4/src/pyramidModel.js b/lab4/src/pyramidModel.js new file mode 100644 index 0000000..73188cf --- /dev/null +++ b/lab4/src/pyramidModel.js @@ -0,0 +1,90 @@ +let pyramid = () => { + return new Float32Array([ + + // Devant + -1.5, -1.5, 1.5, + 1.5, -1.5, 1.5, + 0.75, 1.5, 0.75, + -0.75, 1.5, 0.75, + + // Derrière + -1.5, -1.5, -1.5, + -0.75, 1.5, -0.75, + 0.75, 1.5, -0.75, + 1.5, -1.5, -1.5, + + // Haut + -0.75, 1.5, -0.75, + -0.75, 1.5, 0.75, + 0.75, 1.5, 0.75, + 0.75, 1.5, -0.75, + + // Bas + -1.5, -1.5, -1.5, + 1.5, -1.5, -1.5, + 1.5, -1.5, 1.5, + -1.5, -1.5, 1.5, + + // Droite + 1.5, -1.5, -1.5, + 0.75, 1.5, -0.75, + 0.75, 1.5, 0.75, + 1.5, -1.5, 1.5, + + // Gauche + -1.5, -1.5, -1.5, + -1.5, -1.5, 1.5, + -0.75, 1.5, 0.75, + -0.75, 1.5, -0.75, + + -6.0, -1.5, 6.0, // Bas gauche + -6.0, -1.5, -6.0, // Haut gauche + 6.0, -1.5, 6.0, // Bas droite + 6.0, -1.5, -6.0, // Haut droite + ]) +} + +let groundVertices = () => { + return new Float32Array([ + -6.0, -1.5, 6.0, // Bas gauche + -6.0, -1.5, -6.0, // Haut gauche + 6.0, -1.5, 6.0, // Bas droite + 6.0, -1.5, -6.0, // Haut droite + ]) +} + +let pyramidColors = () => { + return new Float32Array([ + 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, + 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, + 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, + 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, + 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, + 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, + 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, + ]); +} + +let groundColors = () => { + return new Float32Array([ + 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, + 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, + 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, + 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, + 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, + 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, + 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 pyramidColors2 = () => { + return new Float32Array([ + 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, + 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, + 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, + 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, + 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, + 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, + 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, 0.5, 1.0, 0.5, + ]); +} \ No newline at end of file -- GitLab