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quentin.berthet1
labs_ihm_2020
Commits
f9b2fd39
Commit
f9b2fd39
authored
4 years ago
by
quentin.berthet1
Browse files
Options
Downloads
Patches
Plain Diff
click, change Color and rotate
parent
de2927b5
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Changes
4
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4 changed files
lab3/src/lab3.js
+5
-2
5 additions, 2 deletions
lab3/src/lab3.js
lab4/lib/cuon-matrix.js
+741
-0
741 additions, 0 deletions
lab4/lib/cuon-matrix.js
lab4/src/lab4.html
+22
-7
22 additions, 7 deletions
lab4/src/lab4.html
lab4/src/lab4.js
+381
-13
381 additions, 13 deletions
lab4/src/lab4.js
with
1149 additions
and
22 deletions
lab3/src/lab3.js
+
5
−
2
View file @
f9b2fd39
...
...
@@ -151,6 +151,7 @@ function main() {
gl
.
clearColor
(
0
,
0
,
0
,
1
);
gl
.
enable
(
gl
.
DEPTH_TEST
);
const
n
=
initVertexBuffers
(
gl
);
// Get the storage locations
let
u_viewMatrix
=
gl
.
getUniformLocation
(
gl
.
program
,
'
u_viewMatrix
'
)
let
u_LightDirectional
=
gl
.
getUniformLocation
(
gl
.
program
,
'
u_LightDirectional
'
)
let
u_LightDirection
=
gl
.
getUniformLocation
(
gl
.
program
,
'
u_LightDirection
'
)
...
...
@@ -160,19 +161,21 @@ function main() {
let
u_MatrixInverseTransposee
=
gl
.
getUniformLocation
(
gl
.
program
,
'
u_MatrixInverseTransposee
'
)
//positionne light
//light1 point | light2 direction utils pour deplacer light
let
Light1Pos
=
[
0.0
,
2.0
,
0.0
];
let
Light2Pos
=
[
0.0
,
2.0
,
0.0
];
gl
.
uniform3f
(
u_LightDirectional
,
0.0
,
0.0
,
0.0
);
let
lightDirection
=
new
Vector3
(
Light2Pos
);
gl
.
uniform3fv
(
u_LightDirection
,
lightDirection
.
normalize
().
elements
);
gl
.
uniform3f
(
u_LightPoint
,
1.0
,
1.0
,
1.0
);
gl
.
uniform3fv
(
u_LightPosition
,
Light1Pos
);
var
viewProjMat
=
new
Matrix4
();
viewProjMat
.
setPerspective
(
30.0
,
canvas
.
width
/
canvas
.
height
,
1.0
,
10.0
);
viewProjMat
.
lookAt
(
3.0
,
3.0
,
5.0
,
0.0
,
0.0
,
0.0
,
0.0
,
1.0
,
0.0
);
//pos, pt vis, Dir
viewProjMat
.
lookAt
(
3.0
,
3.0
,
5.0
,
0.0
,
0.0
,
0.0
,
0.0
,
1.0
,
0.0
);
var
viewMat
=
new
Matrix4
();
// Model view projection matrix
var
viewMat
=
new
Matrix4
();
var
mat
=
new
Matrix4
();
var
matInverseTransposee
=
new
Matrix4
();
...
...
This diff is collapsed.
Click to expand it.
lab4/lib/cuon-matrix.js
0 → 100644
+
741
−
0
View file @
f9b2fd39
This diff is collapsed.
Click to expand it.
lab4/src/lab4.html
+
22
−
7
View file @
f9b2fd39
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"UTF-8"
>
<title>
Lab
4
</title>
<meta
charset=
"UTF-8"
>
<title>
Lab
3
</title>
</head>
<body
onload=
"main()"
>
<canvas
width=
"400"
height=
"600"
id=
"my-canvas"
>
<canvas
width=
"400"
height=
"600"
id=
"my-canvas"
>
Please use a browser that supports "canvas"
</canvas>
<script
src=
"../lib/webgl-utils.js"
></script>
<script
src=
"../lib/webgl-debug.js"
></script>
<script
src=
"../lib/cuon-utils.js"
></script>
<script
src=
"lab4.js"
></script>
<p>
Point light position:
</p>
<p
id=
"pLX"
>
x: 0
</p>
<p
id=
"pLY"
>
y: 2
</p>
<p
id=
"pLZ"
>
z: 0
</p>
<p>
Directional light direction:
</p>
<p
id=
"dLX"
>
x: 0
</p>
<p
id=
"dLY"
>
y: 2
</p>
<p
id=
"dLZ"
>
z: 0
</p>
<script
src=
"../lib/webgl-utils.js"
></script>
<script
src=
"../lib/webgl-debug.js"
></script>
<script
src=
"../lib/cuon-matrix.js"
></script>
<script
src=
"../lib/cuon-utils.js"
></script>
<script
src=
"lab4.js"
></script>
</body>
</html>
\ No newline at end of file
This diff is collapsed.
Click to expand it.
lab4/src/lab4.js
+
381
−
13
View file @
f9b2fd39
// Vertex shader program
const
VSHADER_SOURCE
=
'
\n
'
+
// TODO: Implement your vertex shader code here
'
\n
'
;
/**
* title : LABO3
* author : Quentin Berthet
*/
var
VSHADER_SOURCE
=
'
attribute vec3 a_Normal;
\n
'
+
// Normal
'
attribute vec4 a_Position;
\n
'
+
'
attribute vec4 a_Color;
\n
'
+
'
uniform mat4 u_viewMatrix;
\n
'
+
'
uniform mat4 u_Matrix;
\n
'
+
'
uniform mat4 u_MatrixInverseTransposee;
\n
'
+
'
uniform vec3 u_LightPosition;
\n
'
+
'
varying vec4 v_Color;
\n
'
+
'
varying vec3 v_Normal;
\n
'
+
'
varying vec3 v_LightDirection;
\n
'
+
'
void main() {
\n
'
+
'
gl_Position = u_viewMatrix * a_Position ;
\n
'
+
'
v_Color = a_Color;
\n
'
+
'
v_Normal = mat3(u_MatrixInverseTransposee) * a_Normal;
\n
'
+
'
vec3 currentPosition = (u_Matrix * a_Position).xyz;
\n
'
+
'
v_LightDirection = u_LightPosition - currentPosition;
\n
'
+
'
}
\n
'
;
// Fragment shader program
const
FSHADER_SOURCE
=
'
\n
'
+
// TODO: Implement your fragment shader code here
'
\n
'
;
'
precision mediump float;
\n
'
+
'
varying vec4 v_Color;
\n
'
+
'
varying vec3 v_Normal;
\n
'
+
'
varying vec3 v_LightDirection;
\n
'
+
'
uniform vec3 u_LightDirection;
\n
'
+
'
uniform vec3 u_LightDirectional;
\n
'
+
'
uniform vec3 u_LightPoint;
\n
'
+
'
void main() {
\n
'
+
'
vec3 normal = normalize(v_Normal.xyz);
\n
'
+
'
float lightDirectional = dot(normal, u_LightDirection);
\n
'
+
'
float lightPoint = dot(normal, normalize(v_LightDirection));
\n
'
+
'
gl_FragColor = vec4((u_LightPoint * v_Color.rgb * lightPoint) + (u_LightDirectional * v_Color.rgb * lightDirectional), v_Color.a);
\n
'
+
'
}
\n
'
;
const
colors1
=
new
Float32Array
([
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
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
]);
const
colors2
=
new
Float32Array
([
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
1.0
,
1.0
,
1.0
,
1.0
,
1.0
,
1.0
,
1.0
,
1.0
,
1.0
,
1.0
,
1.0
]);
function
initVertexBuffers
(
gl
,
opt
)
{
// This is the model
let
normals
=
new
Float32Array
([
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
]);
let
vertices
=
new
Float32Array
([
-
0.4
,
-
0.4
,
-
0.4
,
-
0.4
,
-
0.4
,
0.4
,
0.4
,
-
0.4
,
-
0.4
,
0.4
,
-
0.4
,
0.4
,
-
0.2
,
0.4
,
-
0.2
,
-
0.2
,
0.4
,
0.2
,
0.2
,
0.4
,
-
0.2
,
0.2
,
0.4
,
0.2
,
-
0.4
,
-
0.4
,
0.4
,
-
0.2
,
0.4
,
0.2
,
0.0
,
-
0.4
,
0.4
,
0.2
,
0.4
,
0.2
,
0.4
,
-
0.4
,
0.4
,
-
0.4
,
-
0.4
,
0.4
,
-
0.2
,
0.4
,
0.2
,
-
0.4
,
-
0.4
,
0.0
,
-
0.2
,
0.4
,
-
0.2
,
-
0.4
,
-
0.4
,
-
0.4
,
0.4
,
-
0.4
,
-
0.4
,
0.2
,
0.4
,
-
0.2
,
0.4
,
-
0.4
,
0.0
,
0.2
,
0.4
,
0.2
,
0.4
,
-
0.4
,
0.4
,
-
0.4
,
-
0.4
,
-
0.4
,
-
0.2
,
0.4
,
-
0.2
,
0.0
,
-
0.4
,
-
0.4
,
0.2
,
0.4
,
-
0.2
,
0.4
,
-
0.4
,
-
0.4
,
-
2.0
,
-
0.5
,
-
2.0
,
-
2.0
,
-
0.5
,
2.0
,
2.0
,
-
0.5
,
-
2.0
,
2.0
,
-
0.5
,
2.0
]);
let
indices
=
new
Uint8Array
([
0
,
2
,
1
,
2
,
3
,
1
,
4
,
5
,
6
,
5
,
7
,
6
,
8
,
10
,
9
,
10
,
11
,
9
,
10
,
12
,
11
,
13
,
14
,
15
,
14
,
16
,
15
,
16
,
17
,
15
,
18
,
19
,
20
,
19
,
21
,
20
,
21
,
22
,
20
,
23
,
24
,
25
,
24
,
26
,
25
,
26
,
27
,
25
,
28
,
29
,
30
,
29
,
31
,
30
]);
const
vertexBuffer
=
gl
.
createBuffer
();
calculeNormal
(
vertices
,
normals
,
indices
);
// copie les info coordonnée, color et normal au buffer
var
bufferV
=
gl
.
createBuffer
();
gl
.
bindBuffer
(
gl
.
ARRAY_BUFFER
,
bufferV
);
gl
.
bufferData
(
gl
.
ARRAY_BUFFER
,
vertices
,
gl
.
STATIC_DRAW
);
var
a_attrV
=
gl
.
getAttribLocation
(
gl
.
program
,
'
a_Position
'
);
gl
.
vertexAttribPointer
(
a_attrV
,
3
,
gl
.
FLOAT
,
false
,
0
,
0
);
gl
.
enableVertexAttribArray
(
a_attrV
);
computeColor
(
gl
,
opt
)
var
bufferN
=
gl
.
createBuffer
();
gl
.
bindBuffer
(
gl
.
ARRAY_BUFFER
,
bufferN
);
gl
.
bufferData
(
gl
.
ARRAY_BUFFER
,
normals
,
gl
.
STATIC_DRAW
);
var
c_attrN
=
gl
.
getAttribLocation
(
gl
.
program
,
'
a_Normal
'
);
gl
.
vertexAttribPointer
(
c_attrN
,
3
,
gl
.
FLOAT
,
false
,
0
,
0
);
gl
.
enableVertexAttribArray
(
c_attrN
);
gl
.
bindBuffer
(
gl
.
ELEMENT_ARRAY_BUFFER
,
vertexBuffer
);
gl
.
bufferData
(
gl
.
ELEMENT_ARRAY_BUFFER
,
indices
,
gl
.
STATIC_DRAW
);
return
indices
.
length
;
}
function
computeColor
(
gl
,
opt
)
{
var
bufferC
=
gl
.
createBuffer
();
gl
.
bindBuffer
(
gl
.
ARRAY_BUFFER
,
bufferC
);
if
(
opt
==
0
)
{
gl
.
bufferData
(
gl
.
ARRAY_BUFFER
,
colors1
,
gl
.
STATIC_DRAW
);
}
else
{
gl
.
bufferData
(
gl
.
ARRAY_BUFFER
,
colors2
,
gl
.
STATIC_DRAW
);
}
var
c_attrC
=
gl
.
getAttribLocation
(
gl
.
program
,
'
a_Color
'
);
gl
.
vertexAttribPointer
(
c_attrC
,
3
,
gl
.
FLOAT
,
false
,
0
,
0
);
gl
.
enableVertexAttribArray
(
c_attrC
);
}
let
optColor
=
true
;
function
computeNormal
(
array1
,
array2
,
norm
,
indices
,
i
)
{
for
(
let
j
=
0
;
j
<
3
;
j
++
)
{
norm
[
indices
[
i
+
j
]
*
3
]
=
(
array1
[
1
]
*
array2
[
2
]
-
array1
[
2
]
*
array2
[
1
]);
norm
[
indices
[
i
+
j
]
*
3
+
1
]
=
(
array1
[
2
]
*
array2
[
0
]
-
array1
[
0
]
*
array2
[
2
]);
norm
[
indices
[
i
+
j
]
*
3
+
2
]
=
(
array1
[
0
]
*
array2
[
1
]
-
array1
[
1
]
*
array2
[
0
]);
}
}
function
calculeNormal
(
vert
,
norm
,
indice
)
{
for
(
let
i
=
0
;
i
<
indice
.
length
;
i
+=
3
)
{
let
index1
=
3
*
indice
[
i
]
let
index2
=
3
*
indice
[
i
+
1
]
let
index3
=
3
*
indice
[
i
+
2
]
let
el1
=
[
vert
[
index1
],
vert
[
index1
+
1
],
vert
[
index1
+
2
]];
let
el2
=
[
vert
[
index2
],
vert
[
index2
+
1
],
vert
[
index2
+
2
]];
let
el3
=
[
vert
[
index3
],
vert
[
index3
+
1
],
vert
[
index3
+
2
]];
let
result1
=
[];
for
(
let
i
=
0
;
i
<
el2
.
length
;
i
++
)
{
result1
.
push
(
el2
[
i
]
-
el1
[
i
]);
}
let
result2
=
[];
for
(
let
i
=
0
;
i
<
el3
.
length
;
i
++
)
{
result2
.
push
(
el3
[
i
]
-
el1
[
i
]);
}
computeNormal
(
result1
,
result2
,
norm
,
indice
,
i
)
}
}
function
main
()
{
// Retrieve <canvas> element
const
canvas
=
document
.
getElementById
(
'
my-canvas
'
);
const
canvas
=
document
.
getElementById
(
'
my-canvas
'
);
const
gl
=
getWebGLContext
(
canvas
);
initShaders
(
gl
,
VSHADER_SOURCE
,
FSHADER_SOURCE
)
gl
.
clearColor
(
0
,
0
,
0
,
1
);
gl
.
enable
(
gl
.
DEPTH_TEST
);
var
n
=
initVertexBuffers
(
gl
,
1
);
// Get the storage locations
let
u_viewMatrix
=
gl
.
getUniformLocation
(
gl
.
program
,
'
u_viewMatrix
'
)
let
u_LightDirectional
=
gl
.
getUniformLocation
(
gl
.
program
,
'
u_LightDirectional
'
)
let
u_LightDirection
=
gl
.
getUniformLocation
(
gl
.
program
,
'
u_LightDirection
'
)
let
u_LightPoint
=
gl
.
getUniformLocation
(
gl
.
program
,
'
u_LightPoint
'
)
let
u_LightPosition
=
gl
.
getUniformLocation
(
gl
.
program
,
'
u_LightPosition
'
)
let
u_Matrix
=
gl
.
getUniformLocation
(
gl
.
program
,
'
u_Matrix
'
)
let
u_MatrixInverseTransposee
=
gl
.
getUniformLocation
(
gl
.
program
,
'
u_MatrixInverseTransposee
'
)
//positionne light
//light1 point | light2 direction utils pour deplacer light
let
Light1Pos
=
[
0.0
,
2.0
,
0.0
];
let
Light2Pos
=
[
0.0
,
2.0
,
0.0
];
gl
.
uniform3f
(
u_LightDirectional
,
0.0
,
0.0
,
0.0
);
let
lightDirection
=
new
Vector3
(
Light2Pos
);
gl
.
uniform3fv
(
u_LightDirection
,
lightDirection
.
normalize
().
elements
);
gl
.
uniform3f
(
u_LightPoint
,
1.0
,
1.0
,
1.0
);
gl
.
uniform3fv
(
u_LightPosition
,
Light1Pos
);
var
viewProjMat
=
new
Matrix4
();
viewProjMat
.
setPerspective
(
30.0
,
canvas
.
width
/
canvas
.
height
,
1.0
,
10.0
);
viewProjMat
.
lookAt
(
3.0
,
3.0
,
5.0
,
0.0
,
0.0
,
0.0
,
0.0
,
1.0
,
0.0
);
var
viewMat
=
new
Matrix4
();
var
mat
=
new
Matrix4
();
var
matInverseTransposee
=
new
Matrix4
();
var
keysMove
=
[
0.0
,
0.0
];
var
render
=
function
()
{
if
(
optColor
)
{
computeColor
(
gl
,
1
)
}
else
{
computeColor
(
gl
,
0
)
}
gl
.
uniform3fv
(
u_LightPosition
,
Light1Pos
);
//Directional light direction
lightDirection
=
new
Vector3
(
Light2Pos
);
gl
.
uniform3fv
(
u_LightDirection
,
lightDirection
.
normalize
().
elements
);
mat
.
setRotate
(
keysMove
[
0
],
1.0
,
0.0
,
0.0
);
mat
.
rotate
(
angle
,
0.0
,
1.0
,
0.0
)
mat
.
rotate
(
keysMove
[
1
],
0.0
,
1.0
,
0.0
);
viewMat
.
set
(
viewProjMat
).
multiply
(
mat
);
gl
.
uniformMatrix4fv
(
u_viewMatrix
,
false
,
viewMat
.
elements
);
gl
.
uniformMatrix4fv
(
u_Matrix
,
false
,
mat
.
elements
);
matInverseTransposee
.
setInverseOf
(
mat
).
transpose
()
gl
.
uniformMatrix4fv
(
u_MatrixInverseTransposee
,
false
,
matInverseTransposee
.
elements
);
drawScene
(
gl
,
n
,
viewProjMat
,
mat
,
u_viewMatrix
,
viewMat
,
u_Matrix
,
u_MatrixInverseTransposee
,
matInverseTransposee
,
render
);
};
actionsManager
(
document
,
gl
,
keysMove
,
u_LightPoint
,
u_LightDirectional
,
Light1Pos
,
Light2Pos
,
n
,
viewProjMat
,
mat
,
u_viewMatrix
,
viewMat
,
u_Matrix
,
u_MatrixInverseTransposee
,
matInverseTransposee
,
render
);
render
(
0
);
}
var
angle
=
0
;
function
drawScene
(
gl
,
n
,
viewProjMat
,
mat
,
u_viewMatrix
,
viewMat
,
u_Matrix
,
u_MatrixInverseTransposee
,
matInverseTransposee
,
render
)
{
gl
.
clear
(
gl
.
COLOR_BUFFER_BIT
|
gl
.
DEPTH_BUFFER_BIT
);
gl
.
drawElements
(
gl
.
TRIANGLES
,
n
,
gl
.
UNSIGNED_BYTE
,
0
);
mat
.
translate
(
0
,
0.80
,
0
);
mat
.
rotate
(
180
,
1.0
,
0.0
,
0.0
);
viewMat
.
set
(
viewProjMat
).
multiply
(
mat
)
gl
.
uniformMatrix4fv
(
u_viewMatrix
,
false
,
viewMat
.
elements
);
gl
.
uniformMatrix4fv
(
u_Matrix
,
false
,
mat
.
elements
);
matInverseTransposee
.
setInverseOf
(
mat
).
transpose
()
gl
.
uniformMatrix4fv
(
u_MatrixInverseTransposee
,
false
,
matInverseTransposee
.
elements
);
gl
.
drawElements
(
gl
.
TRIANGLES
,
n
-
6
,
gl
.
UNSIGNED_BYTE
,
0
);
requestAnimationFrame
(
render
);
}
var
cmp
=
0
;
function
check
(
gl
,
x
,
y
,
n
,
viewProjMat
,
mat
,
u_viewMatrix
,
viewMat
,
u_Matrix
,
u_MatrixInverseTransposee
,
matInverseTransposee
,
render
)
{
var
picked
=
false
;
drawScene
(
gl
,
n
,
viewProjMat
,
mat
,
u_viewMatrix
,
viewMat
,
u_Matrix
,
u_MatrixInverseTransposee
,
matInverseTransposee
,
render
);
var
pixels
=
new
Uint8Array
(
4
);
// Array for storing the pixel value
gl
.
readPixels
(
x
,
y
,
1
,
1
,
gl
.
RGBA
,
gl
.
UNSIGNED_BYTE
,
pixels
);
console
.
log
(
pixels
);
if
(
pixels
[
0
]
!=
0
||
pixels
[
1
]
!=
0
||
pixels
[
2
]
!=
0
)
{
cmp
+=
1
picked
=
true
if
(
cmp
%
2
==
0
)
{
console
.
log
(
cmp
);
optColor
=
true
angle
+=
20
;
if
(
angle
>=
360
)
{
angle
=
0
}
}
else
{
optColor
=
false
angle
+=
40
;
if
(
angle
>=
360
)
{
angle
=
0
}
}
}
drawScene
(
gl
,
n
,
viewProjMat
,
mat
,
u_viewMatrix
,
viewMat
,
u_Matrix
,
u_MatrixInverseTransposee
,
matInverseTransposee
,
render
);
//drawScene(gl, programInfo, buffers);
return
picked
;
}
var
roh
=
0
;
var
gama
=
180
;
let
on
=
true
;
function
actionsManager
(
document
,
gl
,
keysMove
,
u_LightPoint
,
u_LightDirectional
,
Light1Pos
,
Light2Pos
,
n
,
viewProjMat
,
mat
,
u_viewMatrix
,
viewMat
,
u_Matrix
,
u_MatrixInverseTransposee
,
matInverseTransposee
,
render
)
{
switchLight
=
true
;
document
.
onmousedown
=
function
(
ev
)
{
// Mouse is pressed
var
x
=
ev
.
clientX
,
y
=
ev
.
clientY
;
var
rect
=
ev
.
target
.
getBoundingClientRect
();
// If pressed position is inside <canvas>, check if it is above object
var
axe_x
=
x
-
rect
.
left
;
var
axe_y
=
rect
.
bottom
-
y
;
console
.
log
(
axe_x
,
axe_y
);
var
picked
=
check
(
gl
,
axe_x
,
axe_y
,
n
,
viewProjMat
,
mat
,
u_viewMatrix
,
viewMat
,
u_Matrix
,
u_MatrixInverseTransposee
,
matInverseTransposee
,
render
);
if
(
picked
)
{
requestAnimationFrame
(
render
);
}
}
document
.
onkeydown
=
function
(
event
)
{
switch
(
event
.
code
)
{
case
"
KeyJ
"
:
if
(
on
)
{
{
console
.
log
(
"
1
"
);
gl
.
uniform3f
(
u_LightPoint
,
0.0
,
0.0
,
0.0
);
gl
.
uniform3f
(
u_LightDirectional
,
1.0
,
1.0
,
1.0
);
switchLight
=
false
;
on
=
false
;
}
}
else
{
// TODO: Complete with your code here
}
\ No newline at end of file
console
.
log
(
"
2
"
);
gl
.
uniform3f
(
u_LightPoint
,
1.0
,
1.0
,
1.0
);
gl
.
uniform3f
(
u_LightDirectional
,
0.0
,
0.0
,
0.0
);
switchLight
=
true
;
on
=
true
;
}
break
;
case
"
KeyE
"
:
if
(
switchLight
)
{
Light1Pos
[
0
]
+=
0.1
;
}
else
{
Light2Pos
[
0
]
+=
0.1
;
}
break
;
case
"
KeyQ
"
:
if
(
switchLight
)
{
Light1Pos
[
0
]
-=
0.1
;
}
else
{
Light2Pos
[
0
]
-=
0.1
;
}
break
;
case
"
KeyS
"
:
if
(
switchLight
)
{
Light1Pos
[
1
]
+=
0.1
;
}
else
{
Light2Pos
[
1
]
+=
0.1
;
}
break
;
case
"
KeyW
"
:
if
(
switchLight
)
{
Light1Pos
[
1
]
-=
0.1
;
}
else
{
Light2Pos
[
1
]
-=
0.1
;
}
break
;
case
"
KeyA
"
:
if
(
switchLight
)
{
Light1Pos
[
2
]
-=
0.1
;
}
else
{
Light2Pos
[
2
]
-=
0.1
;
}
break
;
case
"
KeyD
"
:
if
(
switchLight
)
{
Light1Pos
[
2
]
+=
0.1
;
}
else
{
Light2Pos
[
2
]
+=
0.1
;
}
break
;
case
"
KeyF
"
:
keysMove
[
1
]
+=
1
;
break
;
case
"
KeyH
"
:
keysMove
[
1
]
-=
1
;
break
;
case
"
KeyT
"
:
keysMove
[
0
]
+=
1
;
break
;
case
"
KeyG
"
:
keysMove
[
0
]
-=
1
;
break
;
}
document
.
getElementById
(
"
pLX
"
).
innerHTML
=
"
x:
"
+
Math
.
round
(
Light1Pos
[
0
]
*
10
);
document
.
getElementById
(
"
pLY
"
).
innerHTML
=
"
y:
"
+
Math
.
round
(
Light1Pos
[
1
]
*
10
);
document
.
getElementById
(
"
pLZ
"
).
innerHTML
=
"
z:
"
+
Math
.
round
(
Light1Pos
[
2
]
*
10
);
document
.
getElementById
(
"
dLX
"
).
innerHTML
=
"
x:
"
+
Math
.
round
(
Light2Pos
[
0
]
*
10
);
document
.
getElementById
(
"
dLY
"
).
innerHTML
=
"
y:
"
+
Math
.
round
(
Light2Pos
[
1
]
*
10
);
document
.
getElementById
(
"
dLZ
"
).
innerHTML
=
"
z:
"
+
Math
.
round
(
Light2Pos
[
2
]
*
10
);
}
};
\ No newline at end of file
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