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lesson08.js
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lesson08.js
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'use strict';
const Image = require('image-raub');
const { Document } = require('glfw-raub');
const webgl = require('..');
const { mat4, mat3, vec3 } = require('./libs/glMatrix-0.9.5.min');
Document.setWebgl(webgl);
const document = new Document({ vsync: true, autoEsc: true });
webgl.canvas = document;
const canvas = document.createElement('canvas');
const frame = document.requestAnimationFrame;
let gl;
document.title = 'Lesson08';
const shaders = {
'shader-fs': [
'#ifdef GL_ES',
' precision mediump float;',
'#endif',
'varying vec2 vTextureCoord;',
'varying vec3 vLightWeighting;',
'uniform float uAlpha;',
'uniform sampler2D uSampler;',
'void main(void) {',
' vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));',
' gl_FragColor = vec4(textureColor.rgb * vLightWeighting, textureColor.a * uAlpha);',
'}'
].join('\n'),
'shader-vs': [
'attribute vec3 aVertexPosition;',
'attribute vec3 aVertexNormal;',
'attribute vec2 aTextureCoord;',
'uniform mat4 uMVMatrix;',
'uniform mat4 uPMatrix;',
'uniform mat3 uNMatrix;',
'uniform vec3 uAmbientColor;',
'uniform vec3 uLightingDirection;',
'uniform vec3 uDirectionalColor;',
'uniform bool uUseLighting;',
'varying vec2 vTextureCoord;',
'varying vec3 vLightWeighting;',
'void main(void) {',
' gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);',
' vTextureCoord = aTextureCoord;',
' if (!uUseLighting) {',
' vLightWeighting = vec3(1.0, 1.0, 1.0);',
' } else {',
' vec3 transformedNormal = uNMatrix * aVertexNormal;',
' float directionalLightWeighting = max(dot(transformedNormal, uLightingDirection), 0.0);',
' vLightWeighting = uAmbientColor + uDirectionalColor * directionalLightWeighting;',
' }',
'}'
].join('\n')
};
const initContext = (canvas) => {
try {
gl = canvas.getContext('webgl');
} catch (_e) {
console.error('Could not initialise WebGL, sorry :-(');
process.exit(-1);
}
};
const getShader = (gl, id) => {
let shader;
if (!shaders[id]) {
return null;
}
const str = shaders[id];
if (id.match(/-fs/)) {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (id.match(/-vs/)) {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.log(gl.getShaderInfoLog(shader));
return null;
}
return shader;
};
let shaderProgram;
const initShaders = () => {
const fragmentShader = getShader(gl, 'shader-fs');
const vertexShader = getShader(gl, 'shader-vs');
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
console.error(
`Could not initialise shaders. Error: ${
gl.getProgramInfoLog(shaderProgram)
}`
);
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, 'aVertexPosition');
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, 'aVertexNormal');
gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, 'aTextureCoord');
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, 'aVertexColor');
gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, 'uPMatrix');
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, 'uMVMatrix');
shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, 'uNMatrix');
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, 'uSampler');
shaderProgram.useLightingUniform = gl.getUniformLocation(shaderProgram, 'uUseLighting');
shaderProgram.ambientColorUniform = gl.getUniformLocation(shaderProgram, 'uAmbientColor');
shaderProgram.lightingDirectionUniform = gl.getUniformLocation(shaderProgram, 'uLightingDirection');
shaderProgram.directionalColorUniform = gl.getUniformLocation(shaderProgram, 'uDirectionalColor');
shaderProgram.alphaUniform = gl.getUniformLocation(shaderProgram, 'uAlpha');
};
const handleLoadedTexture = (texture) => {
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
};
let glassTexture;
const initTexture = () => {
glassTexture = gl.createTexture();
glassTexture.image = new Image();
glassTexture.image.onload = () => {
handleLoadedTexture(glassTexture);
};
glassTexture.image.src = __dirname + '/img/glass.gif';
};
let mvMatrix = mat4.create();
let pMatrix = mat4.create();
const setMatrixUniforms = () => {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
const normalMatrix = mat3.create();
mat4.toInverseMat3(mvMatrix, normalMatrix);
mat3.transpose(normalMatrix);
gl.uniformMatrix3fv(shaderProgram.nMatrixUniform, false, normalMatrix);
};
const degToRad = (degrees) => degrees * Math.PI / 180;
let xRot = 0;
let xSpeed = 5;
let yRot = 0;
let ySpeed = -5;
let z = -5.0;
const currentlyPressedKeys = {};
document.on('keydown', (evt) => {
// console.log("[KEYDOWN] keyCode: "+evt.keyCode+" which: "+evt.which);
currentlyPressedKeys[evt.keyCode] = true;
handleKeys();
});
document.on('keyup', (evt) => {
// console.log("[KEYUP] keyCode: "+evt.keyCode);
currentlyPressedKeys[evt.keyCode] = false;
});
const handleKeys = () => {
if (currentlyPressedKeys[221]) {
// ]
z -= 0.5;
}
if (currentlyPressedKeys[220]) {
// \
z += 0.5;
}
if (currentlyPressedKeys[37]) {
// Left cursor key
ySpeed -= 1;
}
if (currentlyPressedKeys[39]) {
// Right cursor key
ySpeed += 1;
}
if (currentlyPressedKeys[38]) {
// Up cursor key
xSpeed -= 1;
}
if (currentlyPressedKeys[40]) {
// Down cursor key
xSpeed += 1;
}
//console.log("speed: "+xSpeed+" "+ySpeed+" "+z);
};
let cubeVertexPositionBuffer;
let cubeVertexNormalBuffer;
let cubeVertexTextureCoordBuffer;
let cubeVertexIndexBuffer;
const initBuffers = () => {
cubeVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
const vertices = [
// Front face
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
// Back face
-1.0, -1.0, -1.0,
-1.0, 1.0, -1.0,
1.0, 1.0, -1.0,
1.0, -1.0, -1.0,
// Top face
-1.0, 1.0, -1.0,
-1.0, 1.0, 1.0,
1.0, 1.0, 1.0,
1.0, 1.0, -1.0,
// Bottom face
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, -1.0, 1.0,
-1.0, -1.0, 1.0,
// Right face
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
1.0, 1.0, 1.0,
1.0, -1.0, 1.0,
// Left face
-1.0, -1.0, -1.0,
-1.0, -1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, 1.0, -1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
cubeVertexPositionBuffer.itemSize = 3;
cubeVertexPositionBuffer.numItems = 24;
cubeVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexNormalBuffer);
let vertexNormals = [
// Front face
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
// Back face
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
// Top face
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
// Bottom face
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
// Right face
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
// Left face
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
cubeVertexNormalBuffer.itemSize = 3;
cubeVertexNormalBuffer.numItems = 24;
cubeVertexTextureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer);
let textureCoords = [
// Front face
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Back face
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
// Top face
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
// Bottom face
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
// Right face
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
// Left face
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
cubeVertexTextureCoordBuffer.itemSize = 2;
cubeVertexTextureCoordBuffer.numItems = 24;
cubeVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
let cubeVertexIndices = [
0, 1, 2, 0, 2, 3, // Front face
4, 5, 6, 4, 6, 7, // Back face
8, 9, 10, 8, 10, 11, // Top face
12, 13, 14, 12, 14, 15, // Bottom face
16, 17, 18, 16, 18, 19, // Right face
20, 21, 22, 20, 22, 23 // Left face
];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeVertexIndices), gl.STATIC_DRAW);
cubeVertexIndexBuffer.itemSize = 1;
cubeVertexIndexBuffer.numItems = 36;
};
const drawScene = () => {
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(45, gl.drawingBufferWidth / gl.drawingBufferHeight, 0.1, 100.0, pMatrix);
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, [0.0, 0.0, z]);
mat4.rotate(mvMatrix, degToRad(xRot), [1, 0, 0]);
mat4.rotate(mvMatrix, degToRad(yRot), [0, 1, 0]);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
gl.vertexAttribPointer(
shaderProgram.vertexPositionAttribute,
cubeVertexPositionBuffer.itemSize,
gl.FLOAT,
false,
0,
0
);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexNormalBuffer);
gl.vertexAttribPointer(
shaderProgram.vertexNormalAttribute,
cubeVertexNormalBuffer.itemSize,
gl.FLOAT,
false,
0,
0
);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer);
gl.vertexAttribPointer(
shaderProgram.textureCoordAttribute,
cubeVertexTextureCoordBuffer.itemSize,
gl.FLOAT,
false,
0,
0
);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, glassTexture);
gl.uniform1i(shaderProgram.samplerUniform, 0);
const blending = 0.5; //document.getElementById("blending").checked;
if (blending > 0) {
gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
gl.enable(gl.BLEND);
gl.disable(gl.DEPTH_TEST);
gl.uniform1f(
shaderProgram.alphaUniform,
parseFloat(blending /*document.getElementById("alpha").value*/)
);
} else {
gl.disable(gl.BLEND);
gl.enable(gl.DEPTH_TEST);
}
const lighting = false; //document.getElementById("lighting").checked;
const ambientR = 0.2;
const ambientG = 0.2;
const ambientB = 0.2;
const lightDirectionX = -0.25;
const lightDirectionY = -0.25;
const lightDirectionZ = -1;
const directionalR = 0.8;
const directionalG = 0.8;
const directionalB = 0.8;
gl.uniform1i(shaderProgram.useLightingUniform, lighting);
if (lighting) {
gl.uniform3f(
shaderProgram.ambientColorUniform,
parseFloat(ambientR /*document.getElementById("ambientR").value*/),
parseFloat(ambientG /*document.getElementById("ambientG").value*/),
parseFloat(ambientB /*document.getElementById("ambientB").value*/)
);
const lightingDirection = [
parseFloat(lightDirectionX /*document.getElementById("lightDirectionX").value*/),
parseFloat(lightDirectionY /*document.getElementById("lightDirectionY").value*/),
parseFloat(lightDirectionZ /*document.getElementById("lightDirectionZ").value*/)
];
const adjustedLD = vec3.create();
vec3.normalize(lightingDirection, adjustedLD);
vec3.scale(adjustedLD, -1);
gl.uniform3fv(shaderProgram.lightingDirectionUniform, adjustedLD);
gl.uniform3f(
shaderProgram.directionalColorUniform,
parseFloat(directionalR /*document.getElementById("directionalR").value*/),
parseFloat(directionalG /*document.getElementById("directionalG").value*/),
parseFloat(directionalB /*document.getElementById("directionalB").value*/)
);
}
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, cubeVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
};
let lastTime = 0;
const animate = () => {
let timeNow = new Date().getTime();
if (lastTime != 0) {
let elapsed = timeNow - lastTime;
xRot += (xSpeed * elapsed) / 1000.0;
yRot += (ySpeed * elapsed) / 1000.0;
}
lastTime = timeNow;
};
const tick = () => {
drawScene();
animate();
frame(tick);
};
const start = () => {
initContext(canvas);
initShaders();
initBuffers();
initTexture();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
tick();
};
start();