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scene.js
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// MAIN SCENE WITH CUBES
// WebGL variables
let baseProgram;
let shadingProgram;
let lookUpMapFbo;
let lookUpTexture;
// Cubes
let allCubes = [];
let firstCube = {
vertices : [
vec3(-0.5, -0.5, 0.5), //0
vec3(-0.5, 0.5, 0.5), //1
vec3(0.5, 0.5, 0.5), //2
vec3(0.5, -0.5, 0.5), //3
vec3(-0.5, -0.5, -0.5), //4
vec3(-0.5, 0.5, -0.5), //5
vec3(0.5, 0.5, -0.5), //6
vec3(0.5, -0.5, -0.5) //7
],
color: vec4(1.0,0.0,0.0,1.0)
};
let predictedCube = [];
// Camera settings
var r = 8;
var theta = -0.2 + Math.PI / 2;
var phi = -20;
var x = 0;
var y = 0;
//Light
var light = vec4(2, 6, 5, 1);
var ka = 0.4;
var kd = 0.6;
var ks = 0.2;
var alpha = 10;
var intensityValue = 1.0;
// Drawing modes
var modes = {
draw: true,
add: true,
shadows: true,
softNormals: false,
}
// var addingMode = true;
// var shadowMode = true;
// var light = vec3(2, 6, 5);
// SET UP SCENE
function initScene() {
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0.3921, 0.5843, 0.9294, 1.0);
gl.enable(gl.DEPTH_TEST);
// INIT WEBGL SHADERS AND BUFFERS
baseProgram = initShaders(gl, "vertex-shader-base", "fragment-shader-base");
shadingProgram = initShaders(gl, "vertex-shader-shading", "fragment-shader-shading");
// Attribute & uniform locations
baseProgram.vPosition = gl.getAttribLocation(baseProgram, "vPosition");
baseProgram.vColor = gl.getAttribLocation(baseProgram, "vColor");
baseProgram.u_ProjectionMatrix = gl.getUniformLocation(baseProgram, 'u_ProjectionMatrix');
baseProgram.u_ViewMatrix = gl.getUniformLocation(baseProgram, 'u_ViewMatrix');
baseProgram.u_ModelMatrix = gl.getUniformLocation(baseProgram, 'u_ModelMatrix');
shadingProgram.vPosition = gl.getAttribLocation(shadingProgram, "vPosition");
shadingProgram.vColor = gl.getAttribLocation(shadingProgram, "vColor");
shadingProgram.vNormal = gl.getAttribLocation(shadingProgram, "vNormal");
shadingProgram.u_ProjectionMatrix = gl.getUniformLocation(shadingProgram, 'u_ProjectionMatrix');
shadingProgram.u_ViewMatrix = gl.getUniformLocation(shadingProgram, 'u_ViewMatrix');
shadingProgram.u_ModelMatrix = gl.getUniformLocation(shadingProgram, 'u_ModelMatrix');
shadingProgram.light_position = gl.getUniformLocation(shadingProgram, "light_position");
shadingProgram.u_kaLoc = gl.getUniformLocation(shadingProgram, "ka");
shadingProgram.u_kdLoc = gl.getUniformLocation(shadingProgram, "kd");
shadingProgram.u_ksLoc = gl.getUniformLocation(shadingProgram, "ks");
shadingProgram.u_alphaLoc = gl.getUniformLocation(shadingProgram, "alpha");
shadingProgram.intensity=gl.getUniformLocation(shadingProgram, "intensity");
shadingProgram.u_NormalMatrix = gl.getUniformLocation(shadingProgram, 'u_NormalMatrix');
shadingProgram.u_ShadowMap = gl.getUniformLocation(shadingProgram, 'u_ShadowMap');
shadingProgram.u_MvpMatrixFromLight = gl.getUniformLocation(shadingProgram, 'u_MvpMatrixFromLight');
// Buffers
var vBuffer = gl.createBuffer();
vBuffer.type = gl.FLOAT;
vBuffer.num = 3;
var cBuffer = gl.createBuffer();
cBuffer.type = gl.FLOAT;
cBuffer.num = 4;
var nBuffer = gl.createBuffer();
nBuffer.type = gl.FLOAT;
nBuffer.num = 3;
cubeBuffers.vBuffer = vBuffer;
cubeBuffers.cBuffer = cBuffer;
cubeBuffers.nBuffer = nBuffer;
// POSITION CAMERA
var eye = vec3(
r * Math.sin(theta) * Math.sin(phi) + x,
r * Math.cos(theta) + y,
r * Math.sin(theta) * Math.cos(phi)
);
var at = vec3(x, y, 0.0);
var up = vec3(0, 1, 0);
viewMatrix = lookAt(eye, at, up);
// CUBE & FACE LOOK UP MAP
// Initialize a framebuffer object
lookUpMapFbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, lookUpMapFbo);
var renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, canvas.width, canvas.height);
lookUpTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, lookUpTexture);
// gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, canvas.width, canvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, lookUpTexture, 0);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);
var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (status !== gl.FRAMEBUFFER_COMPLETE) {
alert('Framebuffer Not Complete');
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
// INITIALIZE CUBES LIST AND DRAW SCENE
allCubes.push(firstCube);
allCubes = Array.from(chicken);
// Draw current look up map
drawCubes(allCubes, 1);
// Draw cubes and shadows
drawScene();
}
// VIEW
var projectionMatrix = perspective(45, 1, 0.5, 30);
// var eye = vec3(0, 0, 8);
// var at = vec3(0, 0, 0);
// var up = vec3(0, 1, 0);
var viewMatrix = mat4();
var modelMatrix = mat4();
function moveCamera(r, theta, phi, x, y) {
// Rotate the camera
var eye = vec3(
r * Math.sin(theta) * Math.sin(phi),
r * Math.cos(theta),
r * Math.sin(theta) * Math.cos(phi)
);
var at = vec3(0, 0, 0.0);
var up = vec3(0, 1, 0);
// Compute truck translation
var v = normalize( subtract(at, eye) ); // view direction vector
var n = normalize( cross(v, up) ); // perpendicular vector
var u = normalize( cross(n, v) ); // "new" up vector
var translation = vec3(x * n[0] + y * u[0],
x * n[1] + y * u[1],
x * n[2] + y * u[2]);
// eye and at are translated after truck
eye = add(eye, translation);
at = add(at, translation);
viewMatrix = lookAt(eye, at, up);
}
function setModelView(program, projectionMatrix, viewMatrix, modelMatrix) {
gl.uniformMatrix4fv(program.u_ProjectionMatrix, false, flatten(projectionMatrix));
gl.uniformMatrix4fv(program.u_ViewMatrix, false, flatten(viewMatrix));
gl.uniformMatrix4fv(program.u_ModelMatrix, false, flatten(modelMatrix));
// If needed, compute normal matrix
if (typeof(program.u_NormalMatrix) !== "undefined") {
// var ctm = mult(viewMatrix, modelMatrix);
var ctm = viewMatrix;
var N = normalMatrix(ctm, true);
gl.uniformMatrix3fv(program.u_NormalMatrix, false, flatten(N));
}
// If needed, compute MVP matrix from light
if (typeof(program.u_MvpMatrixFromLight) !== "undefined") {
var at = vec3(x, y, 0.0);
var up = vec3(0, 1, 0);
var eye = vec3(0, 0, 0);
eye[0] = light[0];
eye[1] = light[1];
eye[2] = light[2];
var lightViewMatrix = lookAt(eye, at ,up);
var MVP = mult(lightViewMatrix, modelMatrix);
MVP = mult(projectionMatrix, MVP);
gl.uniformMatrix4fv(program.u_MvpMatrixFromLight, false, flatten(MVP));
}
}
function drawScene() {
if (modes.shadows) drawCubes(allCubes, 2); // Draw shadow map if shadows are on
drawCubes(allCubes, 0);
drawLight();
}
function drawLight() {
let lightCube = {
vertices: [],
color: vec4(1,1,0,1)
};
firstCube.vertices.forEach(vertices => {
lightCube.vertices.push(add(vertices, vec3(light[0], light[1], light[2]))); // light cube is first cube translated to light position
});
drawCubes([lightCube], 3);
}
function clearScene() {
firstCube.color = drawingColor;
allCubes = [firstCube];
// Center camera
x = 0;
y = 0;
r = 8;
theta = Math.PI / 2;
phi = 0;
moveCamera(r, theta, phi, x, y);
drawCubes(allCubes, 1); // Draw current look up map
drawScene();
}
// LIGHTING
function changeLight(position,change){
light[position]=light[position] +change;
// gl.uniform3fv( shadingProgram.light_position,light);
drawScene();
}
function changeIntesity(change){
if (intensityValue+change > 0) {
intensityValue=intensityValue+change;
// gl.uniform1f(shadingProgram.intensity, intensityValue);
drawScene();
}
}
function kaFunction(change){
if (ka+ change > 0) {
ka = ka+ change;
// gl.uniform1f(shadingProgram.u_kdLoc, kd);
drawScene();
}
};
function kdFunction(change){
if (kd+ change > 0) {
kd = kd+ change;
// gl.uniform1f(shadingProgram.u_kdLoc, kd);
// console.log("kd"+kd);
drawScene();
}
};
function ksFunction(change){
if (ks+ change > 0) {
ks = ks+ change;
drawScene();
}
};
function alphaFunction(change){
if (alpha+ change > 0) {
alpha = alpha+ change;
drawScene();
}
};
function setLighting(program, lightPosition, intensityValue, ka, kd, ks, alpha) {
currentLightParametersDisp.innerHTML = "Position = (" + lightPosition
+ "), Intensity = " + intensityValue.toFixed(1)
+ "<br/> ka = " + ka.toFixed(1)
+ ", kd = " + kd.toFixed(1)
+ ", ks = " + ks.toFixed(1)
+ ", alpha = " + alpha.toFixed(0);
gl.uniform4fv(program.light_position, lightPosition);
gl.uniform1f(program.intensity, intensityValue);
gl.uniform1f(program.u_kaLoc, ka);
gl.uniform1f(program.u_kdLoc, kd);
gl.uniform1f(program.u_ksLoc, ks);
gl.uniform1f(program.u_alphaLoc, alpha);
}