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drawing2.js
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//Attempt 2 at a working webgl implementation
function webGLEntry(/*string*/canvasID)
{
initGL(canvasID);
loadObjectFile();
initShaders();
//loadScene();
loadTexture();
initMatrices();
//pause a bit to let the texture load
document.getElementById(canvasID).onmousedown = mouseDownEvent;
document.onmouseup = mouseUpEvent;
document.onmousemove = mouseMoveEvent;
document.getElementById(canvasID).onmousewheel = mouseScrollEvent;
var marker = 0;
}
var gl;
function initGL(/*string*/canvasID)
{
var canvas = document.getElementById(canvasID);
try
{
//try the experimental if the normal isn't working
gl = canvas.getContext("webgl");
if(!gl)
gl = canvas.getContext("experimental-webgl");
gl.vpWidth = canvas.width;
gl.vpHeight = canvas.height;
}
catch(err)
{
}
if(!gl)
alert("webGL could not be initialized.");
else
{
//housekeeping init functions
gl.clearColor(0.0,0.0,0.0,1.0); //base color = black
gl.enable(gl.DEPTH_TEST);
}
}
var vertShaderSrc =
//vertex position, textur coord, and normals
"attribute vec3 VertexPosition;" +
"attribute vec2 VertexTexture;"+
"attribute vec3 VertexNormal;"+
//interpol values passed out to frag shader
"varying highp vec2 textureCoord;"+
"varying highp vec3 lighting;"+
//uniform transform matrices
"uniform mat4 MVMatrix;"+
"uniform mat4 PMatrix;"+
"uniform mat3 NMatrix;"+
//light variables
"uniform highp vec3 ambLight;"+
"uniform highp vec3 dirDiffuseColor;"+
"uniform highp vec3 dirLightVector;"+ //must be normalized
"void main(void) {"+
//calc position of vertex
"gl_Position = PMatrix * MVMatrix * vec4(VertexPosition, 1.0);"+
//pass along texture coord
"textureCoord = VertexTexture;"+
//normalize our normal
"highp vec3 transformedNormal = normalize(NMatrix * VertexNormal);"+
//calc the angle of incidence, alter the diffuse color with it, and add the amblight to that
"highp float aOfIncidence = max(dot(transformedNormal,dirLightVector),0.0);"+
"lighting = (1.5*abs(vec3(gl_Position.xy,gl_Position.z-5.0)))/20.0 + (dirDiffuseColor * aOfIncidence);"+
"}";
var fragShaderSrc =
"varying highp vec2 textureCoord;"+
"varying highp vec3 lighting;"+
"uniform sampler2D sampler;"+
"void main(void) {"+
"highp vec4 texelColor = texture2D(sampler, textureCoord);"+
"gl_FragColor = vec4(texelColor.rgb * lighting, texelColor.a);"+
"}";
var shaderProgram;
function initShaders()
{
//create shaders
var vShader = gl.createShader(gl.VERTEX_SHADER);
var fShader = gl.createShader(gl.FRAGMENT_SHADER);
//set shader sources
gl.shaderSource(vShader, vertShaderSrc);
gl.shaderSource(fShader, fragShaderSrc);
//compile shaders
gl.compileShader(vShader);
gl.compileShader(fShader);
//Check for compile errors
if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS))
{
alert("vShader error: " + gl.getShaderInfoLog(vShader));
vShader = null;
}
if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS))
{
alert("fShader error: " + gl.getShaderInfoLog(fShader));
fShader = null;
}
//create program - attach compiled shaders - link shaders
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vShader);
gl.attachShader(shaderProgram, fShader);
gl.linkProgram(shaderProgram);
//check linker errors
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS))
{
alert("Could not initialize shaders.");
}
//set active program
gl.useProgram(shaderProgram);
//save our attribute positions
shaderProgram.vertexAttribPosition = gl.getAttribLocation(shaderProgram, "VertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexAttribPosition);
shaderProgram.textureAttribPosition = gl.getAttribLocation(shaderProgram, "VertexTexture");
gl.enableVertexAttribArray(shaderProgram.textureAttribPosition);
shaderProgram.normalAttribPosition = gl.getAttribLocation(shaderProgram, "VertexNormal");
gl.enableVertexAttribArray(shaderProgram.normalAttribPosition);
//save our uniform positions
shaderProgram.pMatrixPosition = gl.getUniformLocation(shaderProgram, "PMatrix");
shaderProgram.mvMatrixPosition = gl.getUniformLocation(shaderProgram, "MVMatrix");
shaderProgram.texSamplerPosition = gl.getUniformLocation(shaderProgram, "sampler");
shaderProgram.normalMatrixPosition = gl.getUniformLocation(shaderProgram, "NMatrix");
shaderProgram.dirLightPosition = gl.getUniformLocation(shaderProgram, "dirLightVector");
shaderProgram.dirDiffusePosition = gl.getUniformLocation(shaderProgram, "dirDiffuseColor");
shaderProgram.ambLightPosition = gl.getUniformLocation(shaderProgram, "ambLight");
}
var /*json 3D object*/ objectData;
function loadObjectFile()
{
var request = new XMLHttpRequest();
request.open("GET", "squarepillar.json");
request.onreadystatechange = function()
{
if(request.readyState == 4)
{
objectData = JSON.parse(request.responseText);
loadScene();
}
}
request.send();
}
var /*float array*/ vertexBuffer;
var /*float array*/ textureBuffer;
var /*float array*/ normalBuffer;
var /*int array*/ indexBuffer;
function loadScene()
{
var vertexData = objectData.vertices;
var textureData = objectData.texCoords;
var vertexNormals = objectData.normals;
var vertexIndices = objectData.elements;
objectData.numElements = objectData.elements.length;
//create, bind, and load color buffer
textureBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, textureBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureData), gl.STATIC_DRAW);
//create, bind, and load vertex buffer
vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexData), gl.STATIC_DRAW);
//create, bind, and load normal buffer
normalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
//create, bind, and load index buffer
indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(vertexIndices), gl.STATIC_DRAW);
setInterval(function(){drawScene(); if(texIsLoaded) clearInterval();},50);
}
var /*mat4*/ pMatrix;
var /*mat4*/ cameraMatrix;
var /*mat4*/ mvMatrix; //all init'ed in initMatrices
var /*mat3*/ imvMatrix; //for calculating rotation axes (and lighting?)
function setUniforms()
{
//set matrices
gl.uniformMatrix4fv(shaderProgram.pMatrixPosition, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixPosition, false, mat4.multiply(mat4.create(),cameraMatrix,mvMatrix));
gl.uniformMatrix3fv(shaderProgram.normalMatrixPosition, false, mat3.transpose(mat3.create(),imvMatrix));
//set texture
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, baseTexture);
gl.uniform1i(shaderProgram.texSamplerPosition, 0);
//set lighting
gl.uniform3fv(shaderProgram.dirLightPosition, vec3.normalize(vec3.create(), vec3.fromValues(-.5,.5,0.1)));
gl.uniform3fv(shaderProgram.dirDiffusePosition, vec3.fromValues(.8,.8,.8));
gl.uniform3fv(shaderProgram.ambLightPosition, vec3.fromValues(.2,.2,.2));
}
function initMatrices()
{
pMatrix = mat4.create();
cameraMatrix = mat4.create();
mvMatrix = mat4.create();
imvMatrix = mat3.create();
//generate the default perspective matrix
mat4.perspective(pMatrix, Math.PI/4, gl.vpWidth / gl.vpHeight, 0.1, 100.0);
//generate default cameraMatrix
mat4.translate(cameraMatrix, cameraMatrix, [0.0, 0.0, -17.0]);
// mat4.rotate(cameraMatrix, cameraMatrix, Math.PI/10.0, [1.0,0,0]);
// mat4.rotate(cameraMatrix, cameraMatrix, Math.PI/10.0, [0,1.0,0]);
//move obj from identity pos to default position
mat4.translate(mvMatrix, mvMatrix, [0,-7,0]);//*/[3.0, -1.25, 0.0]);
mat3.invert(imvMatrix, (mat3.fromMat4(imvMatrix,mvMatrix)));
}
function drawScene()
{
//set viewport, clear canvas
gl.viewport(0, 0, gl.vpWidth, gl.vpHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
//set up vertex data
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.vertexAttribPointer(shaderProgram.vertexAttribPosition, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, textureBuffer);
gl.vertexAttribPointer(shaderProgram.textureAttribPosition, 2, gl.FLOAT, false, 0,0);
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.vertexAttribPointer(shaderProgram.normalAttribPosition, 3, gl.FLOAT, false, 0,0 );
//bind element array
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
//set uniforms and draw
setUniforms();
gl.drawElements(gl.TRIANGLES, objectData.numElements, gl.UNSIGNED_SHORT, 0);
//alert("drawn");
//reload if we didn't have a texture (bad work around)
//if(!texIsLoaded)
// setTimeout(function() {drawScene();}, 500);
}
var baseTexture;
var textureImage;
var texIsLoaded = false;
function loadTexture()
{
baseTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, baseTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA,1,1,0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([50,50,50,255]));
textureImage = new Image();
textureImage.onload = function() {textureLoadCallback(textureImage, baseTexture);};
textureImage.onerror=function() {alert('image failed to load.');};
textureImage.onabort=function() {alert('image loading aborted');};
textureImage.src = "nwn2.png";
}
function textureLoadCallback(image, texture)
{
//nitty gritty texture setting details
var extension = gl.getExtension("WEBKIT_EXT_texture_filter_anisotropic");
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameterf(gl.TEXTURE_2D, extension.TEXTURE_MAX_ANISOTROPY_EXT, 4);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
texIsLoaded = true;
}
//------------------------------------------------Event functions-----------------------------------------------
function mouseScrollEvent(event)
{
//alert(event.detail+ ", " + event.wheelDelta);
if(event.wheelDelta > 0)
mat4.translate(cameraMatrix, cameraMatrix, [0,0,2]);
else
mat4.translate(cameraMatrix, cameraMatrix, [0,0,-2]);
return false;
}
var mouseDown = false;
var lastMouseX = null;
var lastMouseY = null;
function mouseDownEvent(event)
{
mouseDown = true;
lastMouseX = event.clientX;
lastMouseY = event.clientY;
}
function mouseUpEvent(event)
{
var transitioning = false;
if(mouseDown)
transitioning = true;
mouseDown = false;
var dx = event.clientX-lastMouseX;
var dy = event.clientY-lastMouseY;
var delta = Math.sqrt(dx*dx + dy*dy);
if(delta > .05 && transitioning)
decelerate(dx, dy, Math.min(500, delta));
}
function mouseMoveEvent(event)
{
if(!mouseDown)
return;
var dx = event.clientX - lastMouseX;
var dy = event.clientY - lastMouseY;
var delta = Math.sqrt(dx*dx + dy*dy);
rotate(Math.min(8,delta/5) , [dy,dx,0]);
lastMouseX = event.clientX;
lastMouseY = event.clientY;
}
function decelerate(dx,dy,delta)
{
if(mouseDown || delta <= .05)
return;
rotate(Math.min(8,delta/5) , [dy,dx,0]);
delta -= .3;
setTimeout(function() {decelerate(dx,dy,delta);}, 15);
}
//------------------------------------------------Manipulation functions-----------------------------------------------
function rotate(/*int*/ degrees, /*vec3*/ axis)
{
//convert degrees to radians
/*float*/var radians = (Math.PI/180.0)*degrees;
/*vec3*/var transformedAxis = calcRotationAxis(axis);
//rotate (and update inverse)
mat4.translate(mvMatrix, mvMatrix, objectData.Offset);
mat4.rotate(mvMatrix, mvMatrix, radians, transformedAxis);
mat4.translate(mvMatrix, mvMatrix, vec3.negate(vec3.create(),objectData.Offset));
mat3.invert(imvMatrix, (mat3.fromMat4(imvMatrix,mvMatrix)));
//redraw
drawScene();
}
function rotateRight(/*int*/degrees)
{
//call rotate on the Y axis
rotate(degrees, vec3.fromValues(0,1,0));
}
function rotateLeft(/*int*/degrees)
{
//call rotate on the Y axis with -degrees
rotate(-1*degrees, vec3.fromValues(0,1,0));
}
function rotateUp(degrees)
{
//call rotate on the X axi with -degrees
rotate(-1*degrees, vec3.fromValues(1,0,0));
}
function rotateDown(degrees)
{
//call rotate on the X axis
rotate(degrees, vec4.fromValues(1,0,0));
}
function rotateCwise(degrees)
{
//call rotate on the Z axis with -degrees
rotate(-1*degrees, vec3.fromValues(0,0,1));
}
function rotateCCwise(degrees)
{
//call rotate on the Z axis
rotate(degrees, vec3.fromValues(0,0,1));
}
function calcRotationAxis(/*vec4*/axis)
{
//do the reverse transforms on the rotation axis
vec3.transformMat3(axis, axis, imvMatrix);
//normalize
vec3.normalize(axis, axis);
return axis;
}
function rotateCamera(/*int*/degrees, /*vec3*/axis)
{
//convert degrees to radians
/*float*/var radians = (Math.PI/180.0)*(-1*degrees);
///*vec3*/var transformedAxis = calcRotationAxis(axis);
//rotate (and update inverse)
mat4.rotate(cameraMatrix, cameraMatrix, radians, axis);
//mat3.invert(imvMatrix, (mat3.fromMat4(imvMatrix,mvMatrix)));
//redraw
drawScene();
}