我一直致力于在桌子上渲染一个雪人的形象。一切都很好,但我似乎无法让我的桌子的颜色改变为自己的颜色(黑色) - 它保持与雪人相同的颜色。
以下是javascript和html文件:
image.js:
function myscale( x, y, z )
{
var result = mat4();
result[0][0] = x;
result[1][1] = y;
result[2][2] = z;
return result;
}
var canvas;
var gl;
var nBuffer;
var snBuffer;
var vBuffer;
var svBuffer;
var numVertices = 36;
var pointsArray = [];
var normalsArray = [];
var spointsArray = [];
var snormalsArray = [];
var vertices = [
vec4( -0.5, -0.5, 0.5, 1.0 ),
vec4( -0.5, 0.5, 0.5, 1.0 ),
vec4( 0.5, 0.5, 0.5, 1.0 ),
vec4( 0.5, -0.5, 0.5, 1.0 ),
vec4( -0.5, -0.5, -0.5, 1.0 ),
vec4( -0.5, 0.5, -0.5, 1.0 ),
vec4( 0.5, 0.5, -0.5, 1.0 ),
vec4( 0.5, -0.5, -0.5, 1.0 )
];
var index = 0;
var numTimesToSubdivide = 4;
var va = vec4(0.0, 0.0, -1.0,1);
var vb = vec4(0.0, 0.942809, 0.333333, 1);
var vc = vec4(-0.816497, -0.471405, 0.333333, 1);
var vd = vec4(0.816497, -0.471405, 0.333333,1);
//the sphere color (polished silver)
var lightPosition = vec4(1.0, 1.0, 1.0, 0.0 );
var lightAmbient = vec4(0.2, 0.2, 0.2, 1.0 );
var lightDiffuse = vec4( 1.0, 1.0, 1.0, 1.0 );
var lightSpecular = vec4( 1.0, 1.0, 1.0, 1.0 );
var materialAmbient = vec4( 0.19225, 0.19225, 0.19225);
var materialDiffuse = vec4( 0.50754, 0.50754, 0.50754);
var materialSpecular = vec4( 0.508273, 0.508273, 0.508273);
var materialShininess = 51.2;
var ctm;
var ambientColor, diffuseColor, specularColor;
var modelView, projection;
var viewerPos;
var program;
var xAxis = 0;
var yAxis = 1;
var zAxis = 2;
var axis = 0;
var theta =[0, 0, 0];
var thetaLoc;
var flag = true;
function triangle(a, b, c) {
var t1 = subtract(b, a);
var t2 = subtract(c, a);
var normal = normalize(cross(t1, t2));
normal = vec4(normal);
snormalsArray.push(normal);
snormalsArray.push(normal);
snormalsArray.push(normal);
spointsArray.push(a);
spointsArray.push(b);
spointsArray.push(c);
index += 3;
}
function divideTriangle(a, b, c, count) {
if ( count > 0 ) {
var ab = mix( a, b, 0.5);
var ac = mix( a, c, 0.5);
var bc = mix( b, c, 0.5);
ab = normalize(ab, true);
ac = normalize(ac, true);
bc = normalize(bc, true);
divideTriangle( a, ab, ac, count - 1 );
divideTriangle( ab, b, bc, count - 1 );
divideTriangle( bc, c, ac, count - 1 );
divideTriangle( ab, bc, ac, count - 1 );
}
else {
triangle( a, b, c );
}
}
function tetrahedron(a, b, c, d, n) {
divideTriangle(a, b, c, n);
divideTriangle(d, c, b, n);
divideTriangle(a, d, b, n);
divideTriangle(a, c, d, n);
}
function quad(a, b, c, d) {
var t1 = subtract(vertices[b], vertices[a]);
var t2 = subtract(vertices[c], vertices[b]);
var normal = cross(t1, t2);
var normal = vec3(normal);
normal = normalize(normal);
pointsArray.push(vertices[a]);
normalsArray.push(normal);
pointsArray.push(vertices[b]);
normalsArray.push(normal);
pointsArray.push(vertices[c]);
normalsArray.push(normal);
pointsArray.push(vertices[a]);
normalsArray.push(normal);
pointsArray.push(vertices[c]);
normalsArray.push(normal);
pointsArray.push(vertices[d]);
normalsArray.push(normal);
}
function colorCube()
{
quad( 1, 0, 3, 2 );
quad( 2, 3, 7, 6 );
quad( 3, 0, 4, 7 );
quad( 6, 5, 1, 2 );
quad( 4, 5, 6, 7 );
quad( 5, 4, 0, 1 );
}
window.onload = function init() {
canvas = document.getElementById( "gl-canvas" );
gl = WebGLUtils.setupWebGL( canvas );
if ( !gl ) { alert( "WebGL isn't available" ); }
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.clearColor( 1.0, 1.0, 1.0, 1.0 );
gl.enable(gl.DEPTH_TEST);
//
// Load shaders and initialize attribute buffers
//
program = initShaders( gl, "vertex-shader", "fragment-shader" );
gl.useProgram( program );
colorCube();
tetrahedron(va, vb, vc, vd, numTimesToSubdivide);
nBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, nBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(normalsArray), gl.STATIC_DRAW );
vBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, vBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(pointsArray), gl.STATIC_DRAW );
thetaLoc = gl.getUniformLocation(program, "theta");
projection = ortho(-1, 1, -1, 1, -100, 100);
ambientProduct = mult(lightAmbient, materialAmbient);
diffuseProduct = mult(lightDiffuse, materialDiffuse);
specularProduct = mult(lightSpecular, materialSpecular);
gl.uniform4fv(gl.getUniformLocation(program, "ambientProduct"),
flatten(ambientProduct));
gl.uniform4fv(gl.getUniformLocation(program, "diffuseProduct"),
flatten(diffuseProduct) );
gl.uniform4fv(gl.getUniformLocation(program, "specularProduct"),
flatten(specularProduct) );
gl.uniform4fv(gl.getUniformLocation(program, "lightPosition"),
flatten(lightPosition) );
gl.uniform1f(gl.getUniformLocation(program,
"shininess"),materialShininess);
gl.uniformMatrix4fv( gl.getUniformLocation(program, "projectionMatrix"),
false, flatten(projection));
snBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, snBuffer);
gl.bufferData( gl.ARRAY_BUFFER, flatten(snormalsArray), gl.STATIC_DRAW );
svBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, svBuffer);
gl.bufferData(gl.ARRAY_BUFFER, flatten(spointsArray), gl.STATIC_DRAW);
render();
}
var render = function(){
var vNormal = gl.getAttribLocation( program, "vNormal" );
var vPosition = gl.getAttribLocation(program, "vPosition");
gl.bindBuffer( gl.ARRAY_BUFFER, nBuffer );
gl.vertexAttribPointer( vNormal, 3, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vNormal );
gl.bindBuffer( gl.ARRAY_BUFFER, vBuffer );
gl.vertexAttribPointer(vPosition, 4, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vPosition);
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
var eye = vec3(1,3,7);
var at = vec3(0.0, 0.0, 0.0);
var up = vec3(0.0, 1.0, 0.0);
view = lookAt(eye, at , up);
model = mat4();
modelView = mat4();
//Tabletop
modelView = mult(translate(.0010, 0.09, 0.0), myscale(6.5, 0.10, 3.5));
gl.uniformMatrix4fv( gl.getUniformLocation(program, "modelViewMatrix"), false, flatten(modelView) );
gl.drawArrays( gl.TRIANGLES, 0, numVertices );
//leg #1 - first from the left
modelView = mult(translate(-.8, -.33, 0.0) , myscale(.12, .9, 2.2));
gl.uniformMatrix4fv( gl.getUniformLocation(program,"modelViewMatrix"), false, flatten(modelView) );
gl.drawArrays( gl.TRIANGLES, 0, numVertices );
//leg #2 - 4th from the left
modelView = mult(translate(.8, -.33, 0.0) , myscale(.12, .9, 2.2));
gl.uniformMatrix4fv( gl.getUniformLocation(program, "modelViewMatrix"), false, flatten(modelView) );
gl.drawArrays( gl.TRIANGLES, 0, numVertices );
//leg #3 - 2nd from the left
modelView = mult(translate(-.63, -.248, -0.9) , myscale(.1, .6, -4.6));
gl.uniformMatrix4fv( gl.getUniformLocation(program, "modelViewMatrix"), false, flatten(modelView) );
gl.drawArrays( gl.TRIANGLES, 0, numVertices );
//leg #4 - 3rd from the left
modelView = mult(translate(.63, -.248, -0.9) , myscale(.1, .6, -4.6));
gl.uniformMatrix4fv( gl.getUniformLocation(program,"modelViewMatrix"), false, flatten(modelView) );
gl.drawArrays( gl.TRIANGLES, 0, numVertices );
//bind the buffers to create the snowman
gl.bindBuffer( gl.ARRAY_BUFFER, snBuffer);
gl.vertexAttribPointer( vNormal, 4, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vNormal );
gl.bindBuffer(gl.ARRAY_BUFFER, svBuffer);
gl.vertexAttribPointer(vPosition, 4, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vPosition);
//draw the snowman
lightPosition = vec4(1.0, 1.0, 1.0, 0.0 );
lightAmbient = vec4(0.2, 0.2, 0.2, 1.0 );
lightDiffuse = vec4( 1.0, 1.0, 1.0, 1.0 );
lightSpecular = vec4( 1.0, 1.0, 1.0, 1.0 );
materialAmbient = vec4( 1.0, 0.0, 1.0, 1.0 );
materialDiffuse = vec4( 1.0, 0.8, 0.0, 1.0);
materialSpecular = vec4( 1.0, 0.8, 0.0, 1.0 );
materialShininess = 100.0;
ambientProduct = mult(lightAmbient, materialAmbient);
diffuseProduct = mult(lightDiffuse, materialDiffuse);
specularProduct = mult(lightSpecular, materialSpecular);
gl.uniform4fv(gl.getUniformLocation(program, "ambientProduct"),
flatten(ambientProduct));
gl.uniform4fv(gl.getUniformLocation(program, "diffuseProduct"),
flatten(diffuseProduct) );
gl.uniform4fv(gl.getUniformLocation(program, "specularProduct"),
flatten(specularProduct) );
gl.uniform4fv(gl.getUniformLocation(program, "lightPosition"),
flatten(lightPosition) );
gl.uniform1f(gl.getUniformLocation(program,
"shininess"),materialShininess);
model = mult(translate(0,.35,0), myscale(0.2,0.2,0.2));
modelView = mult(view,model);
gl.uniformMatrix4fv( gl.getUniformLocation(program,
"modelViewMatrix"), false, flatten(modelView) );
for( var i=0; i<index; i+=3)
gl.drawArrays( gl.TRIANGLES, i, 3 );
model = mult(translate(0,.65, 0), myscale(0.17,0.17,0.17));
modelView = mult(view,model);
gl.uniformMatrix4fv( gl.getUniformLocation(program,
"modelViewMatrix"), false, flatten(modelView) );
for( var i=0; i<index; i+=3)
gl.drawArrays( gl.TRIANGLES, i, 3 );
model = mult(translate(0,.90, 0), myscale(0.12,0.12,0.12));
modelView = mult(view,model);
gl.uniformMatrix4fv( gl.getUniformLocation(program,
"modelViewMatrix"), false, flatten(modelView) );
for( var i=0; i<index; i+=3)
gl.drawArrays( gl.TRIANGLES, i, 3 );
requestAnimFrame(render);
}
html文件:
<!DOCTYPE html>
<html>
<head>
<meta content="text/html;charset=utf-8" http-equiv="Content-Type">
<meta content="utf-8" http-equiv="encoding">
</head>
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;
attribute vec3 vNormal;
varying vec4 fColor;
uniform vec4 ambientProduct, diffuseProduct, specularProduct;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec4 lightPosition;
uniform float shininess;
varying vec3 N, L, E;
void main()
{
vec3 pos = -(modelViewMatrix * vPosition).xyz;
vec3 light = lightPosition.xyz;
vec3 L = normalize( light - pos );
vec3 E = normalize( -pos );
vec3 H = normalize( L + E );
vec4 NN = vec4(vNormal,0);
// Transform vertex normal into eye coordinates
vec3 N = normalize( (modelViewMatrix*NN).xyz);
// Compute terms in the illumination equation
vec4 ambient = ambientProduct;
float Kd = max( dot(L, N), 0.0 );
vec4 diffuse = Kd*diffuseProduct;
float Ks = pow( max(dot(N, H), 0.0), shininess );
vec4 specular = Ks * specularProduct;
if( dot(L, N) < 0.0 ) {
specular = vec4(0.0, 0.0, 0.0, 1.0);
}
gl_Position = projectionMatrix * modelViewMatrix * vPosition;
fColor = ambient + diffuse +specular;
fColor.a = 1.0;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
varying vec4 fColor;
void
main()
{
gl_FragColor = fColor;
}
</script>
<script type="text/javascript" src="./Scripts/webgl-utils.js"></script>
<script type="text/javascript" src="./Scripts/initShaders.js"></script>
<script type="text/javascript" src="./Scripts/MV.js"></script>
<script type="text/javascript" src="./Scripts/image.js"></script>
<body>
<canvas id="gl-canvas" width="600" height="600">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>
</body>
</html>