这里是演示。
// A set of utility functions for /common operations across our application
const utils = {
// Find and return a DOM element given an ID
getCanvas(id) {
const canvas = document.getElementById(id);
if (!canvas) {
console.error(`There is no canvas with id ${id} on this page.`);
return null;
}
return canvas;
},
// Given a canvas element, return the WebGL2 context
getGLContext(canvas) {
return canvas.getContext('webgl2') || console.error('WebGL2 is not available in your browser.');
},
// Given a canvas element, expand it to the size of the window
// and ensure that it automatically resizes as the window changes
autoResizeCanvas(canvas) {
const expandFullScreen = () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
};
expandFullScreen();
// Resize screen when the browser has triggered the resize event
window.addEventListener('resize', expandFullScreen);
},
// Given a WebGL context and an id for a shader script,
// return a compiled shader
getShader(gl, id) {
const script = document.getElementById(id);
if (!script) {
return null;
}
const shaderString = script.text.trim();
let shader;
if (script.type === 'x-shader/x-vertex') {
shader = gl.createShader(gl.VERTEX_SHADER);
} else if (script.type === 'x-shader/x-fragment') {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else {
return null;
}
gl.shaderSource(shader, shaderString);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(shader));
return null;
}
return shader;
},
// Normalize colors from 0-255 to 0-1
normalizeColor(color) {
return color.map(c => c / 255);
},
// De-normalize colors from 0-1 to 0-255
denormalizeColor(color) {
return color.map(c => c * 255);
},
// Returns computed normals for provided vertices.
// Note: Indices have to be completely defined--NO TRIANGLE_STRIP only TRIANGLES.
calculateNormals(vs, ind) {
const
x = 0,
y = 1,
z = 2,
ns = [];
// For each vertex, initialize normal x, normal y, normal z
for (let i = 0; i < vs.length; i += 3) {
ns[i + x] = 0.0;
ns[i + y] = 0.0;
ns[i + z] = 0.0;
}
// We work on triads of vertices to calculate
for (let i = 0; i < ind.length; i += 3) {
// Normals so i = i+3 (i = indices index)
const v1 = [],
v2 = [],
normal = [];
// p2 - p1
v1[x] = vs[3 * ind[i + 2] + x] - vs[3 * ind[i + 1] + x];
v1[y] = vs[3 * ind[i + 2] + y] - vs[3 * ind[i + 1] + y];
v1[z] = vs[3 * ind[i + 2] + z] - vs[3 * ind[i + 1] + z];
// p0 - p1
v2[x] = vs[3 * ind[i] + x] - vs[3 * ind[i + 1] + x];
v2[y] = vs[3 * ind[i] + y] - vs[3 * ind[i + 1] + y];
v2[z] = vs[3 * ind[i] + z] - vs[3 * ind[i + 1] + z];
// Cross product by Sarrus Rule
normal[x] = v1[y] * v2[z] - v1[z] * v2[y];
normal[y] = v1[z] * v2[x] - v1[x] * v2[z];
normal[z] = v1[x] * v2[y] - v1[y] * v2[x];
// Update the normals of that triangle: sum of vectors
for (let j = 0; j < 3; j++) {
ns[3 * ind[i + j] + x] = ns[3 * ind[i + j] + x] + normal[x];
ns[3 * ind[i + j] + y] = ns[3 * ind[i + j] + y] + normal[y];
ns[3 * ind[i + j] + z] = ns[3 * ind[i + j] + z] + normal[z];
}
}
// Normalize the result.
// The increment here is because each vertex occurs.
for (let i = 0; i < vs.length; i += 3) {
// With an offset of 3 in the array (due to x, y, z contiguous values)
const nn = [];
nn[x] = ns[i + x];
nn[y] = ns[i + y];
nn[z] = ns[i + z];
let len = Math.sqrt((nn[x] * nn[x]) + (nn[y] * nn[y]) + (nn[z] * nn[z]));
if (len === 0) len = 1.0;
nn[x] = nn[x] / len;
nn[y] = nn[y] / len;
nn[z] = nn[z] / len;
ns[i + x] = nn[x];
ns[i + y] = nn[y];
ns[i + z] = nn[z];
}
return ns;
},
// A simpler API on top of the dat.GUI API, specifically
// designed for this book for a simpler codebase
configureControls(settings, options = {
width: 300
}) {
// Check if a gui instance is passed in or create one by default
const gui = options.gui || new dat.GUI(options);
const state = {};
const isAction = v => typeof v === 'function';
const isFolder = v =>
!isAction(v) &&
typeof v === 'object' &&
(v.value === null || v.value === undefined);
const isColor = v =>
(typeof v === 'string' && ~v.indexOf('#')) ||
(Array.isArray(v) && v.length >= 3);
Object.keys(settings).forEach(key => {
const settingValue = settings[key];
if (isAction(settingValue)) {
state[key] = settingValue;
return gui.add(state, key);
}
if (isFolder(settingValue)) {
// If it's a folder, recursively call with folder as root settings element
return utils.configureControls(settingValue, {
gui: gui.addFolder(key)
});
}
const {
value,
min,
max,
step,
options,
onChange = () => null,
} = settingValue;
// set state
state[key] = value;
let controller;
// There are many other values we can set on top of the dat.GUI
// API, but we'll only need a few for our purposes
if (options) {
controller = gui.add(state, key, options);
} else if (isColor(value)) {
controller = gui.addColor(state, key)
} else {
controller = gui.add(state, key, min, max, step)
}
controller.onChange(v => onChange(v, state))
});
},
// Calculate tangets for a given set of vertices
calculateTangents(vs, tc, ind) {
const tangents = [];
for (let i = 0; i < vs.length / 3; i++) {
tangents[i] = [0, 0, 0];
}
let
a = [0, 0, 0],
b = [0, 0, 0],
triTangent = [0, 0, 0];
for (let i = 0; i < ind.length; i += 3) {
const i0 = ind[i];
const i1 = ind[i + 1];
const i2 = ind[i + 2];
const pos0 = [vs[i0 * 3], vs[i0 * 3 + 1], vs[i0 * 3 + 2]];
const pos1 = [vs[i1 * 3], vs[i1 * 3 + 1], vs[i1 * 3 + 2]];
const pos2 = [vs[i2 * 3], vs[i2 * 3 + 1], vs[i2 * 3 + 2]];
const tex0 = [tc[i0 * 2], tc[i0 * 2 + 1]];
const tex1 = [tc[i1 * 2], tc[i1 * 2 + 1]];
const tex2 = [tc[i2 * 2], tc[i2 * 2 + 1]];
vec3.subtract(a, pos1, pos0);
vec3.subtract(b, pos2, pos0);
const c2c1b = tex1[1] - tex0[1];
const c3c1b = tex2[0] - tex0[1];
triTangent = [c3c1b * a[0] - c2c1b * b[0], c3c1b * a[1] - c2c1b * b[1], c3c1b * a[2] - c2c1b * b[2]];
vec3.add(triTangent, tangents[i0], triTangent);
vec3.add(triTangent, tangents[i1], triTangent);
vec3.add(triTangent, tangents[i2], triTangent);
}
// Normalize tangents
const ts = [];
tangents.forEach(tan => {
vec3.normalize(tan, tan);
ts.push(tan[0]);
ts.push(tan[1]);
ts.push(tan[2]);
});
return ts;
}
};
let
gl,
program,
modelViewMatrix = mat4.create(),
projectionMatrix = mat4.create(),
normalMatrix = mat4.create(),
vao,
indices,
sphereIndicesBuffer,
currentX,
currentY,
lastX,
lastY,
dragging,
rotateAxis = [0, 1, 0],
angle = 0,
shininess = 10,
clearColor = [0.9, 0.9, 0.9],
lightColor = [1, 1, 1, 1],
lightAmbient = [0.03, 0.03, 0.03, 1],
lightSpecular = [1, 1, 1, 1],
lightDirection = [-0.25, -0.25, -0.25],
materialDiffuse = [46 / 256, 99 / 256, 191 / 256, 1],
materialAmbient = [1, 1, 1, 1],
materialSpecular = [1, 1, 1, 1];
function initProgram() {
// Configure `canvas`
const canvas = utils.getCanvas('webgl-canvas');
utils.autoResizeCanvas(canvas);
// Configure `gl`
gl = utils.getGLContext(canvas);
gl.clearColor(...clearColor, 1);
gl.clearDepth(100);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
// Shader source
const vertexShader = utils.getShader(gl, 'vertex-shader');
const fragmentShader = utils.getShader(gl, 'fragment-shader');
// Configure `program`
program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('Could not initialize shaders');
}
gl.useProgram(program);
// Set locations onto `program` instance
program.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
program.aVertexNormal = gl.getAttribLocation(program, 'aVertexNormal');
program.uProjectionMatrix = gl.getUniformLocation(program, 'uProjectionMatrix');
program.uModelViewMatrix = gl.getUniformLocation(program, 'uModelViewMatrix');
program.uNormalMatrix = gl.getUniformLocation(program, 'uNormalMatrix');
program.uMaterialAmbient = gl.getUniformLocation(program, 'uMaterialAmbient');
program.uMaterialDiffuse = gl.getUniformLocation(program, 'uMaterialDiffuse');
program.uMaterialSpecular = gl.getUniformLocation(program, 'uMaterialSpecular');
program.uShininess = gl.getUniformLocation(program, 'uShininess');
program.uLightAmbient = gl.getUniformLocation(program, 'uLightAmbient');
program.uLightDiffuse = gl.getUniformLocation(program, 'uLightDiffuse');
program.uLightSpecular = gl.getUniformLocation(program, 'uLightSpecular');
program.uLightDirection = gl.getUniformLocation(program, 'uLightDirection');
canvas.onmousedown = event => onMouseDown(event);
canvas.onmouseup = event => onMouseUp(event);
canvas.onmousemove = event => onMouseMove(event);
}
// Configure lights
function initLights() {
gl.uniform4fv(program.uLightDiffuse, lightColor);
gl.uniform4fv(program.uLightAmbient, lightAmbient);
gl.uniform4fv(program.uLightSpecular, lightSpecular);
gl.uniform3fv(program.uLightDirection, lightDirection);
gl.uniform4fv(program.uMaterialDiffuse, materialDiffuse);
gl.uniform4fv(program.uMaterialAmbient, materialAmbient);
gl.uniform4fv(program.uMaterialSpecular, materialSpecular);
gl.uniform1f(program.uShininess, shininess);
}
function initBuffers() {
const vertices = [
1.5, 0, 0, -1.5, 1, 0, -1.5, 0.809017, 0.587785, -1.5, 0.309017, 0.951057, -1.5, -0.309017, 0.951057, -1.5, -0.809017, 0.587785, -1.5, -1, 0, -1.5, -0.809017, -0.587785, -1.5, -0.309017, -0.951057, -1.5, 0.309017, -0.951057, -1.5, 0.809017, -0.587785
];
indices = [
0, 1, 2,
0, 2, 3,
0, 3, 4,
0, 4, 5,
0, 5, 6,
0, 6, 7,
0, 7, 8,
0, 8, 9,
0, 9, 10,
0, 10, 1
];
const normals = utils.calculateNormals(vertices, indices);
// Create VAO
vao = gl.createVertexArray();
// Bind VAO
gl.bindVertexArray(vao);
// Vertices
const sphereVerticesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, sphereVerticesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
// Configure VAO instructions
gl.enableVertexAttribArray(program.aVertexPosition);
gl.vertexAttribPointer(program.aVertexPosition, 3, gl.FLOAT, false, 0, 0);
// Normals
const sphereNormalsBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, sphereNormalsBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normals), gl.STATIC_DRAW);
// Configure VAO instructions
gl.enableVertexAttribArray(program.aVertexNormal);
gl.vertexAttribPointer(program.aVertexNormal, 3, gl.FLOAT, false, 0, 0);
// Indices
sphereIndicesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, sphereIndicesBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
// Clean
gl.bindVertexArray(null);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
}
function onMouseDown(event) {
dragging = true;
currentX = event.clientX;
currentY = event.clientY;
}
function onMouseMove(event) {
if (dragging) {
lastX = currentX;
lastY = currentY;
currentX = event.clientX;
currentY = event.clientY;
const dx = currentX - lastX;
rotateAxis = [0, 1, 0];
angle = dx;
}
}
function onMouseUp() {
dragging = false;
}
function draw() {
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(projectionMatrix, 45, gl.canvas.width / gl.canvas.height, 0.1, 10000);
mat4.identity(modelViewMatrix);
mat4.translate(modelViewMatrix, modelViewMatrix, [0, 0, -5]);
mat4.rotate(modelViewMatrix, modelViewMatrix, angle * Math.PI / 180, [0, 1, 0]);
mat4.copy(normalMatrix, modelViewMatrix);
mat4.invert(normalMatrix, normalMatrix);
mat4.transpose(normalMatrix, normalMatrix);
gl.uniformMatrix4fv(program.uNormalMatrix, false, normalMatrix);
gl.uniformMatrix4fv(program.uModelViewMatrix, false, modelViewMatrix);
gl.uniformMatrix4fv(program.uProjectionMatrix, false, projectionMatrix);
// We will start using the `try/catch` to capture any errors from our `draw` calls
try {
gl.bindVertexArray(vao);
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
} catch (error) {
console.error(error);
}
}
function render() {
requestAnimationFrame(render);
draw();
}
function init() {
initProgram();
initBuffers();
initLights();
render();
}
init();
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js"></script>
<!-- vertex Shader -->
<script id="vertex-shader" type="x-shader/x-vertex">
#version 300 es
precision mediump float;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
uniform mat4 uNormalMatrix;
in vec3 aVertexPosition;
in vec3 aVertexNormal;
out vec3 vNormal;
out vec3 vEyeVector;
void main(void) {
vec4 vertex = uModelViewMatrix * vec4(aVertexPosition, 1.0);
// Set varyings to be used inside of fragment shader
vNormal = vec3(uNormalMatrix * vec4(aVertexNormal, 1.0));
vEyeVector = -vec3(vertex.xyz);
gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(aVertexPosition, 1.0);
}
</script>
<!-- fragment Shader -->
<script id="fragment-shader" type="x-shader/x-fragment">
#version 300 es
precision mediump float;
uniform float uShininess;
uniform vec3 uLightDirection;
uniform vec4 uLightAmbient;
uniform vec4 uLightDiffuse;
uniform vec4 uLightSpecular;
uniform vec4 uMaterialAmbient;
uniform vec4 uMaterialDiffuse;
uniform vec4 uMaterialSpecular;
in vec3 vNormal;
in vec3 vEyeVector;
out vec4 fragColor;
void main(void) {
// Normalized light direction
vec3 L = normalize(uLightDirection);
// Normalized normal
vec3 N = normalize(vNormal);
float lambertTerm = dot(N, -L);
// Ambient
vec4 Ia = uLightAmbient * uMaterialAmbient;
// Diffuse
vec4 Id = vec4(0.0, 0.0, 0.0, 1.0);
// Specular
vec4 Is = vec4(0.0, 0.0, 0.0, 1.0);
if (lambertTerm > 0.0) {
Id = uLightDiffuse * uMaterialDiffuse * lambertTerm;
vec3 E = normalize(vEyeVector);
vec3 R = reflect(L, N);
float specular = pow( max(dot(R, E), 0.0), uShininess);
Is = uLightSpecular * uMaterialSpecular * specular;
}
// Final fargment color takes into account all light values that
// were computed within the fragment shader
fragColor = vec4(vec3(Ia + Id + Is), 1.0);
}
</script>
<canvas id="webgl-canvas"> </canvas>
我想要实现的是,我想用鼠标拖动该圆锥并绕y轴旋转。
所以首先我要设置画布事件。
canvas.onmousedown = event => onMouseDown(event);
canvas.onmouseup = event => onMouseUp(event);
canvas.onmousemove = event => onMouseMove(event);
...
function onMouseDown(event) {
dragging = true;
currentX = event.clientX;
currentY = event.clientY;
}
function onMouseMove(event) {
if(dragging) {
lastX = currentX;
lastY = currentY;
currentX = event.clientX;
currentY = event.clientY;
const dx = currentX - lastX;
rotateAxis = [0,1,0];
angle = dx;
}
}
function onMouseUp() {
dragging = false;
}
逻辑是,当按下鼠标时,我将标志dragging
设置为true,并将屏幕坐标存储到currentX
和currentY
,然后移动鼠标,计算当前坐标和先前坐标之间的差,并增加或减少旋转角度。然后鼠标没有被按下,即它已经向上,我将标志设置为false。
我遇到的问题是,即使它可以工作,但还是有一种不平滑的感觉。有人可以帮我改善吗?
答案 0 :(得分:2)
解决方法是:
angle += dx;
,因为您要累积旋转增量。目前,您只是用最新的dx覆盖了角度。
下面的更新示例:
// A set of utility functions for /common operations across our application
const utils = {
// Find and return a DOM element given an ID
getCanvas(id) {
const canvas = document.getElementById(id);
if (!canvas) {
console.error(`There is no canvas with id ${id} on this page.`);
return null;
}
return canvas;
},
// Given a canvas element, return the WebGL2 context
getGLContext(canvas) {
return canvas.getContext('webgl2') || console.error('WebGL2 is not available in your browser.');
},
// Given a canvas element, expand it to the size of the window
// and ensure that it automatically resizes as the window changes
autoResizeCanvas(canvas) {
const expandFullScreen = () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
};
expandFullScreen();
// Resize screen when the browser has triggered the resize event
window.addEventListener('resize', expandFullScreen);
},
// Given a WebGL context and an id for a shader script,
// return a compiled shader
getShader(gl, id) {
const script = document.getElementById(id);
if (!script) {
return null;
}
const shaderString = script.text.trim();
let shader;
if (script.type === 'x-shader/x-vertex') {
shader = gl.createShader(gl.VERTEX_SHADER);
} else if (script.type === 'x-shader/x-fragment') {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else {
return null;
}
gl.shaderSource(shader, shaderString);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(shader));
return null;
}
return shader;
},
// Normalize colors from 0-255 to 0-1
normalizeColor(color) {
return color.map(c => c / 255);
},
// De-normalize colors from 0-1 to 0-255
denormalizeColor(color) {
return color.map(c => c * 255);
},
// Returns computed normals for provided vertices.
// Note: Indices have to be completely defined--NO TRIANGLE_STRIP only TRIANGLES.
calculateNormals(vs, ind) {
const
x = 0,
y = 1,
z = 2,
ns = [];
// For each vertex, initialize normal x, normal y, normal z
for (let i = 0; i < vs.length; i += 3) {
ns[i + x] = 0.0;
ns[i + y] = 0.0;
ns[i + z] = 0.0;
}
// We work on triads of vertices to calculate
for (let i = 0; i < ind.length; i += 3) {
// Normals so i = i+3 (i = indices index)
const v1 = [],
v2 = [],
normal = [];
// p2 - p1
v1[x] = vs[3 * ind[i + 2] + x] - vs[3 * ind[i + 1] + x];
v1[y] = vs[3 * ind[i + 2] + y] - vs[3 * ind[i + 1] + y];
v1[z] = vs[3 * ind[i + 2] + z] - vs[3 * ind[i + 1] + z];
// p0 - p1
v2[x] = vs[3 * ind[i] + x] - vs[3 * ind[i + 1] + x];
v2[y] = vs[3 * ind[i] + y] - vs[3 * ind[i + 1] + y];
v2[z] = vs[3 * ind[i] + z] - vs[3 * ind[i + 1] + z];
// Cross product by Sarrus Rule
normal[x] = v1[y] * v2[z] - v1[z] * v2[y];
normal[y] = v1[z] * v2[x] - v1[x] * v2[z];
normal[z] = v1[x] * v2[y] - v1[y] * v2[x];
// Update the normals of that triangle: sum of vectors
for (let j = 0; j < 3; j++) {
ns[3 * ind[i + j] + x] = ns[3 * ind[i + j] + x] + normal[x];
ns[3 * ind[i + j] + y] = ns[3 * ind[i + j] + y] + normal[y];
ns[3 * ind[i + j] + z] = ns[3 * ind[i + j] + z] + normal[z];
}
}
// Normalize the result.
// The increment here is because each vertex occurs.
for (let i = 0; i < vs.length; i += 3) {
// With an offset of 3 in the array (due to x, y, z contiguous values)
const nn = [];
nn[x] = ns[i + x];
nn[y] = ns[i + y];
nn[z] = ns[i + z];
let len = Math.sqrt((nn[x] * nn[x]) + (nn[y] * nn[y]) + (nn[z] * nn[z]));
if (len === 0) len = 1.0;
nn[x] = nn[x] / len;
nn[y] = nn[y] / len;
nn[z] = nn[z] / len;
ns[i + x] = nn[x];
ns[i + y] = nn[y];
ns[i + z] = nn[z];
}
return ns;
},
// A simpler API on top of the dat.GUI API, specifically
// designed for this book for a simpler codebase
configureControls(settings, options = {
width: 300
}) {
// Check if a gui instance is passed in or create one by default
const gui = options.gui || new dat.GUI(options);
const state = {};
const isAction = v => typeof v === 'function';
const isFolder = v =>
!isAction(v) &&
typeof v === 'object' &&
(v.value === null || v.value === undefined);
const isColor = v =>
(typeof v === 'string' && ~v.indexOf('#')) ||
(Array.isArray(v) && v.length >= 3);
Object.keys(settings).forEach(key => {
const settingValue = settings[key];
if (isAction(settingValue)) {
state[key] = settingValue;
return gui.add(state, key);
}
if (isFolder(settingValue)) {
// If it's a folder, recursively call with folder as root settings element
return utils.configureControls(settingValue, {
gui: gui.addFolder(key)
});
}
const {
value,
min,
max,
step,
options,
onChange = () => null,
} = settingValue;
// set state
state[key] = value;
let controller;
// There are many other values we can set on top of the dat.GUI
// API, but we'll only need a few for our purposes
if (options) {
controller = gui.add(state, key, options);
} else if (isColor(value)) {
controller = gui.addColor(state, key)
} else {
controller = gui.add(state, key, min, max, step)
}
controller.onChange(v => onChange(v, state))
});
},
// Calculate tangets for a given set of vertices
calculateTangents(vs, tc, ind) {
const tangents = [];
for (let i = 0; i < vs.length / 3; i++) {
tangents[i] = [0, 0, 0];
}
let
a = [0, 0, 0],
b = [0, 0, 0],
triTangent = [0, 0, 0];
for (let i = 0; i < ind.length; i += 3) {
const i0 = ind[i];
const i1 = ind[i + 1];
const i2 = ind[i + 2];
const pos0 = [vs[i0 * 3], vs[i0 * 3 + 1], vs[i0 * 3 + 2]];
const pos1 = [vs[i1 * 3], vs[i1 * 3 + 1], vs[i1 * 3 + 2]];
const pos2 = [vs[i2 * 3], vs[i2 * 3 + 1], vs[i2 * 3 + 2]];
const tex0 = [tc[i0 * 2], tc[i0 * 2 + 1]];
const tex1 = [tc[i1 * 2], tc[i1 * 2 + 1]];
const tex2 = [tc[i2 * 2], tc[i2 * 2 + 1]];
vec3.subtract(a, pos1, pos0);
vec3.subtract(b, pos2, pos0);
const c2c1b = tex1[1] - tex0[1];
const c3c1b = tex2[0] - tex0[1];
triTangent = [c3c1b * a[0] - c2c1b * b[0], c3c1b * a[1] - c2c1b * b[1], c3c1b * a[2] - c2c1b * b[2]];
vec3.add(triTangent, tangents[i0], triTangent);
vec3.add(triTangent, tangents[i1], triTangent);
vec3.add(triTangent, tangents[i2], triTangent);
}
// Normalize tangents
const ts = [];
tangents.forEach(tan => {
vec3.normalize(tan, tan);
ts.push(tan[0]);
ts.push(tan[1]);
ts.push(tan[2]);
});
return ts;
}
};
let
gl,
program,
modelViewMatrix = mat4.create(),
projectionMatrix = mat4.create(),
normalMatrix = mat4.create(),
vao,
indices,
sphereIndicesBuffer,
currentX,
currentY,
lastX,
lastY,
dragging,
rotateAxis = [0, 1, 0],
angle = 0,
shininess = 10,
clearColor = [0.9, 0.9, 0.9],
lightColor = [1, 1, 1, 1],
lightAmbient = [0.03, 0.03, 0.03, 1],
lightSpecular = [1, 1, 1, 1],
lightDirection = [-0.25, -0.25, -0.25],
materialDiffuse = [46 / 256, 99 / 256, 191 / 256, 1],
materialAmbient = [1, 1, 1, 1],
materialSpecular = [1, 1, 1, 1];
function initProgram() {
// Configure `canvas`
const canvas = utils.getCanvas('webgl-canvas');
utils.autoResizeCanvas(canvas);
// Configure `gl`
gl = utils.getGLContext(canvas);
gl.clearColor(...clearColor, 1);
gl.clearDepth(100);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
// Shader source
const vertexShader = utils.getShader(gl, 'vertex-shader');
const fragmentShader = utils.getShader(gl, 'fragment-shader');
// Configure `program`
program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('Could not initialize shaders');
}
gl.useProgram(program);
// Set locations onto `program` instance
program.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
program.aVertexNormal = gl.getAttribLocation(program, 'aVertexNormal');
program.uProjectionMatrix = gl.getUniformLocation(program, 'uProjectionMatrix');
program.uModelViewMatrix = gl.getUniformLocation(program, 'uModelViewMatrix');
program.uNormalMatrix = gl.getUniformLocation(program, 'uNormalMatrix');
program.uMaterialAmbient = gl.getUniformLocation(program, 'uMaterialAmbient');
program.uMaterialDiffuse = gl.getUniformLocation(program, 'uMaterialDiffuse');
program.uMaterialSpecular = gl.getUniformLocation(program, 'uMaterialSpecular');
program.uShininess = gl.getUniformLocation(program, 'uShininess');
program.uLightAmbient = gl.getUniformLocation(program, 'uLightAmbient');
program.uLightDiffuse = gl.getUniformLocation(program, 'uLightDiffuse');
program.uLightSpecular = gl.getUniformLocation(program, 'uLightSpecular');
program.uLightDirection = gl.getUniformLocation(program, 'uLightDirection');
canvas.onmousedown = event => onMouseDown(event);
canvas.onmouseup = event => onMouseUp(event);
canvas.onmousemove = event => onMouseMove(event);
}
// Configure lights
function initLights() {
gl.uniform4fv(program.uLightDiffuse, lightColor);
gl.uniform4fv(program.uLightAmbient, lightAmbient);
gl.uniform4fv(program.uLightSpecular, lightSpecular);
gl.uniform3fv(program.uLightDirection, lightDirection);
gl.uniform4fv(program.uMaterialDiffuse, materialDiffuse);
gl.uniform4fv(program.uMaterialAmbient, materialAmbient);
gl.uniform4fv(program.uMaterialSpecular, materialSpecular);
gl.uniform1f(program.uShininess, shininess);
}
function initBuffers() {
const vertices = [
1.5, 0, 0, -1.5, 1, 0, -1.5, 0.809017, 0.587785, -1.5, 0.309017, 0.951057, -1.5, -0.309017, 0.951057, -1.5, -0.809017, 0.587785, -1.5, -1, 0, -1.5, -0.809017, -0.587785, -1.5, -0.309017, -0.951057, -1.5, 0.309017, -0.951057, -1.5, 0.809017, -0.587785
];
indices = [
0, 1, 2,
0, 2, 3,
0, 3, 4,
0, 4, 5,
0, 5, 6,
0, 6, 7,
0, 7, 8,
0, 8, 9,
0, 9, 10,
0, 10, 1
];
const normals = utils.calculateNormals(vertices, indices);
// Create VAO
vao = gl.createVertexArray();
// Bind VAO
gl.bindVertexArray(vao);
// Vertices
const sphereVerticesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, sphereVerticesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
// Configure VAO instructions
gl.enableVertexAttribArray(program.aVertexPosition);
gl.vertexAttribPointer(program.aVertexPosition, 3, gl.FLOAT, false, 0, 0);
// Normals
const sphereNormalsBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, sphereNormalsBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normals), gl.STATIC_DRAW);
// Configure VAO instructions
gl.enableVertexAttribArray(program.aVertexNormal);
gl.vertexAttribPointer(program.aVertexNormal, 3, gl.FLOAT, false, 0, 0);
// Indices
sphereIndicesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, sphereIndicesBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
// Clean
gl.bindVertexArray(null);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
}
function onMouseDown(event) {
dragging = true;
currentX = event.clientX;
currentY = event.clientY;
}
function onMouseMove(event) {
if (dragging) {
lastX = currentX;
lastY = currentY;
currentX = event.clientX;
currentY = event.clientY;
const dx = currentX - lastX;
rotateAxis = [0, 1, 0];
angle += dx;
}
}
function onMouseUp() {
dragging = false;
}
function draw() {
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(projectionMatrix, 45, gl.canvas.width / gl.canvas.height, 0.1, 10000);
mat4.identity(modelViewMatrix);
mat4.translate(modelViewMatrix, modelViewMatrix, [0, 0, -5]);
mat4.rotate(modelViewMatrix, modelViewMatrix, angle * Math.PI / 180, [0, 1, 0]);
mat4.copy(normalMatrix, modelViewMatrix);
mat4.invert(normalMatrix, normalMatrix);
mat4.transpose(normalMatrix, normalMatrix);
gl.uniformMatrix4fv(program.uNormalMatrix, false, normalMatrix);
gl.uniformMatrix4fv(program.uModelViewMatrix, false, modelViewMatrix);
gl.uniformMatrix4fv(program.uProjectionMatrix, false, projectionMatrix);
// We will start using the `try/catch` to capture any errors from our `draw` calls
try {
gl.bindVertexArray(vao);
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
} catch (error) {
console.error(error);
}
}
function render() {
requestAnimationFrame(render);
draw();
}
function init() {
initProgram();
initBuffers();
initLights();
render();
}
init();
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js"></script>
<!-- vertex Shader -->
<script id="vertex-shader" type="x-shader/x-vertex">
#version 300 es
precision mediump float;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
uniform mat4 uNormalMatrix;
in vec3 aVertexPosition;
in vec3 aVertexNormal;
out vec3 vNormal;
out vec3 vEyeVector;
void main(void) {
vec4 vertex = uModelViewMatrix * vec4(aVertexPosition, 1.0);
// Set varyings to be used inside of fragment shader
vNormal = vec3(uNormalMatrix * vec4(aVertexNormal, 1.0));
vEyeVector = -vec3(vertex.xyz);
gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(aVertexPosition, 1.0);
}
</script>
<!-- fragment Shader -->
<script id="fragment-shader" type="x-shader/x-fragment">
#version 300 es
precision mediump float;
uniform float uShininess;
uniform vec3 uLightDirection;
uniform vec4 uLightAmbient;
uniform vec4 uLightDiffuse;
uniform vec4 uLightSpecular;
uniform vec4 uMaterialAmbient;
uniform vec4 uMaterialDiffuse;
uniform vec4 uMaterialSpecular;
in vec3 vNormal;
in vec3 vEyeVector;
out vec4 fragColor;
void main(void) {
// Normalized light direction
vec3 L = normalize(uLightDirection);
// Normalized normal
vec3 N = normalize(vNormal);
float lambertTerm = dot(N, -L);
// Ambient
vec4 Ia = uLightAmbient * uMaterialAmbient;
// Diffuse
vec4 Id = vec4(0.0, 0.0, 0.0, 1.0);
// Specular
vec4 Is = vec4(0.0, 0.0, 0.0, 1.0);
if (lambertTerm > 0.0) {
Id = uLightDiffuse * uMaterialDiffuse * lambertTerm;
vec3 E = normalize(vEyeVector);
vec3 R = reflect(L, N);
float specular = pow( max(dot(R, E), 0.0), uShininess);
Is = uLightSpecular * uMaterialSpecular * specular;
}
// Final fargment color takes into account all light values that
// were computed within the fragment shader
fragColor = vec4(vec3(Ia + Id + Is), 1.0);
}
</script>
<canvas id="webgl-canvas"> </canvas>