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brdf.js
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// brdf.js
// computer graphics exercise 4
var gl = null;
var canvas = null;
var shadersList = new Array();
var shaders = new Array();
var currentShader = 3;
var currentMaterial = 0;
var showTeapot = false;
var showCode = true;
// 3 point light sources
var lights = new Array();
lights.push({position: new Float32Array([10, 10, 10]), color: new Float32Array([1, 1, 1])});
lights.push({position: new Float32Array([-10, -10, 2]), color: new Float32Array([1, 0.5, 0.5])});
lights.push({position: new Float32Array([-2, 5, -10]), color: new Float32Array([0.5, 1, 0.5])});
// global ambient light
var global_ambient = new Float32Array([0.2, 0.2, 0.2]);
// projection and model-view matrices
var mvMatrix = mat4.create();
var mvMatrixStack = [];
var pMatrix = mat4.create();
function init() {
canvas = document.getElementById("screen");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
initGL(canvas);
showMessage(gl ? "WebGL initialized" : "Failed to initialize WebGL");
// load objects
initSphere();
initTeapot();
showMessage("Scene loaded");
// add shaders in the header
for(i = 0 ; i < shadersList.length ; ++i) {
addShader(shadersList[i]);
}
// import (asynchronously) and compile all the shaders present in the header
SHADER_LOADER.load(
function(data)
{
for(var i = 0 ; i < shadersList.length ; ++i) {
shaders[i] = { vertex: null, fragment: null, program: null };
shaders[i].vertex = data[shadersList[i]].vertex;
shaders[i].fragment = data[shadersList[i]].fragment;
shaders[i].program = createProgram(shaders[i].vertex,shaders[i].fragment);
}
selectShader(0);
}
);
showShader(); // enable code editor
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// register event handlers
canvas.onmousedown = handleMouseDown;
document.onmouseup = handleMouseUp;
canvas.onmousemove = handleMouseMove;
document.onkeydown = keyboard;
window.addEventListener('resize', reshape, false);
animate();
}
// create the script tags, so that the shaders can be loaded by AJAX
function addShader(name) {
var shaderTag;
shaderTag = document.createElement('script');
shaderTag.setAttribute("data-src","brdf/"+name+".glslv");
shaderTag.setAttribute("data-name",name);
shaderTag.setAttribute("type","x-shader/x-vertex");
document.getElementsByTagName('head')[0].appendChild(shaderTag);
shaderTag = document.createElement('script');
shaderTag.setAttribute("data-src","brdf/"+name+".glslf");
shaderTag.setAttribute("data-name",name);
shaderTag.setAttribute("type","x-shader/x-fragment");
document.getElementsByTagName('head')[0].appendChild(shaderTag);
var select = document.getElementById("shaderSelector").options;
select[select.length] = new Option(name);
}
// select the shader and put the code in the textareas
function selectShader(idx) {
switchShader(idx);
document.getElementById('editor_vshader').value = shaders[idx].vertex;
document.getElementById('editor_fshader').value = shaders[idx].fragment;
}
// recompile the shader using the textareas
function compileShader() {
shaders[currentShader].vertex = document.getElementById('editor_vshader').value;
shaders[currentShader].fragment = document.getElementById('editor_fshader').value;
var shader = shaders[currentShader].program;
// disable all enabled vertex array objects before switching to the new shader
if(shader) {
if (shader.vertexPositionAttribute >= 0)
gl.disableVertexAttribArray(shader.vertexPositionAttribute);
if (shader.vertexNormalAttribute >= 0)
gl.disableVertexAttribArray(shader.vertexNormalAttribute);
if (shader.textureCoordAttribute >= 0)
gl.disableVertexAttribArray(shader.textureCoordAttribute);
}
shaders[currentShader].program = createProgram(shaders[currentShader].vertex,shaders[currentShader].fragment);
shader = shaders[currentShader].program;
if(shaders[currentShader].program) {
gl.useProgram(shaders[currentShader].program);
// enable vertex array objects that are used by the new shader
if (shader.vertexPositionAttribute >= 0)
gl.enableVertexAttribArray(shader.vertexPositionAttribute);
if (shader.vertexNormalAttribute >= 0)
gl.enableVertexAttribArray(shader.vertexNormalAttribute);
if (shader.textureCoordAttribute >= 0)
gl.enableVertexAttribArray(shader.textureCoordAttribute);
}
}
// set uniforms
function setObjectSize() {
try {
var s = shaders[currentShader].program;
gl.uniform1f(s.objectSizeUniform, showTeapot ? 5.0 : 1.0);
} catch(e) {}
}
function setTime() {
var newTime = (new Date().getTime() % (60*60*1000));
try {
var s = shaders[currentShader].program;
gl.uniform1f(s.timeUniform, newTime/(60*1000));
} catch(e) {}
}
function setTransformationMatrices() {
try {
var s = shaders[currentShader].program;
gl.uniformMatrix4fv(s.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(s.mvMatrixUniform, false, mvMatrix);
var normalMatrix = mat3.create();
mat4.toInverseMat3(mvMatrix, normalMatrix);
mat3.transpose(normalMatrix);
gl.uniformMatrix3fv(s.nMatrixUniform, false, normalMatrix);
} catch(e) {}
}
function setMaterialProperties() {
try {
var m = materials[currentMaterial];
var s = shaders[currentShader].program;
gl.uniform3fv(s.ambientColorUniform, m.ambient);
gl.uniform3fv(s.diffuseColorUniform, m.diffuse);
gl.uniform3fv(s.specularColorUniform, m.specular);
gl.uniform1f(s.materialShininessUniform, m.shininess);
} catch(e) {}
}
function setLights() {
try {
var s = shaders[currentShader].program;
for (i = 0; i < 3; i++) {
// transform the light positions according to the current model-view matrix
// so that the lights are not fixed with the eys position.
var pos = new Float32Array(lights[i].position);
mat4.multiplyVec3(mvMatrix, pos);
gl.uniform3fv(s.pointLightingLocationUniform[i], pos);
gl.uniform3fv(s.pointLightingColorUniform[i], lights[i].color);
}
gl.uniform3fv(s.globalAmbientLightingColorUniform, global_ambient);
} catch(e) {}
}
function switchShader(newShaderIndex) {
if ( newShaderIndex >= 0 &&
newShaderIndex < shaders.length &&
shaders[newShaderIndex].program) {
var shader = shaders[currentShader].program;
if(shader) {
// disable all enabled vertex array objects before switching to the new shader
if (shader.vertexPositionAttribute >= 0)
gl.disableVertexAttribArray(shader.vertexPositionAttribute);
if (shader.vertexNormalAttribute >= 0)
gl.disableVertexAttribArray(shader.vertexNormalAttribute);
if (shader.textureCoordAttribute >= 0)
gl.disableVertexAttribArray(shader.textureCoordAttribute);
}
currentShader = newShaderIndex;
shader = shaders[currentShader].program;
if(shader) {
gl.useProgram(shader);
// enable vertex array objects that are used by the new shader
if (shader.vertexPositionAttribute >= 0)
gl.enableVertexAttribArray(shader.vertexPositionAttribute);
if (shader.vertexNormalAttribute >= 0)
gl.enableVertexAttribArray(shader.vertexNormalAttribute);
if (shader.textureCoordAttribute >= 0)
gl.enableVertexAttribArray(shader.textureCoordAttribute);
}
}
}
function locateAttribsAndUniforms(shaderProgram) {
// get attribute and uniform locations and store them for later uses
// if an attribute is defined but not used in the shader (eg does not
// contribute the final fragment color), it is stripped out and is not
// locatable by getAttribLocation function, which instead returns -1. on
// the other hand, getUniformLocation returns null in such cases, and
// subsequent calls using the uniform location are silently ignored.
gl.useProgram(shaderProgram);
// get vertex attribute locations
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "vertexPosition");
shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "vertexNormal");
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "textureCoord");
// get uniform locations for transformation matrices
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "projectionMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "modelViewMatrix");
shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, "normalMatrix");
// get uniform locations for material properties
shaderProgram.ambientColorUniform = gl.getUniformLocation(shaderProgram, "materialAmbientColor");
shaderProgram.diffuseColorUniform = gl.getUniformLocation(shaderProgram, "materialDiffuseColor");
shaderProgram.specularColorUniform = gl.getUniformLocation(shaderProgram, "materialSpecularColor");
shaderProgram.materialShininessUniform = gl.getUniformLocation(shaderProgram, "materialShininess");
shaderProgram.timeUniform = gl.getUniformLocation(shaderProgram, "time");
shaderProgram.objectSizeUniform = gl.getUniformLocation(shaderProgram, "objectSize");
// get uniform locations for lights
shaderProgram.pointLightingLocationUniform = new Array();
shaderProgram.pointLightingColorUniform = new Array();
for (i = 0; i < 3; i++) {
shaderProgram.pointLightingLocationUniform[i] = gl.getUniformLocation(shaderProgram, "lightPosition[" + i + "]");
shaderProgram.pointLightingColorUniform[i] = gl.getUniformLocation(shaderProgram, "lightColor[" + i + "]");
}
shaderProgram.globalAmbientLightingColorUniform = gl.getUniformLocation(shaderProgram, "globalAmbientLightColor");
}
function display() {
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// an alternative way to rotate eye position:
// apply eye translation and rotation to the projection matrix
//
//var tempMatrix = mat4.create();
//mat4.perspective(40, canvas.width / canvas.height, 0.1, 100, pMatrix);
//mat4.lookAt([0, 0, 10], [0, 0, 0], [0, 1, 0], tempMatrix);
//mat4.multiply(tempMatrix, rotationMatrix);
//mat4.multiply(pMatrix, tempMatrix);
//
// then start with identity matrix as model-view instead of setting eye position
//
//mat4.identity(mvMatrix);
//
// with this done, no need to apply rotation to light positions.
// set projection matrix
mat4.perspective(40, canvas.width / canvas.height, 0.1, 100, pMatrix);
// set model view matrix
mat4.lookAt([0, 0, 10], [0, 0, 0], [0, 1, 0], mvMatrix);
mat4.multiply(mvMatrix, rotationMatrix);
setMaterialProperties();
setLights();
setTime();
setObjectSize()
// make two objects look in a similar scale
if (showTeapot) mat4.scale(mvMatrix, [0.2, 0.2, 0.2]);
else mat4.scale(mvMatrix, [1.2, 1.2, 1.2]);
setTransformationMatrices();
if (showTeapot) drawTeapot();
else drawSphere();
}
function reshape() {
// adapt size of the canvas depending if the code editor is enabled
if(showCode) {
canvas.style.left = '640px';
canvas.width = window.innerWidth - 640;
canvas.height = window.innerHeight;
}
else {
canvas.style.left = '0px';
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
display();
}
// keep it responsive!
function animate() {
requestAnimFrame(animate);
display();
}
// manage model-view matrix stack
function mvPushMatrix() {
var copy = mat4.create();
mat4.set(mvMatrix, copy);
mvMatrixStack.push(copy);
}
function mvPopMatrix() {
if (mvMatrixStack.length == 0) {
throw "Invalid popMatrix!";
}
mvMatrix = mvMatrixStack.pop();
}
// mouse event handling
var rotationMatrix = mat4.create();
mat4.identity(rotationMatrix);
var mouseDown = false;
var lastMouseX = null;
var lastMouseY = null;
var rotation = quat4.create([0, 0, 0, 1]);
var last_rotation = null;
var speed_factor = 8;
function handleMouseDown(event) {
if (event.button == 2) return; // ignore right clicks
mouseDown = true;
var d = Math.min(canvas.width, canvas.height);
lastMouseX = speed_factor * (event.layerX - canvas.width / 2) / d;
lastMouseY = -speed_factor * (event.layerY - canvas.height / 2) / d;
last_rotation = quat4.create(rotation);
}
function handleMouseUp(event) {
mouseDown = false;
}
// augument quat4 of glMatrix
quat4.createFromAxisAngle = function(axis, angle) {
if (vec3.length(axis)) {
vec3.normalize(axis);
var s = Math.sin(angle/2);
var c = Math.cos(angle/2);
return quat4.create([axis[0]*s, axis[1]*s, axis[2]*s, c]);
} else {
return quat4.create([0, 0, 0, 1]);
}
}
function handleMouseMove(event) {
if (!mouseDown) return;
var d = Math.min(canvas.width, canvas.height);
var x = speed_factor * (event.layerX - canvas.width / 2) / d;
var y = -speed_factor * (event.layerY - canvas.height / 2) / d;
var z = 1;
var v0 = vec3.create([lastMouseX, lastMouseY, z]);
var v1 = vec3.create([x, y, z]);
vec3.normalize(v0);
vec3.normalize(v1);
var axis = vec3.create();
vec3.cross(v0, v1, axis);
var sa = Math.sqrt(vec3.dot(axis, axis));
var ca = vec3.dot(v0, v1);
var angle = Math.atan2(sa, ca);
if (x*x + y*y > 1) angle *= 1.0 + 0.2 * (Math.sqrt(x*x + y*y) - 1.0);
// axis-angle representation -> quaternion
var qrot = quat4.createFromAxisAngle(axis, angle);
quat4.multiply(qrot, last_rotation);
quat4.normalize(qrot);
quat4.set(qrot, rotation);
quat4.toMat4(rotation, rotationMatrix);
mat4.transpose(rotationMatrix); // because opengl rotation matrix is column-major?
}
// keyboard event handling
function keyboard(event) {
var keyCode = event.keyCode;
var keyStr = String.fromCharCode(keyCode);
// returning false prevents further propagation of the event
if (event.shiftKey && keyStr == " ") {
currentMaterial = (currentMaterial + 1) % materials.length;
return false;
} else if (event.shiftKey && keyCode == 13) {
showTeapot = !showTeapot;
return false;
} else if (event.shiftKey && keyStr.toLowerCase() == "e") {
exportPNG();
return false;
} else if (event.shiftKey && keyStr.toLowerCase() == "h") {
showMessage("************************");
showMessage("<enter>: change model");
showMessage("<space>: change material");
showMessage("<mouse drag>: rotate");
showMessage("e: export as image");
showMessage("************************");
}
}
// helper functions
function showMessage(msg) {
//document.getElementById("message").textContent = msg;
var obj = document.getElementById("message");
obj.insertBefore(document.createElement("br"), obj.firstChild);
obj.insertBefore(document.createTextNode(msg.toUpperCase()), obj.firstChild);
}
function exportPNG() {
var data = canvas.toDataURL("image/png");
data = data.replace("image/png", "image/octet-stream");
document.getElementById("exportLink").href = data;
document.getElementById("exportLink").download = "cg-ex4-export.png"; // not supported by safari yet
document.getElementById("exportLink").click();
}
function exportShaders() {
document.getElementById("exportLink").href = "data:text/plain;base64," + btoa(document.getElementById("editor_fshader").value);
document.getElementById("exportLink").download = "custom.glslf"; // not supported by safari yet
document.getElementById("exportLink").click();
document.getElementById("exportLink").href = "data:text/plain;base64," + btoa(document.getElementById("editor_vshader").value);
document.getElementById("exportLink").download = "custom.glslv"; // not supported by safari yet
document.getElementById("exportLink").click();
}
function showShader() {
if(showCode) {
document.getElementById('show_button').innerHTML = 'Show shader code';
document.getElementById('editor').style.display = 'none';
showCode = false;
}
else {
document.getElementById('show_button').innerHTML = 'Hide shader code';
document.getElementById('editor').style.display = 'block';
showCode = true;
}
reshape();
}
// webgl things + shaders
function initGL(canvas) {
// init webgl
var props = {preserveDrawingBuffer: true}; // for image export
try { gl = canvas.getContext("webgl", props) || canvas.getContext("experimental-webgl", props); }
catch (e) {}
if (!gl) alert("Failed to initialize WebGL. Your browser may not support it.");
}
function createProgram(vShader,fShader) {
// compile vertex code
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vShader);
gl.compileShader(vertexShader);
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
showMessage("compile error");
alert("[Shader compile error]\n" + gl.getShaderInfoLog(vertexShader));
return null;
}
// compile fragment code
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fShader);
gl.compileShader(fragmentShader);
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
showMessage("compile error");
alert("[Shader compile error]\n" + gl.getShaderInfoLog(fragmentShader));
return null;
}
// create program
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
showMessage("not defined shader");
return null;
}
// get attribute and uniform locations and store them for later uses
locateAttribsAndUniforms(shaderProgram);
return shaderProgram;
}
// Provides requestAnimationFrame in a cross browser way.
// taken from Google WebGL Utils
window.requestAnimFrame = (function() {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(/* function FrameRequestCallback */ callback, /* DOMElement Element */ element) {
window.setTimeout(callback, 1000/60);
};
})();