-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathview.html
167 lines (132 loc) · 5.28 KB
/
view.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
<!DOCTYPE html>
<html>
<head>
<title>Projecto de CV</title>
<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec2 aTextureCoord;
attribute vec3 aVertexNormal;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat3 uNMatrix;
varying vec2 vTextureCoord;
varying vec3 vTransformedNormal;
varying vec4 vPosition;
void main(void) {
vPosition = uMVMatrix * vec4(aVertexPosition, 1.0);
gl_Position = uPMatrix * vPosition;
vTextureCoord = aTextureCoord;
vTransformedNormal = uNMatrix * aVertexNormal;
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
uniform float uMaterialShininess;
varying vec2 vTextureCoord;
varying vec3 vTransformedNormal;
varying vec4 vPosition;
uniform vec3 uAmbientColor;
uniform vec3 uPointLightingLocation;
uniform vec3 uPointLightingSpecularColor;
uniform vec3 uPointLightingDiffuseColor;
uniform sampler2D uSampler;
void main(void) {
vec3 lightWeighting;
vec3 normal = normalize(vTransformedNormal);
vec3 lightDirection = normalize(uPointLightingLocation - vPosition.xyz);
float specularLightWeighting = 0.0;
vec3 eyeDirection = normalize(-vPosition.xyz);
vec3 reflectionDirection = reflect(-lightDirection, normal);
specularLightWeighting = pow(max(dot(reflectionDirection, eyeDirection), 0.0), uMaterialShininess);
float diffuseLightWeighting = max(dot(normal, lightDirection), 0.0);
lightWeighting = uAmbientColor + uPointLightingSpecularColor * specularLightWeighting + uPointLightingDiffuseColor * diffuseLightWeighting;
vec4 fragmentColor;
fragmentColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
gl_FragColor = vec4(fragmentColor.rgb * lightWeighting, fragmentColor.a);
}
</script>
<link rel="stylesheet" type="text/css" href="css/nouislider.min.css"/>
<link rel="stylesheet" type="text/css" href="css/page.css"/>
<script src="/socket.io/socket.io.js"></script>
<script type="text/javascript" src="js/webgl-utils.js"></script>
<script type="text/javascript" src="js/maths.js"></script>
<script type="text/javascript" src="js/nouislider.min.js"></script>
<script type="text/javascript" src="js/models.js"></script>
<script type="text/javascript" src="js/initShaders.js"></script>
<script type="text/javascript" src="js/main.js"></script>
</head>
<body onload="runWebGL();">
<div style="width: 20%; float: left">
<div id="colorpickerboard">
<center><b>Ambient Light - Board</b></center>
<div class="sliders board" id="redboard"></div>
<div class="sliders board" id="greenboard"></div>
<div class="sliders board" id="blueboard"></div>
<div id="resultboard"></div>
</div>
<div id="colorpickersphere">
<center><b>Ambient Light - Sphere</b></center>
<div class="sliders sphere" id="redsphere"></div>
<div class="sliders sphere" id="greensphere"></div>
<div class="sliders sphere" id="bluesphere"></div>
<div id="resultsphere"></div>
</div>
<div style="height: 80px;" id="shininesspickerboard">
<center><b>Shininess - Board</b></center>
<div style="margin: 10px 7px 10px 7px" id="slidershinyboard"></div>
<span id="slidershinyboardvalue"></span>
</div>
<div style="height: 80px;" id="shininesspickersphere">
<center><b>Shininess - Sphere</b></center>
<div style="margin: 10px 7px 10px 7px" id="slidershinysphere"></div>
<span id="slidershinyspherevalue"></span>
</div>
<div style="height: 80px;" id="radiuspickersphere">
<center><b>Radius - Sphere</b></center>
<div style="margin: 10px 7px 10px 7px" id="sliderradiussphere"></div>
<span id="sliderradiusspherevalue"></span>
</div>
<div id="waiting" style="height: 115px">
<p id="wait"><strong>Waiting for connection...</strong></p>
<p id="yaw" style="display: none;"><strong>Yaw:</strong> <span id="yawval"></span></p>
<p id="pitch" style="display: none;"><strong>Pitch:</strong> <span id="pitchval"></span></p>
<p id="roll" style="display: none;" ><strong>Roll:</strong> <span id="rollval"></span></p>
</div>
</div>
<div style="width: 75%; float: left">
<center><canvas id="my-canvas" style="border:0px solid #000000;" width="1200" height="850"></canvas></center>
</div>
<script>
var waiting = document.getElementById("wait")
var yaw = document.getElementById("yaw")
var pitch = document.getElementById("pitch")
var roll = document.getElementById("roll")
var yawval = document.getElementById("yawval")
var pitchval = document.getElementById("pitchval")
var rollval = document.getElementById("rollval")
var socket = io('http://192.168.1.5:8080'); // Alterar para IP do computador
socket.on('connect', function (data) {
socket.emit('user_is_viewer', {});
});
socket.on('phone_connected', function (data) {
waiting.style.display = "none";
yaw.style.display = "block";
pitch.style.display = "block";
roll.style.display = "block";
});
socket.on('gyrodata', function (data) {
if (!initialyaw_set) {
initialyaw = data.yaw;
initialyaw_set = true;
}
yawval.innerHTML = data.yaw;
pitchval.innerHTML = data.pitch;
rollval.innerHTML = data.roll;
newAngleZZ = -data.pitch;
newAngleYY = initialyaw + data.yaw;
newAngleXX = -data.roll;
});
</script>
</body>
</html>