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assignment8.html
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<html>
<head>
<script type="text/javascript" src="matrix4.js"></script>
<script type="text/javascript" src="webgl-utils.js"></script>
<script id="shader-fs" type="x-shader/x-fragment">
precision highp float;
varying vec3 uPos;
void main(void) {
gl_FragColor = vec4(vec3(0.,1.,1.) * (uPos.z < .5 ? uPos.z == -.5 ? .2 : .5 : 1.), 1.);
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying vec3 uPos;
void main(void) {
uPos = aVertexPosition;
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
}
</script>
<script type="text/javascript">
var gl;
function initGL(canvas) {
try {
gl = canvas.getContext("webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch (e) {
}
if (!gl) {
alert("Could not initialise WebGL, sorry :-(");
}
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3) {
str += k.textContent;
}
k = k.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
var shaderProgram;
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
}
var mvMatrix = mat4.create();
var mvMatrixStack = [];
var pMatrix = mat4.create();
function mvPushMatrix() {
var copy = mat4.create();
mat4.copy(copy, mvMatrix);
mvMatrixStack.push(copy);
}
function mvPopMatrix() {
if (mvMatrixStack.length == 0) {
throw "Invalid popMatrix!";
}
mvMatrix = mvMatrixStack.pop();
}
function setMatrixUniforms() {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
}
function degToRad(degrees) {
return degrees * Math.PI / 180;
}
var torusVertexPositionBuffer;
var torusVertexIndexBuffer;
var sphereVertexPositionBuffer;
var sphereVertexIndexBuffer;
var cylinderVertexPositionBuffer;
var cylinderVertexIndexBuffer;
function initBuffers() {
var latitudeBands = 30;
var longitudeBands = 30;
var radius = 0.5;
var vertexPositionData = [];
var vertexPositionData2 = [];
var vertexPositionData3 = [];
var indexData = [];
//Torus
for (var latNumber = 0; latNumber <= latitudeBands; latNumber++) {
var theta = latNumber * 2 * Math.PI / latitudeBands;
var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);
for (var longNumber = 0; longNumber <= longitudeBands; longNumber++) {
var phi = longNumber * 2 * Math.PI / longitudeBands;
var sinPhi = Math.sin(phi);
var cosPhi = Math.cos(phi);
var x = (1 + radius * Math.cos(phi)) * Math.cos(theta);
var y = (1 + radius * Math.cos(phi)) * Math.sin(theta);
var z = radius * Math.sin(phi);
var u = 1 - (longNumber / longitudeBands);
var v = 1 - (latNumber / latitudeBands);
vertexPositionData.push(radius * x);
vertexPositionData.push(radius * y);
vertexPositionData.push(radius * z)
}
}
for (var latNumber = 0; latNumber < latitudeBands; latNumber++) {
for (var longNumber = 0; longNumber < longitudeBands; longNumber++) {
var first = (latNumber * (longitudeBands + 1)) + longNumber;
var second = first + longitudeBands + 1;
indexData.push(first);
indexData.push(second);
indexData.push(first + 1);
indexData.push(second);
indexData.push(second + 1);
indexData.push(first + 1);
}
}
torusVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, torusVertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPositionData), gl.STATIC_DRAW);
torusVertexPositionBuffer.itemSize = 3;
torusVertexPositionBuffer.numItems = vertexPositionData.length / 3;
torusVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, torusVertexIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData), gl.STATIC_DRAW);
torusVertexIndexBuffer.itemSize = 1;
torusVertexIndexBuffer.numItems = indexData.length;
//Sphere
for (var latNumber = 0; latNumber <= latitudeBands; latNumber++) {
var theta = latNumber * Math.PI / latitudeBands;
var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);
for (var longNumber = 0; longNumber <= longitudeBands; longNumber++) {
var phi = longNumber * 2 * Math.PI / longitudeBands;
var sinPhi = Math.sin(phi);
var cosPhi = Math.cos(phi);
var x = cosPhi * sinTheta;
var y = cosTheta;
var z = sinPhi * sinTheta;
var u = 1 - (longNumber / longitudeBands);
var v = 1 - (latNumber / latitudeBands);
vertexPositionData2.push(radius * x);
vertexPositionData2.push(radius * y);
vertexPositionData2.push(radius * z);
}
}
var indexData = [];
for (var latNumber = 0; latNumber < latitudeBands; latNumber++) {
for (var longNumber = 0; longNumber < longitudeBands; longNumber++) {
var first = (latNumber * (longitudeBands + 1)) + longNumber;
var second = first + longitudeBands + 1;
indexData.push(first);
indexData.push(second);
indexData.push(first + 1);
indexData.push(second);
indexData.push(second + 1);
indexData.push(first + 1);
}
}
sphereVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, sphereVertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPositionData2), gl.STATIC_DRAW);
sphereVertexPositionBuffer.itemSize = 3;
sphereVertexPositionBuffer.numItems = vertexPositionData2.length / 3;
sphereVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, sphereVertexIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData), gl.STATIC_DRAW);
sphereVertexIndexBuffer.itemSize = 1;
sphereVertexIndexBuffer.numItems = indexData.length;
//Cylinder
for (var latNumber = 0; latNumber <= latitudeBands; latNumber++) {
for (var longNumber = 0; longNumber <= longitudeBands; longNumber++) {
var u = 1 - (longNumber / longitudeBands);
var v = 1 - (latNumber / latitudeBands);
var theta = 2 * u * Math.PI;
var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);
var x = cosTheta;
var y = sinTheta;
var z = 2 * v - 1;
vertexPositionData3.push(radius * x);
vertexPositionData3.push(radius * y);
vertexPositionData3.push(radius * z);
}
}
var indexData = [];
for (var latNumber = 0; latNumber < latitudeBands; latNumber++) {
for (var longNumber = 0; longNumber < longitudeBands; longNumber++) {
var first = (latNumber * (longitudeBands + 1)) + longNumber;
var second = first + longitudeBands + 1;
indexData.push(first);
indexData.push(second);
indexData.push(first + 1);
indexData.push(second);
indexData.push(second + 1);
indexData.push(first + 1);
}
}
cylinderVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cylinderVertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPositionData3), gl.STATIC_DRAW);
cylinderVertexPositionBuffer.itemSize = 3;
cylinderVertexPositionBuffer.numItems = vertexPositionData3.length / 3;
cylinderVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cylinderVertexIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData), gl.STATIC_DRAW);
cylinderVertexIndexBuffer.itemSize = 1;
cylinderVertexIndexBuffer.numItems = indexData.length;
}
var rTorus = 0;
var rSphere = 0;
var rCylinder = 0;
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective (pMatrix, 45.0, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0);
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, mvMatrix, [0, 0, -4.7]);
console.log("mvMatrixstack.length before first push: " + mvMatrixStack.length);
mvPushMatrix();
mat4.rotate(mvMatrix, mvMatrix, degToRad(rTorus), [1, 1, 1]);
gl.bindBuffer(gl.ARRAY_BUFFER, torusVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, torusVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, torusVertexIndexBuffer);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, torusVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
mvPopMatrix();
console.log("mvMatrixstack.length after first pop: " + mvMatrixStack.length);
mat4.translate(mvMatrix, mvMatrix, [3.0, 0.0, 0.0]);
mvPushMatrix();
mat4.rotate(mvMatrix, mvMatrix, degToRad(rSphere), [1, 1, 1]);
gl.bindBuffer(gl.ARRAY_BUFFER, sphereVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, sphereVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, sphereVertexIndexBuffer);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, sphereVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
mvPopMatrix();
mat4.translate(mvMatrix, mvMatrix, [-4.0, 2.0, 0.0]);
mvPushMatrix();
mat4.rotate(mvMatrix, mvMatrix, degToRad(rCylinder), [0, 1, 0]);
gl.bindBuffer(gl.ARRAY_BUFFER, cylinderVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, cylinderVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cylinderVertexIndexBuffer);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, cylinderVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
mvPopMatrix();
}
var lastTime = 0;
function animate() {
var timeNow = new Date().getTime();
if (lastTime != 0) {
var elapsed = timeNow - lastTime;
rTorus += (90 * elapsed) / 1000.0;
rSphere -= (75 * elapsed) / 1000.0;
rCylinder += (80 * elapsed) / 1000.0;
}
lastTime = timeNow;
}
function tick() {
requestAnimFrame(tick);
drawScene();
animate();
}
function runGL() {
var canvas = document.getElementById("assignment 8");
initGL(canvas);
initShaders();
initBuffers();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
tick();
}
</script>
</head>
<body onload="runGL();">
*The sphere is, in fact rotating, but because its one color it appears as though it is stationary
<canvas id="assignment 8" style="border: none;" width="1000" height="600"></canvas>
</body>
</html>