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<!DOCTYPE html>
<html>
<head>
<title>ICG WebGL — HW1</title>
<meta name="author" content="Chih-Yung Liang">
</head>
<script src="js/glMatrix-0.9.5.min.js"></script>
<script src="js/webgl-utils.js"></script>
<script src="js/gl.js"></script>
<script src="js/common.js"></script>
<script id="fragmentShader" type="x-shader/x-fragment">
//per-fragment-lighting-fs
precision mediump float;
varying vec4 fragcolor;
void main(void) {
gl_FragColor = fragcolor;
}
</script>
<script id="vertexShader" type="x-shader/x-vertex">
//per-fragment-lighting-vs
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat3 uNMatrix;
varying vec4 fragcolor;
uniform float uMaterialShininess;
uniform vec3 uAmbientColor;
uniform vec3 uPointLightingLocation;
uniform vec3 uPointLightingSpecularColor;
uniform vec3 uPointLightingDiffuseColor;
uniform sampler2D uSampler;
void main(void) {
//vPosition = uMVMatrix * vec4(aVertexPosition, 1.0);
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vec3 lightWeighting;
vec3 lightDirection = normalize(uPointLightingLocation - (uMVMatrix * vec4(aVertexPosition, 1.0)).xyz);
vec3 normal = normalize(uNMatrix * aVertexNormal);
float specularLightWeighting = 0.0;
vec3 eyeDirection = normalize(-(uMVMatrix * vec4(aVertexPosition, 1.0)).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(aTextureCoord.s, aTextureCoord.t));
fragcolor = vec4(fragmentColor.rgb * lightWeighting, fragmentColor.a);;
}
</script>
<script type="text/javascript">
var teapot;
var teapotAngle = 180;
function tick() {
teapot.transform.rotate.angle = teapotAngle;
teapot.attributes.ambientColorUniform = [
parseFloat(document.getElementById('ambientR').value),
parseFloat(document.getElementById('ambientG').value),
parseFloat(document.getElementById('ambientB').value)
];
teapot.attributes.pointLightingLocationUniform = [
parseFloat(document.getElementById('lightPositionX').value),
parseFloat(document.getElementById('lightPositionY').value),
parseFloat(document.getElementById('lightPositionZ').value)
];
teapot.attributes.pointLightingSpecularColorUniform = [
parseFloat(document.getElementById('specularR').value),
parseFloat(document.getElementById('specularG').value),
parseFloat(document.getElementById('specularB').value)
];
teapot.attributes.pointLightingDiffuseColorUniform = [
parseFloat(document.getElementById('diffuseR').value),
parseFloat(document.getElementById('diffuseG').value),
parseFloat(document.getElementById('diffuseB').value)
];
teapot.attributes.materialShininessUniform = parseFloat(document.getElementById('shininess').value);
requestAnimFrame(tick);
gl.drawScene();
animate();
}
function webGLStart() {
var canvas = document.getElementById("ICG-canvas");
gl.initGL(canvas);
gl.initShaders([
document.getElementById('fragmentShader'),
document.getElementById('vertexShader')
], {
uniforms: {
pMatrixUniform: "uPMatrix",
mvMatrixUniform: "uMVMatrix",
nMatrixUniform: "uNMatrix",
samplerUniform: "uSampler",
materialShininessUniform: "uMaterialShininess",
ambientColorUniform: "uAmbientColor",
pointLightingLocationUniform: "uPointLightingLocation",
pointLightingSpecularColorUniform: "uPointLightingSpecularColor",
pointLightingDiffuseColorUniform: "uPointLightingDiffuseColor"
},
vertexAttrs: {
vertexPositionAttribute: "aVertexPosition",
vertexNormalAttribute: "aVertexNormal",
textureCoordAttribute: "aTextureCoord"
}
});
galvanizedImg = new Image();
galvanizedImg.onload = function () {
gl.addTexture("galvanizedTexture", galvanizedImg);
}
galvanizedImg.src = "textures/galvanizedTexture.jpg";
teapot = loadTeapot();
tick();
}
</script>
<style type="text/css">
#loadingtext {
position:absolute;
top:250px;
left:150px;
font-size:2em;
color: white;
}
</style>
<body onload="webGLStart();">
<canvas id="ICG-canvas" style="border: none;" width="800" height="600"></canvas>
<br/>
Shading:
<select id="shading" onchange="window.location='index_' + this.value + '.html';">
<option value="Flat">Flat Shading</option>
<option value="Phong"> Phong Shading</option>
<option selected value="Gouraud">Gouraud Shading</option>
</select>
<br/>
<table style="border: 0; padding: 10px;">
<tr>
<td><b>Material:</b>
<td><input type="text" id="shininess" value="32.0" />
</tr>
<tr>
<td><b>Point Light Location:</b>
<td>X: <input type="text" id="lightPositionX" value="-10.0" />
<td>Y: <input type="text" id="lightPositionY" value="4.0" />
<td>Z: <input type="text" id="lightPositionZ" value="-20.0" />
</tr>
<tr>
<td><b>Specular Colour:</b>
<td>R: <input type="text" id="specularR" value="0.8" />
<td>G: <input type="text" id="specularG" value="0.8" />
<td>B: <input type="text" id="specularB" value="0.8" />
</tr>
<tr>
<td><b>Diffuse Colour:</b>
<td>R: <input type="text" id="diffuseR" value="0.8" />
<td>G: <input type="text" id="diffuseG" value="0.8" />
<td>B: <input type="text" id="diffuseB" value="0.8" />
</tr>
<tr>
<td><b>Ambient Light Colour:</b>
<td>R: <input type="text" id="ambientR" value="0.2" />
<td>G: <input type="text" id="ambientG" value="0.2" />
<td>B: <input type="text" id="ambientB" value="0.2" />
</tr>
</table>
</body>
</html>