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object.js
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var gl;
var canvas;
var shaderProgram;
var pers_view = true;
var pickedObject = null;
function setup(){
/*============== Creating a canvas ====================*/
canvas = document.getElementById('my_Canvas');
gl = canvas.getContext('experimental-webgl');
gl.clearColor(0.0, 0.0, 0.0, 0.9);
gl.clear(gl.cube_colors_buffer_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST); //draw a pixel only if its closer to the virtual camera
/*============== Initialise shaders ====================*/
shaderProgram = initShaders(gl, "vertex-shader", "fragment-shader");
gl.useProgram(shaderProgram);
}
/*============== Translation Declaration ====================*/
var all_translations = {
translate1 : [8,0,0],
translate2 : [-1,0,0],
translate3 : [-7.5,0,0],
translate4 : [-18,1,0],
translateStage : [0.5,-5,40],
translateTest : [0,0,0],
translateFrame1 : [3,0,0],
translatePicture1: [22,0,32],
translatePicture2: [22,0,48],
translatePicture3: [-22,0,32],
translatePicture4: [-22,0,48],
translateRoom : [0,0,40],
translateMonkey : [-13,1,29],
translate0 : [-13,-3,29],
translatepoduim2 : [13,-3, 29],
translatepoduim3 : [13,-3, 42],
translatepoduim4 : [-13,-3, 42],
translatemainLight : [0,4.8,40],
translateFanRod: [0,4,47], // [0,4.1,4]
translateFanBlade1: [0,2,47], // [1,3,5],
translateFanBlade2: [0,2,47], // [-1,3,5],
translateDog : [-13,-3,42],
translateCup : [13,0, 42],
translateKettle: [13,0,29]
}
/*============== Rotation Declaration ====================*/
var axis_rotations = {
cube_axis : [0,0,1],
frame_axis : [1,1,1],
room_axis : [-1,0,0],
stage_axis : [1,0,0],
picture_axis: [1,0,0],
monkey_axis : [1,0,0],
mainLight : [1,0,0],
FanRod_axis : [0,1,0],
blade1 : [0,1,0],
blade2 : [0,1,0],
dog_axis : [-1,0,0],
cup_axis: [-1,0,0],
kettle_axis : [-1,0,0]
}
/*============== Material Declaration ====================*/
var cubeMaterial = {
materialAmbient : [0.5,0.5,0.5],
materialDiffuse : [0.6,0.4,0.7],
materialSpecular : [0.5,0.5,0.5],
materialShininess : 0.21794872
}
//Brass
var roomMaterial = {
// materialAmbient : [0.329412,0.223529,0.027451],
// materialDiffuse : [0.780392,0.568627,0.113725],
// materialSpecular : [0.992157,0.941176,0.807843],
// materialShininess : 100
materialAmbient : [0.1, 0.1, 0.1],
materialDiffuse : [0.55, 0.55, 0.55],
materialSpecular : [0, 0, 0],
materialShininess : 100
}
//Ruby
var ruby = {
materialAmbient : [0.1,0.18725,0.1745],
materialDiffuse : [0.396,0.74151,0.69102],
materialSpecular : [0.,0.,0.],
materialShininess : 16.0
}
//Chrome
var triangle_prism_Material = {
materialAmbient : [ 0.25,0.25, 0.25],
materialDiffuse : [0.4,0.4,0.4],
materialSpecular : [0.774597,0.774597,0.774597],
materialShininess : 16.0
}
var pearl = {
materialAmbient : [0.05, 0.05,0.0],
materialDiffuse : [0.5,0.5,0.4],
materialSpecular : [0.7, 0.7, 0.04],
materialShininess : 7.8
}
var stageMaterial = {
materialAmbient : [0.0, 0.0, 0.0],
materialDiffuse : [0.55, 0.55, 0.55],
materialSpecular : [0.7, 0.7, 0.7],
materialShininess : 100
}
var mainLightMaterial = {
materialAmbient : [1.0, 1.0, 1.0],
materialDiffuse : [1.0, 1.0, 1.0],
materialSpecular : [0.7, 0.7, 0.7],
materialShininess : 100
}
var gold = {
materialAmbient : [ 0.24725, 0.1995, 0.0745],
materialDiffuse : [0.75164, 0.60648, 0.22648],
materialSpecular : [0.628281, 0.555802, 0.366065],
materialShininess : 12
}
var turquise = {
materialAmbient : [0.1, 0.18725, 0.1745],
materialDiffuse : [0.396, 0.74151, 0.69102],
materialSpecular : [0.297254, 0.30829, 0.306678],
materialShininess : 51
}
/*============== Scaling Declaration ====================*/
var stage_scale = [20,1,1];
//The color code for the model--picking by color
var podiumColorCode1 = [0.1,0.0,0.0];
var podiumColorCode2 = [0.2,0.0,0.0];
var podiumColorCode3 = [0.4,0.0,0.0];
var fanRodColorCode = [0.6,0.0,0.0];
var fanBlade1ColorCode = [0.8,0.2,0.0];
var fanBlade2ColorCode = [1.0,0.0,0.0];
var monkeyColorCode = [0.0,0.2,0.0];
var mainLightColorCode = [0.0,0.4,0.0];
var picture1ColorCode = [0.0,0.6,0.0];
var picture2ColorCode = [0.0,0.8,0.0];
var picture3ColorCode = [0.0,1.0,0.0];
var picture4ColorCode = [0.0,0.0,1.0];
var roomColorCode = [0.0,0.0,0.2];
var dogColorCode = [0.0,0.0,0.4];
var kettleColorCode = [0.0,0.0,0.6];
var cupColorCode = [0.0,0.0,0.8];
var allTheCode = [podiumColorCode1, podiumColorCode2, podiumColorCode3, fanRodColorCode,
fanBlade1ColorCode, fanBlade2ColorCode, monkeyColorCode, mainLightColorCode,
picture1ColorCode, picture2ColorCode, picture3ColorCode, picture4ColorCode, roomColorCode,
dogColorCode, kettleColorCode, cupColorCode]
var museumObjects = ["podium1", "podium2", "podium3", "fanRod", "fanBlade1", "fanBlade2",
"monkey", "main Light", "picture1", "picture2", "picture3",
"picture4", "room", "dog", "kettle", "cup"]
/*============== Buffer Declaration ====================*/
var stage_buffer;
var stage_index;
var stageIndex;
var stageNormalBuffer;
var stageTextureBuffer;
var cube_buffer;
var cube_index_buffer;
var normalsBuffer;
var cubeTextureBuffer;
var picture1_buffer;
var picture1_index_buffer;
var picture1NormalBuffer;
var picture1TextureBuffer;
var picture2_buffer;
var picture2_index_buffer;
var picture2NormalBuffer;
var picture2TextureBuffer;
var room_buffer;
var room_index_buffer;
var roomIndex;
var roomNormalBuffer;
var roomTextureBuffer;
var frame1_buffer;
var frame1_index_buffer;
var frame1NormalBuffer;
var frame1TextureBuffer;
var monkey_buffer;
var monkey_index;
var monkey_normal_buffer;
var monkey_Texturebuffer;
var main_light_buffer;
var main_light_index;
var main_normal_bufer;
var mainLightTextureBuffer;
var fan_Rod_buffer;
var fan_Rod_index_buffer;
var fan_Rod_Normal_buffer;
var fan_blade_buffer1;
var fan_blade_index1;
var fan_blade_Normal1;
var fan_blade_buffer2;
var fan_blade_index2;
var fan_blade_Normal2;
var dog_buffer;
var dog_index_buffer;
var dogIndex;
var dog_normal_buffer;
var cup_buffer;
var cup_index_buffer;
var cupIndex;
var cup_normal_buffer;
var kettle_buffer;
var kettle_index_buffer;
var kettleIndex;
var kettle_normal_buffer;
function initBuffers(){
/*============== Stage Buffer ====================*/
stage_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, stage_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(stage), gl.STATIC_DRAW);
//console.log(stage);
stage_index = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, stage_index);
stageIndex = [].concat.apply([], stage_indics);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(stageIndex), gl.STATIC_DRAW);
stageNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, stageNormalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(stageNormal), gl.STATIC_DRAW);
stageTextureBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, stageTextureBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(stageTextcoord), gl.STATIC_DRAW);
/*============== Cube Buffer ====================*/
// Create an empty buffer object to store vertex buffer
cube_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cube_buffer); // Bind appropriate array buffer to it
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cubeVert), gl.STATIC_DRAW); // Pass the vertex data to the buffer
// Create an empty buffer object to store Index buffer
cube_index_buffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cube_index_buffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeVertexIndices), gl.STATIC_DRAW);
normalsBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, normalsBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cubeNormal), gl.STATIC_DRAW);
cubeTextureBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeTextureBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cubeTextureCoord), gl.STATIC_DRAW);
/*============== Picture1 Buffer ====================*/
picture1_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, picture1_buffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pictureVert), gl.STATIC_DRAW);
picture1_index_buffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, picture1_index_buffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(pictureIndices), gl.STATIC_DRAW);
picture1NormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, picture1NormalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pictureNormals), gl.STATIC_DRAW);
picture1TextureBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, picture1TextureBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pictureTextCord), gl.STATIC_DRAW);
/*============== Picture2 Buffer ====================*/
picture2_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, picture2_buffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pictureVert), gl.STATIC_DRAW);
picture2_index_buffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, picture2_index_buffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(pictureIndices), gl.STATIC_DRAW);
picture2NormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, picture2NormalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pictureNormals), gl.STATIC_DRAW);
picture2TextureBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, picture2TextureBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pictureTextCord), gl.STATIC_DRAW);
/*============== Room Buffer ====================*/
room_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, room_buffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(roomVert), gl.STATIC_DRAW);
room_index_buffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, room_index_buffer);
roomIndex = [].concat.apply([], roomIndices);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(roomIndex), gl.STATIC_DRAW);
roomNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, roomNormalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(roomNormals), gl.STATIC_DRAW);
roomTextureBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, roomTextureBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(roomTextureCoord), gl.STATIC_DRAW);
/*========== monkey ===============*/
monkey_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, monkey_buffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(try4.meshes[5].vertices), gl.STATIC_DRAW);
monkey_index = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, monkey_index);
var monkeyindexL = [].concat.apply([], try4.meshes[5].faces);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(monkeyindexL), gl.STATIC_DRAW);
monkey_normal_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, monkey_normal_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(try4.meshes[5].normals), gl.STATIC_DRAW);
monkey_Texturebuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, monkey_Texturebuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(try4.meshes[5].texturecoords[0]), gl.STATIC_DRAW);
/*=============light============================*/
main_light_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, main_light_buffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(try4.meshes[8].vertices), gl.STATIC_DRAW);
main_light_index = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, main_light_index);
var mainLight = [].concat.apply([], try4.meshes[8].faces);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(mainLight), gl.STATIC_DRAW);
main_normal_bufer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, main_normal_bufer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(try4.meshes[8].normals), gl.STATIC_DRAW);
mainLightTextureBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, mainLightTextureBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(try4.meshes[8].texturecoords[0]), gl.STATIC_DRAW);
/*=======Fan Blade1===================*/
fan_blade_buffer1 = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, fan_blade_buffer1)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(fan_blades1), gl.STATIC_DRAW);
fan_blade_index1 = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, fan_blade_index1);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(fan_bladesIndics1), gl.STATIC_DRAW);
fan_blade_Normal1 = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, fan_blade_Normal1);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(fan_B_Normal1), gl.STATIC_DRAW);
/*=============Fan Blade2============================*/
fan_blade_buffer2 = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, fan_blade_buffer2)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(fan_blades2), gl.STATIC_DRAW);
fan_blade_index2 = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, fan_blade_index2);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(fan_bladesIndics2), gl.STATIC_DRAW);
fan_blade_Normal2 = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, fan_blade_Normal2);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(fan_B_Normal2), gl.STATIC_DRAW);
/*============= Fan Rod ===============*/
fan_Rod_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, fan_Rod_buffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(fan_middle_vertics), gl.STATIC_DRAW);
fan_Rod_index_buffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, fan_Rod_index_buffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(fan_middle_index), gl.STATIC_DRAW);
fan_Rod_Normal_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, fan_Rod_Normal_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(fan_middle_normal), gl.STATIC_DRAW);
/*============= Dog ===============*/
dog_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, dog_buffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(blend.meshes[2].vertices), gl.STATIC_DRAW);
dog_index_buffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, dog_index_buffer);
dogIndex = [].concat.apply([], blend.meshes[2].faces);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(dogIndex), gl.STATIC_DRAW);
dog_normal_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, dog_normal_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(blend.meshes[2].normals), gl.STATIC_DRAW);
/*============= Cup ===============*/
cup_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cup_buffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(blend.meshes[0].vertices), gl.STATIC_DRAW);
cup_index_buffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cup_index_buffer);
cupIndex = [].concat.apply([], blend.meshes[0].faces);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cupIndex), gl.STATIC_DRAW);
cup_normal_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cup_normal_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(blend.meshes[0].normals), gl.STATIC_DRAW);
/*============= Kettle ===============*/
kettle_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, kettle_buffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(blend.meshes[5].vertices), gl.STATIC_DRAW);
kettle_index_buffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, kettle_index_buffer);
kettleIndex = [].concat.apply([], blend.meshes[5].faces);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(kettleIndex), gl.STATIC_DRAW);
kettle_normal_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, kettle_normal_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(blend.meshes[5].normals), gl.STATIC_DRAW);
OffscreenBuffer();
}
/*============== Create Offscreen Buffer ====================*/
//Funtion from Webgl beginner Guide bu Diego & Brandon
var framebuffer;
function OffscreenBuffer(){
var texture = gl.createTexture()
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, canvas.width, canvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
var renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, canvas.width, canvas.height);
framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
//Attaching the texture buffer and render buffers to the frame buffer
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);
//Unbidding the buffers
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
function render(len) {
var uOffscreenLoc = gl.getUniformLocation(shaderProgram, "uOffscreen");
//on-screen rendering
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.uniform1f(uOffscreenLoc, 0.0);
gl.drawElements(gl.TRIANGLES, len, gl.UNSIGNED_SHORT,0);
//off-screen rendering
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.uniform1f(uOffscreenLoc, 1.0);
gl.drawElements(gl.TRIANGLES, len, gl.UNSIGNED_SHORT,0);
}
//-----------------//Funtion from Webgl beginner Guide bu Diego & Brandon END
/*============== Camera and light flag Declaration ====================*/
var forward_back = 80;
var forward_flag = false;
var backward_flag = false;
var left_right = 0;
var left_flag = false;
var right_flag = false;
var mouse_left_right = 0.0;
var mouse_up_down = 0.0;
var up_down = -2;
var up_flag = false;
var down_flag = false;
var LeftLight = true;
var rightLight = true;
var topMovingLight = false;
var headSpotLight = false;
var mouseSpotLight = false;
var L_Switch = 1;
var R_Switch = 1;
var top_switch =1;
var headSpotLight_switch = 1;
var mouseSpotLight_switch = 1;
var lightAmbient = 30;
var topLightX = 0;
var leftLightPosZ = 20;
var redLeftLight = 0;
var greenLeftLight = 128;
var blueLeftLight = 128;
var rightLightPosZ = 20;
var redRightLight = 128;
var greenRightLight = 128;
var blueRightLight = 128;
var dragging = false;
var x = 0;
var y = 0;
var cameraEye;
var steps = 0;
var normal = vec3.create();
var cameraNewPos = [0,0,0];
var nAzimuth;
var nElevation;
var approach_flag = false;
var approachRight_flag = false;
var approach = 0;
var op = 0;
function CreateMat4From(x,y,z){
var result = mat4.create();
result[3] = x;
result[7] = y;
result[11] = z;
//console.log(result);
return result;
}
function setUniformAttribute(translate, objectMaterial, deg_angle=0, rot_axis=[0,1,0] ,scale=[1,1,1], colorCode){
/* ==========Set Matrix======================================*/
var Pmatrix = gl.getUniformLocation(shaderProgram, 'Pmatrix'); //Orthographic or perspective
var Vmatrix = gl.getUniformLocation(shaderProgram, 'Vmatrix'); //Camera or View
var Mmatrix = gl.getUniformLocation(shaderProgram, 'Mmatrix'); //transformation
var normalMatrix = gl.getUniformLocation(shaderProgram, 'normalMatrix');
var eyePosition = gl.getUniformLocation(shaderProgram, 'eyePosition');
var u_movingPointLightPosition = gl.getUniformLocation(shaderProgram, 'u_movingPointLightPosition');
var u_headSpotLightPosition = gl.getUniformLocation(shaderProgram, 'u_headSpotLightPosition');
var u_headSpotLightDirection = gl.getUniformLocation(shaderProgram, 'u_headSpotLightDirection');
var u_headSpotLightLimit = gl.getUniformLocation(shaderProgram, 'u_headSpotLightLimit');
var u_mouseSpotLightPosition = gl.getUniformLocation(shaderProgram, 'u_mouseSpotLightPosition');
var u_mouseSpotLightDirection = gl.getUniformLocation(shaderProgram, 'u_mouseSpotLightDirection');
var u_mouseSpotLightLimit = gl.getUniformLocation(shaderProgram, 'u_mouseSpotLightLimit');
var pointLightPositionRight = gl.getUniformLocation(shaderProgram, 'pointLightPositionRight');
var pointLightDiffusionRight = gl.getUniformLocation(shaderProgram, 'pointLightDiffuse2');
var pointLightPositionLeft = gl.getUniformLocation(shaderProgram, 'pointLightPositionLeft');
var pointLightDiffusionLeft = gl.getUniformLocation(shaderProgram, 'pointLightDiffuse');
var mode_ambient = gl.getUniformLocation(shaderProgram, 'mode_ambient');
var mode_left = gl.getUniformLocation(shaderProgram, 'mode_left');
var mode_right = gl.getUniformLocation(shaderProgram, 'mode_right');
var mode_topMovingLight = gl.getUniformLocation(shaderProgram, 'mode_topMovingLight');
var mode_headSpotLight = gl.getUniformLocation(shaderProgram, 'mode_headSpotLight');
var mode_mouseSpotLight = gl.getUniformLocation(shaderProgram, 'mode_mouseSpotLight');
var mode_shadow = gl.getUniformLocation(shaderProgram, 'mode_shadow');
var mode_shadow2 = gl.getUniformLocation(shaderProgram, 'mode_shadow2');
var Ka = gl.getUniformLocation(shaderProgram, 'Ka');
var Kd = gl.getUniformLocation(shaderProgram, 'Kd');
var Ks = gl.getUniformLocation(shaderProgram, 'Ks');
var u_shininess = gl.getUniformLocation(shaderProgram, 'u_shininess');
var Objectcode = gl.getUniformLocation(shaderProgram, 'Objectcode');
var identityMatrix = new Float32Array(16);
var proj_matrix = new Float32Array(16);
var view_matrix = new Float32Array(16);
var mov_matrix = new Float32Array(16);
var trans_matrix = new Float32Array(16);
var rotate_matrix = new Float32Array(16);
var scale_matrix = new Float32Array(16);
var result_matrix = new Float32Array(16);
mat4.identity(identityMatrix);
if(pers_view){
mat4.perspective(proj_matrix, glMatrix.toRadian(45), canvas.width/canvas.height, 0.1, 100); //Set the perspective view
}else{
mat4.ortho(proj_matrix, -canvas.width/85, canvas.width/85, -canvas.height/100, canvas.height/100, 0.1, 100 ); //Set orthogonal view
}
var eye = [0, up_down, forward_back];
cameraEye = eye;
//console.log(cameraEye);
//console.log(left_right);
mat4.lookAt(view_matrix, eye, [left_right,0,0], [0,1,0]); //Set the camera matrix
mat4.translate(view_matrix, view_matrix, [op+approach, 0, approach]);
//mat4.translate(view_matrix, view_matrix, [0,0,-1]);
mat4.translate(trans_matrix, identityMatrix, translate); //Set the translation
mat4.rotate(rotate_matrix, identityMatrix, glMatrix.toRadian(deg_angle), rot_axis); //Set the rotation
mat4.scale(scale_matrix, identityMatrix, scale); //Set the scale
mat4.multiply(result_matrix, trans_matrix, rotate_matrix); //translate*rotate
mat4.multiply(mov_matrix, result_matrix, scale_matrix);
var modelView_matrix = new Float32Array(16);
var normal_matrix = new Float32Array(9);
mat4.multiply(modelView_matrix, view_matrix, mov_matrix);
mat3.normalFromMat4(normal_matrix, modelView_matrix);
gl.uniformMatrix4fv(Pmatrix, false, proj_matrix);
gl.uniformMatrix4fv(Vmatrix, false, view_matrix);
gl.uniformMatrix4fv(Mmatrix, false, mov_matrix);
gl.uniformMatrix3fv(normalMatrix, false, normal_matrix);
gl.uniform3fv(eyePosition, [0,0,forward_back]);
if (LeftLight){
L_Switch = 1.0;
}
else if(!LeftLight){
L_Switch = 0.0;
}
if(rightLight){
R_Switch =1.0;
}else{
R_Switch = 0.0;
}
if(topMovingLight){
top_switch = 1.0;
}
else{
top_switch = 0.0;
}
if(headSpotLight){
headSpotLight_switch = 1.0;
}
else{
headSpotLight_switch = 0.0;
}
if(mouseSpotLight){
mouseSpotLight_switch = 1.0;
}
else{
mouseSpotLight_switch = 0.0;
}
//Specify Material color
gl.uniform3fv(Ka, objectMaterial.materialAmbient);
gl.uniform3fv(Kd, objectMaterial.materialDiffuse);
gl.uniform3fv(Ks, objectMaterial.materialSpecular);
gl.uniform1f(u_shininess, objectMaterial.materialShininess);
//Light switch for Fixed Left-point light, Right-point light and their total ambience
gl.uniform1f(mode_ambient, lightAmbient/33.33);
gl.uniform1f(mode_left, L_Switch);
gl.uniform1f(mode_right, R_Switch);
gl.uniform1f(mode_topMovingLight, top_switch);
gl.uniform1f(mode_headSpotLight, headSpotLight_switch);
gl.uniform1f(mode_mouseSpotLight, mouseSpotLight_switch);
gl.uniform1f(mode_shadow, 0.0);
gl.uniform1f(mode_shadow2, 0.0);
//Specify position of moving point light
gl.uniform3fv(u_movingPointLightPosition, [0, 4.8, 0]);
gl.uniform3fv(pointLightDiffusionRight, [(redRightLight/255.0)*1.0, (greenRightLight/255.0)*1.0, (blueRightLight/255.0)*1.0]);
//Specify position of left point light
gl.uniform3fv(pointLightPositionLeft, [-14, 0 ,leftLightPosZ]);
gl.uniform3fv(pointLightDiffusionLeft, [(redLeftLight/255.0)*1.0, (greenLeftLight/255.0)*1.0, (blueLeftLight/255.0)*1.0]);
//Specify position of right point light
gl.uniform3fv(pointLightPositionRight, [14, 0, rightLightPosZ]);
//Specify position, direction and angle of Head point light
gl.uniform3fv(u_headSpotLightPosition, [left_right,0,5]);
gl.uniform3fv(u_headSpotLightDirection, [0,0,-1]);
var radian = Math.PI * 10 / 180.0;
gl.uniform1f(u_headSpotLightLimit, Math.cos(radian));
//Specify position, direction and angle of mouse spot light
gl.uniform3fv(u_mouseSpotLightPosition, [mouse_left_right,mouse_up_down,5]);
gl.uniform3fv(u_mouseSpotLightDirection, [0,0,-1]);
var mouse_radian = Math.PI * 15 / 180.0;
gl.uniform1f(u_mouseSpotLightLimit, Math.cos(mouse_radian));
//Color code of object in scene
gl.uniform3fv(Objectcode, colorCode);
}
/*============== Setting Textures ====================*/
function createTexture(my_image){
//Create and bind texture
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
//Flip texture
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
//Wrapping Parameters that determines what happens if s and t are outside the range(0,1)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
//Allow us to use area averaging instead of point samples(Enlarges or shrinks texture map)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
//Store the image in the GPU texture object.
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, my_image);
gl.activeTexture(gl.TEXTURE0);
}
/* This function draws all shapes in the scene with two arguments .
args: primitives - primitive shape type
translate - the coordinate where the shape will be translated- matrix
*/
var angle = 0;
var cube_angle = 0;
var cube_flag = true;
var F_angle = 0;
var fan_flag = false;
var fan_angle =0;
var fan_rod_angle = 0;
var fan_blade_angle = 0;
function drawA(primitive, all_translate){
/*======= Set View port and clear buffer =======*/
gl.viewport(0,0,canvas.width,canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT| gl.DEPTH_BUFFER_BIT);
/*=========Point to Stage Buffers===========*/
gl.bindBuffer(gl.ARRAY_BUFFER, stage_buffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, stage_index);
var coord = gl.getAttribLocation(shaderProgram, "coordinates");
gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(coord);
//Set stage normals
gl.bindBuffer(gl.ARRAY_BUFFER, stageNormalBuffer);
var normal = gl.getAttribLocation(shaderProgram, "normal");
gl.vertexAttribPointer(normal, 3, gl.FLOAT, false, 0,0);
gl.enableVertexAttribArray(normal);
//Set stage texture
// gl.bindBuffer(gl.ARRAY_BUFFER, stageTextureBuffer);
// var a_texture_coordinate = gl.getAttribLocation(shaderProgram, "a_texture_coordinate");
// gl.vertexAttribPointer(a_texture_coordinate, 2, gl.FLOAT, false,0,0) ;
// gl.enableVertexAttribArray(a_texture_coordinate);
//Draw stage
//setUniformAttribute(all_translate.translateStage, stageMaterial, 0, axis_rotations.stage_axis, [-22.1647,31.0312,-4.65275]);
//createTexture(document.getElementById("floor"));
//gl.drawElements(primitive, stageIndex.length, gl.UNSIGNED_SHORT,0);
/*======= Point to Podium 1 Buffers =======*/
gl.bindBuffer(gl.ARRAY_BUFFER, cube_buffer);// Bind vertex buffer object
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cube_index_buffer);// Bind index buffer object
var coord = gl.getAttribLocation(shaderProgram, "coordinates");// Get the attribute location for position
gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 0, 0); // Point an attribute to the currently bound VBO
gl.enableVertexAttribArray(coord);// enable the attribute
//set podium 1 texture coordinate
gl.bindBuffer(gl.ARRAY_BUFFER, cubeTextureBuffer);
var a_texture_coordinate = gl.getAttribLocation(shaderProgram, "a_texture_coordinate");
gl.vertexAttribPointer(a_texture_coordinate, 2, gl.FLOAT, false,0,0) ;
gl.enableVertexAttribArray(a_texture_coordinate);
//Set podium 1 normals
gl.bindBuffer(gl.ARRAY_BUFFER, normalsBuffer);
var normal = gl.getAttribLocation(shaderProgram, "normal");
gl.vertexAttribPointer(normal, 3, gl.FLOAT, false, 0,0);
gl.enableVertexAttribArray(normal);
//Draw podium 1
if(cube_flag){ cube_angle = angle; }
setUniformAttribute(all_translate.translate0, cubeMaterial, 90, axis_rotations.cube_axis, [0.5,0.5,0.5], podiumColorCode1);
createTexture(document.getElementById("my_image"));
//gl.drawElements(primitive, cubeVertexIndices.length, gl.UNSIGNED_SHORT,0);
render(cubeVertexIndices.length);
/*================Podiuim 2 =========*/
setUniformAttribute(all_translate.translatepoduim2, cubeMaterial, 90, axis_rotations.cube_axis, [0.5,0.5,0.5], podiumColorCode2);
createTexture(document.getElementById("my_image"));
//gl.drawElements(primitive, cubeVertexIndices.length, gl.UNSIGNED_SHORT,0);
render(cubeVertexIndices.length);
/*================Podium 3=========*/
setUniformAttribute(all_translate.translatepoduim3, cubeMaterial, 90, axis_rotations.cube_axis, [0.5,0.5,0.5], podiumColorCode3);
createTexture(document.getElementById("my_image"));
//gl.drawElements(primitive, cubeVertexIndices.length, gl.UNSIGNED_SHORT,0);
render(cubeVertexIndices.length)
if(fan_flag){
fan_angle = F_angle
}else{
fan_angle=0
}
/*===================Fan Hierarchical Model ===============*/
/*======= Point to Fan Rod Buffers =======*/
gl.bindBuffer(gl.ARRAY_BUFFER, fan_Rod_buffer);// Bind vertex buffer object
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, fan_Rod_index_buffer);// Bind index buffer object
var coord = gl.getAttribLocation(shaderProgram, "coordinates");// Get the attribute location for position
gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 0, 0); // Point an attribute to the currently bound VBO
gl.enableVertexAttribArray(coord);// enable the attribute
//set cube texture coordinate
// gl.bindBuffer(gl.ARRAY_BUFFER, cubeTextureBuffer);
// var a_texture_coordinate = gl.getAttribLocation(shaderProgram, "a_texture_coordinate");
// gl.vertexAttribPointer(a_texture_coordinate, 2, gl.FLOAT, false,0,0) ;
// gl.enableVertexAttribArray(a_texture_coordinate);
//Set rod normals
gl.bindBuffer(gl.ARRAY_BUFFER, fan_Rod_Normal_buffer);
var normal = gl.getAttribLocation(shaderProgram, "normal");
gl.vertexAttribPointer(normal, 3, gl.FLOAT, false, 0,0);
gl.enableVertexAttribArray(normal);
//Draw rod
setUniformAttribute(all_translate.translateFanRod, ruby, fan_angle*5, axis_rotations.fanRod, [1,1,1], fanRodColorCode);
createTexture(document.getElementById("fan"));
//gl.drawElements(primitive, fan_middle_index.length, gl.UNSIGNED_SHORT,0);
render(fan_middle_index.length)
/*======= Point to Fan Blade 1 Buffers =======*/
gl.bindBuffer(gl.ARRAY_BUFFER, fan_blade_buffer1);// Bind vertex buffer object
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, fan_blade_index1);// Bind index buffer object
var coord = gl.getAttribLocation(shaderProgram, "coordinates");// Get the attribute location for position
gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 0, 0); // Point an attribute to the currently bound VBO
gl.enableVertexAttribArray(coord);// enable the attribute
//set cube texture coordinate
// gl.bindBuffer(gl.ARRAY_BUFFER, cubeTextureBuffer);
// var a_texture_coordinate = gl.getAttribLocation(shaderProgram, "a_texture_coordinate");
// gl.vertexAttribPointer(a_texture_coordinate, 2, gl.FLOAT, false,0,0) ;
// gl.enableVertexAttribArray(a_texture_coordinate);
//Set fan blade 1 normals
gl.bindBuffer(gl.ARRAY_BUFFER, fan_blade_Normal1);
var normal = gl.getAttribLocation(shaderProgram, "normal");
gl.vertexAttribPointer(normal, 3, gl.FLOAT, false, 0,0);
gl.enableVertexAttribArray(normal);
//Draw fan blade 1
setUniformAttribute(all_translate.translateFanBlade1, ruby, fan_angle, axis_rotations.blade2, [0.7,0.5,0.3], fanBlade1ColorCode);
createTexture(document.getElementById("fan"));
//gl.drawElements(primitive, fan_bladesIndics1.length, gl.UNSIGNED_SHORT,0);
render(fan_bladesIndics1.length);
/*======= Point to Fan Blade 2 Buffers =======*/
gl.bindBuffer(gl.ARRAY_BUFFER, fan_blade_buffer2);// Bind vertex buffer object
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, fan_blade_index2);// Bind index buffer object
var coord = gl.getAttribLocation(shaderProgram, "coordinates");// Get the attribute location for position
gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 0, 0); // Point an attribute to the currently bound VBO
gl.enableVertexAttribArray(coord);// enable the attribute
//set cube texture coordinate
// gl.bindBuffer(gl.ARRAY_BUFFER, cubeTextureBuffer);
// var a_texture_coordinate = gl.getAttribLocation(shaderProgram, "a_texture_coordinate");
// gl.vertexAttribPointer(a_texture_coordinate, 2, gl.FLOAT, false,0,0) ;
// gl.enableVertexAttribArray(a_texture_coordinate);
//Set fan blade 2 normals
gl.bindBuffer(gl.ARRAY_BUFFER, fan_blade_Normal2);
var normal = gl.getAttribLocation(shaderProgram, "normal");
gl.vertexAttribPointer(normal, 3, gl.FLOAT, false, 0,0);
gl.enableVertexAttribArray(normal);
//Draw fan blade 2
setUniformAttribute(all_translate.translateFanBlade2, ruby, fan_angle, axis_rotations.blade2, [0.5,0.5,0.7], fanBlade2ColorCode);
createTexture(document.getElementById("fan"));
//gl.drawElements(primitive, fan_bladesIndics2.length, gl.UNSIGNED_SHORT,0);
render(fan_bladesIndics2.length);
/*======= Point to Monkey Buffers =======*/
gl.bindBuffer(gl.ARRAY_BUFFER, monkey_buffer);// Bind vertex buffer object
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, monkey_index);// Bind index buffer object
var coord = gl.getAttribLocation(shaderProgram, "coordinates");// Get the attribute location for position