added flat mode, one object, and clear some code

This commit is contained in:
gbrochar 2020-11-24 16:30:59 +01:00
parent 89cb1d7962
commit 4fb99acd00
4 changed files with 1910 additions and 72 deletions

1807
public/objs/fox.obj Normal file

File diff suppressed because it is too large Load Diff

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@ -76,20 +76,16 @@ async function main() {
}
void main() {
vec3 n = normalize(vec3(-500., 1000., 500.) - vPosition);
float diffuse = max(dot(vNormal.xyz, n), 0.);
vec3 n = normalize(vec3(-50000., 100000., 50000.) - vPosition);
float diffuse = max(dot(normalize(vNormal.xyz), n), 0.);
float specular = pow(
max(dot(
reflect(n, vNormal.xyz),
reflect(n, normalize(vNormal.xyz)),
normalize(vec3(0., 0., -50.) - vPosition)),
0.), 10.);
vec3 tmp = extremize(mod(vPosition.xyz + vec3(1000.), vec3(2.)), 2.);
float texture = (tmp.x + tmp.y + tmp.z) / 6.;
if (abs(vNormal.x) + abs(vNormal.y) + abs(vNormal.z) > 0.01) {
gl_FragColor = vec4((texture * diffuse * 0.8) + (texture * vec3(0.2)) + (specular * vec3(1.)), 1.0);
} else {
gl_FragColor = vec4((texture * vec3(1.)), 1.0);
}
gl_FragColor = vec4((texture * diffuse * 0.8) + (texture * vec3(0.2)) + (specular * vec3(1.)), 1.0);
}`;
const fsSource2 = `
@ -116,19 +112,50 @@ async function main() {
}
void main() {
vec3 n = normalize(vec3(-500., 1000., 500.) - vPosition);
float diffuse = max(dot(vNormal.xyz, n), 0.);
vec3 n = normalize(vec3(-50000., 100000., 50000.) - vPosition);
float diffuse = max(dot(normalize(vNormal.xyz), n), 0.);
float specular = pow(
max(dot(
reflect(n, vNormal.xyz),
reflect(n, normalize(vNormal.xyz)),
normalize(vec3(0., 0., -50.) - vPosition)),
0.), 10.);
vec3 texture = extremize(mod(vPosition.xyz + vec3(1000.), vec3(2.)), 2.) / vec3(2);
if (abs(vNormal.x) + abs(vNormal.y) + abs(vNormal.z) > 0.01) {
gl_FragColor = vec4((texture * diffuse * 0.8) + (texture * vec3(0.2)) + (specular * vec3(1.)), 1.0);
} else {
gl_FragColor = vec4((texture * vec3(1.)), 1.0);
}
gl_FragColor = vec4((texture * diffuse * 0.8) + (texture * vec3(0.2)) + (specular * vec3(1.)), 1.0);
}`;
const fsSource3 = `
precision highp float;
varying highp vec4 vColor;
varying highp vec4 vNormal;
varying highp vec3 vPosition;
vec3 extremize(vec3 v, float n) {
if (v.x > n / 2.)
v.x = n;
else
v.x = 0.;
if (v.y > n / 2.)
v.y = n;
else
v.y = 0.;
if (v.z > n / 2.)
v.z = n;
else
v.z = 0.;
return v;
}
void main() {
vec3 n = normalize(vec3(-50000., 100000., 50000.) - vPosition);
float diffuse = max(dot(normalize(vNormal.xyz), n), 0.);
float specular = pow(
max(dot(
reflect(n, normalize(vNormal.xyz)),
normalize(vec3(0., 0., -50.) - vPosition)),
0.), 10.);
vec3 texture = extremize(mod(vPosition.xyz + vec3(1000.), vec3(2.)), 2.) / vec3(2);
gl_FragColor = vec4((diffuse * 0.8) + (vec3(0.2)) + (specular * vec3(1.)), 1.0);
}`;
/* eslint-enable */
@ -146,7 +173,9 @@ async function main() {
const data = await getObj('/static/objs/teapot.obj');
let distance: any = $('#input1').val();
let circleSize: any = $('#input2').val();
distance = parseFloat(distance);
circleSize = parseFloat(circleSize);
const [
positions,
normals,
@ -157,7 +186,7 @@ async function main() {
console.log(uvs);
let [shaderProgram, fragmentShader]: any = initShaderProgram(gl,
vsSource,
fsSource);
fsSource3);
let programInfo: any = {
program: shaderProgram,
@ -199,10 +228,28 @@ async function main() {
buffers,
deltaTime,
length,
distance);
distance,
circleSize);
requestAnimationFrame(render);
}
/**
* Pushes a new obj file to the gl buffer
* @param {string} data the obj file to push
*/
function updateObj(data: string) {
const [
positions,
normals,
uvs,
indices,
] = convert(data);
console.log(uvs);
length = indices.length;
deleteBuffers(gl, buffers);
buffers = initBuffers(gl, positions, indices, normals);
}
$(function() {
$('#input1').on('keypress', function(event: any) {
if (event.which === 13) {
@ -210,6 +257,12 @@ async function main() {
$('#button3').click();
}
});
$('#input2').on('keypress', function(event: any) {
if (event.which === 13) {
event.preventDefault();
$('#button4').click();
}
});
$('#button1').on('click', function() {
[programInfo, fragmentShader] = changeFragmentShader(gl,
shaderProgram, fragmentShader, fsSource, vsSource);
@ -218,41 +271,34 @@ async function main() {
[programInfo, fragmentShader] = changeFragmentShader(gl,
shaderProgram, fragmentShader, fsSource2, vsSource);
});
$('#button3').on('click', function() {
[programInfo, fragmentShader] = changeFragmentShader(gl,
shaderProgram, fragmentShader, fsSource3, vsSource);
});
$('#button3').on('click', function() {
distance = $('#input1').val();
distance = parseFloat(distance);
});
$('#button4').on('click', function() {
circleSize = $('#input2').val();
circleSize = parseFloat(circleSize);
});
$('#sphere').on('click', async function() {
const data = await getObj('/static/objs/sphere.obj');
const [
positions,
normals,
uvs,
indices,
] = convert(data);
console.log(uvs);
length = indices.length;
deleteBuffers(gl, buffers);
buffers = initBuffers(gl, positions, indices, normals);
updateObj(data);
});
$('#teapot').on('click', async function() {
const data = await getObj('/static/objs/teapot.obj');
const [
positions,
normals,
uvs,
indices,
] = convert(data);
console.log(uvs);
length = indices.length;
deleteBuffers(gl, buffers);
buffers = initBuffers(gl, positions, indices, normals);
updateObj(data);
});
$('#fox').on('click', async function() {
const data = await getObj('/static/objs/fox.obj');
updateObj(data);
});
});
requestAnimationFrame(render);
}
/**
* Draw a webgl scene
* @param {any} gl the WebGL context
@ -261,13 +307,15 @@ async function main() {
* @param {number} deltaTime the difference in time since last call
* @param {number} length the index buffer length
* @param {number} distance distance of camera
* @param {number} circleSize size of circle the object is rotating around
*/
function drawScene(gl: any,
programInfo: any,
buffers: any,
deltaTime: number,
length: number,
distance: number) {
distance: number,
circleSize: number) {
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
@ -284,7 +332,7 @@ function drawScene(gl: any,
const fieldOfView = 45 * Math.PI / 180;
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const zNear = 0.1;
const zFar = 150.0;
const zFar = 1000.0;
const projectionMatrix = mat4.create();
// note: glmatrix.js always has the first argument
@ -315,8 +363,11 @@ function drawScene(gl: any,
mat4.translate(
viewMatrix,
viewMatrix,
[Math.cos(squareRotation) * 5, Math.sin(squareRotation) * 5, 0]);
viewMatrix, [
Math.cos(squareRotation) * circleSize,
Math.sin(squareRotation) * circleSize,
0,
]);
mat4.translate(
viewMatrix,

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@ -11,12 +11,10 @@ export default function convert (objText) {
const indices = [];
for (let i = 0; i < lines.length; i++) {
const line = lines[i];
if (line != '')
if (lines[i] != '')
{
const rawchunks = line.split(" ").map(x => x.trim());
const rawchunks = lines[i].split(" ").map(x => x.trim());
const chunks = [];
for (let i = 0; i < rawchunks.length; i++) {
if (rawchunks[i] != '') {
chunks.push(rawchunks[i]);
@ -51,7 +49,6 @@ export default function convert (objText) {
const c2 = (smoothing ? "s" : "") + chunks[2];
const c3 = (smoothing ? "s" : "") + chunks[3];
let index1 = vertices.indexOf(c1);
if (index1 === -1) {
index1 = vertices.length;
@ -74,32 +71,9 @@ export default function convert (objText) {
break;
}
}
} else {
}
}
const avgNormals = [];
for (let i = 0; i < vertices.length; i++) {
if (vertices[i].startsWith("s")) {
const d = vertices[i].substr(1).split("/");
const normal = normals[d[2] - 1];
const index = d[0] - 1;
if (avgNormals[index]) {
avgNormals[index][0] += normal[0];
avgNormals[index][1] += normal[1];
avgNormals[index][2] += normal[2];
} else {
avgNormals[index] = normal;
}
}
}
for (let n of avgNormals) {
const len = Math.hypot(...n);
avgNormals[avgNormals.indexOf(n)] = n.map(x => x / len);
}
const outPositions = [];
const outNormals = [];
const outUVs = [];

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@ -17,15 +17,21 @@
<div class='ui-block'>
<button id='button1'>Change Shader to black and white</button>
<button id='button2'>Change Shader to colored</button>
<button id='button3'>Change Shader to flat</button>
</div>
<div class='ui-block'>
<input id='input1' value='50'></input>
<button id='button3'>Change camera distance</button>
<div style='display: inline'>Max distance is 150</div>
<div style='display: inline'>Max distance is 1000</div>
</div>
<div class='ui-block'>
<input id='input2' value='5'></input>
<button id='button4'>Change circle size</button>
</div>
<div class='ui-block'>
<button id='sphere'>Set obj to sphere</button>
<button id='teapot'>Set obj to teapot</button>
<button id='fox'>Set obj to fox</button>
</div>
</div>
</div>