added multiple instances support, changed light position

This commit is contained in:
gbrochar 2020-11-25 18:58:49 +01:00
parent 0026741e17
commit 77c8dedb0c
2 changed files with 123 additions and 50 deletions

View File

@ -47,8 +47,8 @@ async function main() {
{
gl_Position = uProjectionMatrix *
uviewMatrix *
unormalModelMatrix *
umodelMatrix *
unormalModelMatrix *
aVertexPosition;
vPosition = vec3(aVertexPosition);
vNormal = unormalModelMatrix * aVertexNormal;
@ -82,7 +82,7 @@ async function main() {
}
void main() {
vec3 n = normalize(vec3(-50000., 100000., 50000.) - vPosition);
vec3 n = normalize(vec3(-50., 100., 50.) - vPosition);
float diffuse = max(dot(normalize(vNormal.xyz), n), 0.);
float specular = pow(
max(dot(
@ -120,7 +120,7 @@ async function main() {
}
void main() {
vec3 n = normalize(vec3(-50000., 100000., 50000.) - vPosition);
vec3 n = normalize(vec3(-50., 100., 50.) - vPosition);
float diffuse = max(dot(normalize(vNormal.xyz), n), 0.);
float specular = pow(
max(dot(
@ -141,7 +141,7 @@ async function main() {
uniform sampler2D uSampler;
void main() {
vec3 n = normalize(vec3(-50000., 100000., 50000.) - vPosition);
vec3 n = normalize(vec3(-50., 100., 50.) - vPosition);
float diffuse = max(dot(normalize(vNormal.xyz), n), 0.);
float specular = pow(
max(dot(
@ -162,7 +162,7 @@ async function main() {
void main() {
highp vec4 texelColor = texture2D(uSampler, vTextureCoord);
vec3 n = normalize(vec3(-50000., 100000., 50000.) - vPosition);
vec3 n = normalize(vec3(-50., 100., 50.) - vPosition);
float diffuse = max(dot(normalize(vNormal.xyz), n), 0.);
float specular = pow(
max(dot(
@ -209,7 +209,7 @@ async function main() {
if ((1. - sobel.r) + (1. - sobel.g) + (1. - sobel.b) < 2.5)
gl_FragColor = vec4(1.0 - sobel.rgb, 1.0 );
else {
vec3 n = normalize(vec3(-50000., 100000., 50000.) - vPosition);
vec3 n = normalize(vec3(-50., 100., 50.) - vPosition);
float diffuse = max(dot(normalize(vNormal.xyz), n), 0.);
float specular = pow(
max(dot(
@ -236,6 +236,7 @@ async function main() {
const data = await getObj('/static/objs/racer.obj');
const distance: any = $('#distance').val();
const distanceFine: any = $('#distancefine').val();
const instanceNumber: any = $('#instance').val();
const params: any = {
distance: parseFloat(distance) + parseFloat(distanceFine),
circleSize: $('#circlesize').val(),
@ -245,12 +246,14 @@ async function main() {
y: 0,
z: 0,
},
range: 0,
rot: {
x: $('#rotx').val(),
y: $('#roty').val(),
z: $('#rotz').val(),
},
rotSpeed: $('#rotspeed').val(),
instanceNumber: parseInt(instanceNumber),
};
const [
@ -262,15 +265,37 @@ async function main() {
let x = 0;
let y = 0;
let z = 0;
let maxx = positions[0];
let maxy = positions[1];
let maxz = positions[2];
let minx = positions[0];
let miny = positions[1];
let minz = positions[2];
for (let i = 0; i < positions.length; i++) {
if (i % 3 == 0) {
if (positions[i] > maxx) {
maxx = positions[i];
} else if (positions[i] < minx) {
minx = positions[i];
}
x += positions[i];
} else if (i % 3 == 1) {
if (positions[i] > maxy) {
maxy = positions[i];
} else if (positions[i] < miny) {
miny = positions[i];
}
y += positions[i];
} else {
if (positions[i] > maxz) {
maxz = positions[i];
} else if (positions[i] < minz) {
minz = positions[i];
}
z += positions[i];
}
}
params.range = Math.max(maxx - minx, maxy - miny, maxz - minz);
params.avg.x = x / (positions.length / 3);
params.avg.y = y / (positions.length / 3);
params.avg.z = z / (positions.length / 3);
@ -344,15 +369,37 @@ async function main() {
let x = 0;
let y = 0;
let z = 0;
let maxx = positions[0];
let maxy = positions[1];
let maxz = positions[2];
let minx = positions[0];
let miny = positions[1];
let minz = positions[2];
for (let i = 0; i < positions.length; i++) {
if (i % 3 == 0) {
if (positions[i] > maxx) {
maxx = positions[i];
} else if (positions[i] < minx) {
minx = positions[i];
}
x += positions[i];
} else if (i % 3 == 1) {
if (positions[i] > maxy) {
maxy = positions[i];
} else if (positions[i] < miny) {
miny = positions[i];
}
y += positions[i];
} else {
if (positions[i] > maxz) {
maxz = positions[i];
} else if (positions[i] < minz) {
minz = positions[i];
}
z += positions[i];
}
}
params.range = Math.max(maxx - minx, maxy - miny, maxz - minz);
params.avg.x = x / (positions.length / 3);
params.avg.y = y / (positions.length / 3);
params.avg.z = z / (positions.length / 3);
@ -375,6 +422,10 @@ async function main() {
const circleSize: any = $('#circlesize').val();
params.circleSize = parseFloat(circleSize);
});
$('#instance').on('input', function() {
const instance: any = $('#instance').val();
params.instanceNumber = parseInt(instance);
});
$('#rotx').on('input', function() {
const rotx: any = $('#rotx').val();
params.rot.x = parseFloat(rotx);
@ -503,30 +554,6 @@ function drawScene(gl: any,
zFar);
const normalModelMatrix = mat4.create();
mat4.rotateX(normalModelMatrix,
normalModelMatrix,
params.rot.x);
mat4.rotateY(normalModelMatrix,
normalModelMatrix,
params.rot.y);
mat4.rotateZ(normalModelMatrix,
normalModelMatrix,
params.rot.z);
mat4.rotateY(normalModelMatrix,
normalModelMatrix,
squareRotation);
const modelMatrix = mat4.create();
mat4.translate(modelMatrix,
modelMatrix,
[
-params.avg.x,
-params.avg.y,
-params.avg.z,
]);
// Set the drawing position to the "identity" point, which is
// the center of the scene.
const viewMatrix = mat4.create();
@ -605,23 +632,6 @@ function drawScene(gl: any,
// Tell WebGL to use our program when drawing
gl.useProgram(programInfo.program);
// Set the shader uniforms
gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix,
false,
projectionMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.viewMatrix,
false,
viewMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.modelMatrix,
false,
modelMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.normalModelMatrix,
false,
normalModelMatrix);
// Tell WebGL we want to affect texture unit 0
gl.activeTexture(gl.TEXTURE0);
@ -630,11 +640,70 @@ function drawScene(gl: any,
// Tell the shader we bound the texture to texture unit 0
gl.uniform1i(programInfo.uniformLocations.uSampler, 0);
{
const normalModelMatrix = [];
const modelMatrix = [];
for (let i = 0; i < params.instanceNumber; i++) {
const normalModelMatrixTemplate = mat4.create();
const modelMatrixTemplate = mat4.create();
let addx = 0;
let addy = 0;
mat4.rotateX(normalModelMatrixTemplate,
normalModelMatrixTemplate,
params.rot.x);
mat4.rotateY(normalModelMatrixTemplate,
normalModelMatrixTemplate,
params.rot.y);
mat4.rotateZ(normalModelMatrixTemplate,
normalModelMatrixTemplate,
params.rot.z);
mat4.rotateY(normalModelMatrixTemplate,
normalModelMatrixTemplate,
squareRotation);
if (i % 3 == 1) {
addx = Math.floor(i / 9 + 1) * params.range * 1.5;
} else if (i % 3 == 2) {
addx = -Math.floor(i / 9 + 1) * params.range * 1.5;
}
if (i % 9 > 5) {
addy = Math.floor(i / 9 + 1) * params.range * 1.5;
} else if (i % 9 > 2 && i % 9 < 6) {
addy = -Math.floor(i / 9 + 1) * params.range * 1.5;
}
mat4.translate(modelMatrixTemplate,
modelMatrixTemplate,
[
-params.avg.x + addx,
-params.avg.y + addy,
-params.avg.z,
]);
normalModelMatrix.push(normalModelMatrixTemplate);
modelMatrix.push(modelMatrixTemplate);
}
for (let i = 0; i < params.instanceNumber; i++) {
// Set the shader uniforms
gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix,
false,
projectionMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.viewMatrix,
false,
viewMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.modelMatrix,
false,
modelMatrix[i]);
gl.uniformMatrix4fv(
programInfo.uniformLocations.normalModelMatrix,
false,
normalModelMatrix[i]);
const vertexCount = length;
const type = gl.UNSIGNED_SHORT;
const offset = 0;
gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
// gl.drawArrays(gl.TRIANGLES, offset, vertexCount);
}
squareRotation += deltaTime * params.rotSpeed;

View File

@ -24,9 +24,9 @@
<div class='ui-block'>
<div style='display: inline;'>Change distance : </div>
<div style='display: inline;'>Fine: </div>
<input type="range" min="1" max="50" value="1" class="slider" id="distancefine">
<input type="range" min="1" max="50" value="25" class="slider" id="distancefine">
<div style='display: inline;'>Coarse: </div>
<input type="range" min="1" max="1000" value="30" class="slider" id="distance">
<input type="range" min="1" max="1000" value="40" class="slider" id="distance">
</div>
<div class='ui-block'>
<div style='display: inline;'>Change circle size : </div>
@ -40,6 +40,10 @@
<div style='display: inline;'>Change base rotation speed : </div>
<input type="range" min="0" max="5" value="1" step='0.0001' class="slider" id="rotspeed">
</div>
<div class='ui-block'>
<div style='display: inline;'>Change instances number : </div>
<input type="range" min="1" max="180" value="9" step='1' class="slider" id="instance">
</div>
<div class='ui-block'>
<div style='display: inline;'>Change rotation : </div>
<div style='display: inline;'>X: </div>