////////////////////////////////////////////////////////////////////////////////////////// // // THIS IS THE SUPPORT LIBRARY. YOU PROBABLY DON'T WANT TO CHANGE ANYTHING HERE JUST YET. // ////////////////////////////////////////////////////////////////////////////////////////// let fragmentShaderHeader = ['' // WHATEVER CODE WE WANT TO PREDEFINE FOR FRAGMENT SHADERS , 'precision highp float;' , 'float noise(vec3 point) { float r = 0.; for (int i=0;i<16;i++) {' , ' vec3 D, p = point + mod(vec3(i,i/4,i/8) , vec3(4.0,2.0,2.0)) +' , ' 1.7*sin(vec3(i,5*i,8*i)), C=floor(p), P=p-C-.5, A=abs(P);' , ' C += mod(C.x+C.y+C.z,2.) * step(max(A.yzx,A.zxy),A) * sign(P);' , ' D=34.*sin(987.*float(i)+876.*C+76.*C.yzx+765.*C.zxy);P=p-C-.5;' , ' r+=sin(6.3*dot(P,fract(D)-.5))*pow(max(0.,1.-2.*dot(P,P)),4.);' , '} return .5 * sin(r); }' ].join('\n'); var ns = 0, cns = 0; fragmentShaderHeader+= 'const int ns = ' + ns + ';\n'; var fragmentShaderDefs = 'const int cns = ' + cns + ';\n'; let nfsh = fragmentShaderHeader.split('\n').length + 1; // NUMBER OF LINES OF CODE IN fragmentShaderHeader let isFirefox = navigator.userAgent.indexOf('Firefox') > 0; function getBlob(data) { let bytes = new Array(data.length); for (let i = 0; i < data.length; i++) { bytes[i] = data.charCodeAt(i); } return new Blob([new Uint8Array(bytes)]); } let texture = [], gl, program; let textures = []; let lock = false; function loadTexture(gl, url, i) { const level = 0; const internalFormat = gl.RGBA; const width = 1; const height = 1; const border = 0; const srcFormat = gl.RGBA; const srcType = gl.UNSIGNED_BYTE; if (texture[i] == null) { texture[i] = gl.createTexture(); const pixel = new Uint8Array([0, 0, 255, 255]); // opaque blue gl.activeTexture(gl.TEXTURE0+i); gl.bindTexture(gl.TEXTURE_2D, texture[i]); gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, pixel); } const image = new Image(); image.onload = function () { gl.activeTexture(gl.TEXTURE0+i); gl.bindTexture(gl.TEXTURE_2D, texture[i]); gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, srcFormat, srcType, image); if (isPowerOf2(image.width) && isPowerOf2(image.height)) { gl.generateMipmap(gl.TEXTURE_2D); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR); } else { 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); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); } }; image.src = url; } function isPowerOf2(value) { return (value & (value - 1)) == 0; } function gl_start(canvas, vertexShader, fragmentShader) { // START WEBGL RUNNING IN A CANVAS console.log('glstart'); setTimeout(function () { try { canvas.gl = canvas.getContext('experimental-webgl'); // Make sure WebGl is supported. IT WOULD BE GREAT TO USE WEBGL2 INSTEAD. } catch (e) { throw 'Sorry, your browser does not support WebGL.'; } canvas.setShaders = function (vertexShader, fragmentShader) { // Add the vertex and fragment shaders: gl = this.gl; program = gl.createProgram(); // Create the WebGL program. function addshader(type, src) { // Create and attach a WebGL shader. function spacer(color, width, height) { return '
 
'; } errorMessage.innerHTML = 'In Spring Break We Did Homeworks.'; // errorMarker.innerHTML = spacer('white', 1, 1) + '\u25B6'; let shader = gl.createShader(type); gl.shaderSource(shader, src); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { let msg = gl.getShaderInfoLog(shader); console.log('Cannot compile shader:\n\n' + msg); let a = msg.substring(6, msg.length); let line = 0; if (a.substring(0, 3) == ' 0:') { a = a.substring(3, a.length); line = parseInt(a) - nfsh; editor.session.setAnnotations([{ row: line, column: 0, text: msg, type: "error" }]); } let j = a.indexOf(':'); a = 'line ' + (line+1) + a.substring(j, a.length); if ((j = a.indexOf('\n')) > 0) a = a.substring(0, j); errorMessage.innerHTML = a; } else editor.session.clearAnnotations(); gl.attachShader(program, shader); }; addshader(gl.VERTEX_SHADER, vertexShader); // Add the vertex and fragment shaders. addshader(gl.FRAGMENT_SHADER, fragmentShaderHeader +fragmentShaderDefs+ fragmentShader); gl.linkProgram(program); // Link the program, report any errors. if (!gl.getProgramParameter(program, gl.LINK_STATUS)) console.log('Could not link the shader program!'); gl.useProgram(program); gl.program = program; for(let i = 0; i < ns; ++i){ loadTexture(gl, './'+(i+1)+'.jpg', i); //Texture loading. textures[i] = i; } gl.uniform1iv(gl.getUniformLocation(program, 'uSampler'), textures); positionsupdated = true; let attribs = [ .05,.05,.1, .5,.5,1., 1.,.5,.5,20., 0., .0, 1.3, .1,.05,.05, 1.,.5,.5, 1.,.5,.5,10., .3,1.,1.3, .1,.05,.05, .71,.71,.71, .71,.71,.71,10., 0.3,.0,1.5, .1,.1,.1, .71,.71,.71, .71,.71,.71,10., 0.05,0., 1., .0,.0,.0, .0,.0,.0, .0,.0,.0,40., 0.,.85,1.5 ] var offset = 0; for(let i = 0; i < ns; i++){ setUniform('3fv', 'Ambient['+i+']', attribs.slice(offset, offset += 3)); setUniform('3fv', 'Diffuse['+i+']', attribs.slice(offset, offset += 3)); setUniform('4fv', 'Specular['+i+']', attribs.slice(offset, offset += 4)); setUniform('1fv', 'ks['+i+']', attribs.slice(offset, offset += 1)); setUniform('1fv', 'kr['+i+']', attribs.slice(offset, offset += 1)); setUniform('1fv', 'kf['+i+']', attribs.slice(offset, offset += 1)); } offset = 0; for(let i = 0; i < n_shapes; i++){ setUniform('3fv', 'starColors['+i+']', starColors.slice(offset, offset += 3)); } gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); // Create a square as a triangle strip // gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( // consisting of two triangles. // [-1, 1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0]), gl.STATIC_DRAW); gl.enable(gl.DEPTH_TEST); gl.depthFunc(gl.LEQUAL); gl.clearDepth(-1); let oid = gl.getAttribLocation(program, 'oid'); // Set aPos attribute for each vertex. gl.enableVertexAttribArray(oid); gl.vertexAttribPointer(oid, 1, gl.FLOAT, false, 4*7, 0); let aPos = gl.getAttribLocation(program, 'aPos'); // Set aPos attribute for each vertex. gl.enableVertexAttribArray(aPos); gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 4*7, 4); let normal = gl.getAttribLocation(program, 'normal'); // Set aPos attribute for each vertex. gl.enableVertexAttribArray(normal); gl.vertexAttribPointer(normal, 3, gl.FLOAT, false, 4*7, 4*4); } canvas.setShaders(vertexShader, fragmentShader); // Initialize everything, setInterval(function () { // Start the animation loop. gl = canvas.gl; if (gl.startTime === undefined) // First time through, gl.startTime = Date.now(); // record the start time. animate(gl); //gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); // Render the square. }, 30); }, 100); // Wait 100 milliseconds after page has loaded before starting WebGL. } // THE animate() CALLBACK FUNCTION CAN BE REDEFINED IN index.html. function animate() { } function setUniform(type, name, a, b, c, d, e, f) { if(gl) { let loc = gl.getUniformLocation(gl.program, name); (gl['uniform' + type])(loc, a, b, c, d, e, f); } } //let VERTEX_SIZE = 3; let VERTEX_SIZE = 7; let drawMesh = (mesh, func = gl.TRIANGLE_STRIP) => { gl.bufferData(gl.ARRAY_BUFFER, mesh, gl.STATIC_DRAW); gl.drawArrays(func, 0, mesh.length / VERTEX_SIZE); }