//Header file, contains global variable definitions, // asynchronized shader loading and utility functions let mousedx = 0, mousedy = 0, mousedz = 0; let seldx = 0, seldy = 0, seldz = 0; var cx = 1, cy = 1, sx = 0, sy = 0; let mouselastX, mouselastY; const fl = 3; let start; var vs, fs; var vsfetch = new XMLHttpRequest(); var editor = undefined let cos = Math.cos, sin = Math.sin, tan = Math.tan, acos = Math.acos, asin = Math.asin, atan = Math.atan, sqrt = Math.sqrt; let positionsupdated = true; vsfetch.open('GET', './shader.vert'); vsfetch.onloadend = function () { vs = vsfetch.responseText; }; vsfetch.send(); //* LOADING FRAGMENT SHADER var client = new XMLHttpRequest(); client.open('GET', './shader.frag'); client.onloadend = function () { fs = (client.responseText); //* START EVERYTHING AFTER FRAGMENT SHADER IS DOWNLOADED. if (editor != undefined) editor.getSession().setValue(fs); }; client.send(); // I HAVE IMPLEMENTED THESE FUNCTIONS FOR YOU let matrix_identity = () => { return [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]; } let matrix_translate = (x, y, z) => { let m = matrix_identity(); m[12] = x; m[13] = y; m[14] = z; return m; } // YOU NEED TO PROPERLY IMPLEMENT THE FOLLOWING FIVE FUNCTIONS: let matrix_rotateX = theta => { let m = matrix_identity(); m[5] = cos(theta); m[6] = sin(theta); m[9] = -sin(theta); m[10] = cos(theta); return m; } let matrix_rotateY = theta => { let m = matrix_identity(); m[0] = cos(theta); m[2] = -sin(theta); m[8] = sin(theta); m[10] = cos(theta); return m; } let matrix_rotateZ= theta => { let m = matrix_identity(); m[0] = cos(theta); m[1] = sin(theta); m[4] = -sin(theta); m[5] = cos(theta); return m; } let matrix_scale = (x, y, z) => { let m = matrix_identity(); m[0] = x; m[5] = y; m[10] = z; return m; } let matrix_multiply = (a, b, m = 4, n = 4) => { //dim=mn*nm=mm let res = []; if (b.length < m*n) { //mat-vec multiply (i did this for my convenience) for (let i = 0; i < m; ++i) { res[i] = 0; for (let j = 0; j < n; ++j) res[i] += b[j] * a[m * j + i]; } return res; } //otherwise mm multiply for (let i = 0; i < m; ++i) for (let j = 0; j < m; ++j) { var t = 0; for (let k = 0; k < n; ++k) t += a[k * m + j] * b[i * n + k]; res.push(t); } return res; } let const_multiply = (c, a) => { let m = []; for(let i = 0; i < a.length; ++ i) m[i] = a[i] * c; return m; } function dot(a, b){ let m = 0; for(let i = 0; i < a.length; ++i) m += a[i] * b[i]; return m; } function plus(a, b){ let m = []; for(let i = 0; i < a.length; ++i) m[i] = a[i] + b[i]; return m; } function minus(a, b){ let m = []; for(let i = 0; i < a.length; ++i) m[i] = a[i] - b[i]; return m; } function normalize(v){ let res = []; sum = 0; for(let i = 0; i < v.length; ++ i) sum += v[i] * v[i]; sum = sqrt(sum); for(let i = 0; i < v.length; ++ i) res[i] = v[i] / sum; return res; } function updatePositions() { let m = matrix_rotateY(-mousedx); m = matrix_multiply(m, matrix_rotateX(-mousedy)); setUniform('3f', 'V0', m[8] * (fl + mousedz), m[9] * (fl + mousedz), m[10] * (fl + mousedz)); m = const_multiply((fl + 1 + mousedz)/(fl+1), m); setUniform('Matrix3fv', 'transformation', false, [m[0], m[1], m[2], m[4], m[5], m[6], m[8], m[9], m[10]]); positionsupdated = false; } function hitTest(pos){ let m = matrix_rotateY(-mousedx); m = matrix_multiply(m, matrix_rotateX(-mousedy)); let V = [m[8] * (fl + mousedz), m[9] * (fl + mousedz), m[10] * (fl + mousedz)]; m = const_multiply((fl + 1 + mousedz)/(fl+1), m); let trPos = matrix_multiply([m[0], m[1], m[2], m[4], m[5], m[6], m[8], m[9], m[10]], pos, 3,3); let W=normalize(minus(trPos, V)); let tMin=10000.; let iMin = -1; for(let i=0;i0.){ let t=-B-sqrt(D); if(t > 0.0 && t < tMin){ tMin = t; // This is an optimization, we don't have to do lighting/tex iMin = i; // for objects that are occuluded, which is expensive! } } } return iMin; }