You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
Graphics/hw5/lib4.header.js

333 lines
10 KiB

//Header file, contains global variable definitions,
// asynchronized shader loading and utility functions
var mousedx = 0, mousedy = 0, mousedz = 0;
let seldx = 0, seldy = 0, seldz = 0;
var enableSelection = false;
var cx = 1, cy = 1, sx = 0, sy = 0;
var mouselastX, mouselastY;
const fl = 3;
let start;
var vs, fs;
var vsfetch = new XMLHttpRequest();
var editor = undefined
var cos = Math.cos, sin = Math.sin, tan = Math.tan,
acos = Math.acos, asin = Math.asin, atan = Math.atan,
sqrt = Math.sqrt, pi = Math.PI, abs = Math.abs;
var 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) => {
if (y === undefined)
y = z = x;
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;
}
let Matrix = function() {
let top = 0, m = [ matrix_identity() ];
this.identity = () => m[top] = matrix_identity();
this.translate = (x,y,z) => m[top] = matrix_multiply(m[top], matrix_translate(x,y,z));
this.rotateX = theta => m[top] = matrix_multiply(m[top], matrix_rotateX(theta));
this.rotateY = theta => m[top] = matrix_multiply(m[top], matrix_rotateY(theta));
this.rotateZ = theta => m[top] = matrix_multiply(m[top], matrix_rotateZ(theta));
this.scale = (x,y,z) => m[top] = matrix_multiply(m[top], matrix_scale(x,y,z));
this.value = () => m[top];
this.save = () => { m[top+1] = m[top].slice(); top++; }
this.restore = () => --top;
}
//------ CREATING MESH SHAPES
// CREATE A MESH FROM A PARAMETRIC FUNCTION
let createMesh = (nu, nv, f, data, oid = 0) => {
let tmp = [];
for (let v = 0 ; v < 1 ; v += 1/nv) {
for (let u = 0 ; u <= 1 ; u += 1/nu) {
tmp = tmp.concat(f(u,v,oid,data));
tmp = tmp.concat(f(u,v+1/nv,oid,data));
}
tmp = tmp.concat(f(1,v,oid,data));
tmp = tmp.concat(f(0,v+1/nv,oid,data));
}
return new Float32Array(tmp);
}
// GLUE TWO MESHES TOGETHER INTO A SINGLE MESH
let glueMeshes = (a, b) => {
let c = [];
for (let i = 0 ; i < a.length ; i++)
c.push(a[i]); // a
for (let i = 0 ; i < VERTEX_SIZE ; i++)
c.push(a[a.length - VERTEX_SIZE + i]); // + last vertex of a
for (let i = 0 ; i < VERTEX_SIZE ; i++)
c.push(b[i]); // + first vertex of b
for (let i = 0 ; i < b.length ; i++)
c.push(b[i]); // + b
return new Float32Array(c);
}
let uvToSphere = (u,v, i) => {
let theta = 2 * Math.PI * u;
let phi = Math.PI * (v - .5);
let x = Math.cos(theta) * Math.cos(phi);
let y = Math.sin(theta) * Math.cos(phi);
let z = Math.sin(phi);
return [i, x,y,z].concat(normalize([x, y, z]));
}
let uvToTube = (u,v,i) => {
let theta = 2 * Math.PI * u;
let x = Math.cos(theta);
let y = Math.sin(theta);
let z = 2 * v - 1;
return [i,x,y,z].concat(normalize([x,y,0]));
}
let uvToDisk = (u,v,i,dz) => {
if (dz === undefined)
dz = 0;
let theta = 2 * Math.PI * u;
let x = Math.cos(theta) * v;
let y = Math.sin(theta) * v;
let z = dz;
return [i,x,y,z].concat([0,0,Math.sign(z)]);
}
let uvToTorus = (u,v,i,r) => {
let theta = 2 * pi;
let phi = theta * v;
theta *= u;
let x = 1 + r * cos(phi);
let y = sin(theta)*x;
x *=cos(theta);
let z = r * sin(phi);
let tx = -sin(theta), ty = cos(theta),tsx = sin(phi), tsy = tsx*tx, tsz = cos(phi);
tsx*=-ty;
return [i,x, y, z].concat(normalize([ty*tsz*0.5, -tx*tsz, tx*tsy-ty*tsx]));
}
let createCube = (w, h, l,id) => {
let mesh = [];
mesh=mesh.concat([id, -w/2,-h/2,-l/2,0,-1,0]);
mesh=mesh.concat([id, -w/2,-h/2,l/2,0,-1,0]);
mesh=mesh.concat([id, w/2,-h/2,-l/2,0,-1,0]);
mesh=mesh.concat([id, w/2,-h/2,l/2,0,-1,0]);
mesh=mesh.concat([id, w/2,-h/2,l/2,0,-1,0]);
mesh=mesh.concat([id, w/2,-h/2,l/2,0,0,1]);
mesh=mesh.concat([id, w/2,-h/2,l/2,0,0,1]);
mesh=mesh.concat([id, w/2,h/2,l/2,0,0,1]);
mesh=mesh.concat([id, -w/2,-h/2,l/2,0,0,1]);
mesh=mesh.concat([id, -w/2,h/2,l/2,0,0,1]);
mesh=mesh.concat([id, -w/2,h/2,l/2,0,0,1]);
mesh=mesh.concat([id, -w/2,h/2,l/2,-1,0,0]);
mesh=mesh.concat([id, -w/2,h/2,l/2,-1,0,0]);
mesh=mesh.concat([id, -w/2,-h/2,l/2,-1,0,0]);
mesh=mesh.concat([id, -w/2,h/2,-l/2,-1,0,0]);
mesh=mesh.concat([id, -w/2,-h/2,-l/2,-1,0,0]);
mesh=mesh.concat([id, -w/2,-h/2,-l/2,-1,0,0]);
mesh=mesh.concat([id, -w/2,-h/2,-l/2,0,0,-1]);
mesh=mesh.concat([id, -w/2,-h/2,-l/2,0,0,-1]);
mesh=mesh.concat([id, -w/2,h/2,-l/2,0,0,-1]);
mesh=mesh.concat([id, w/2,-h/2,-l/2,0,0,-1]);
mesh=mesh.concat([id, w/2,h/2,-l/2,0,0,-1]);
mesh=mesh.concat([id, w/2,h/2,-l/2,0,0,-1]);
mesh=mesh.concat([id, w/2,h/2,-l/2,1,0,0]);
mesh=mesh.concat([id, w/2,h/2,-l/2,1,0,0]);
mesh=mesh.concat([id, w/2,h/2,l/2,1,0,0]);
mesh=mesh.concat([id, w/2,-h/2,-l/2,1,0,0]);
mesh=mesh.concat([id, w/2,-h/2,l/2,1,0,0]);
mesh=mesh.concat([id, w/2,-h/2,l/2,1,0,0]);
mesh=mesh.concat([id, w/2,h/2,l/2,0,1,0]);
mesh=mesh.concat([id, w/2,h/2,l/2,0,1,0]);
mesh=mesh.concat([id, w/2,h/2,-l/2,0,1,0]);
mesh=mesh.concat([id, -w/2,h/2,l/2,0,1,0]);
mesh=mesh.concat([id, -w/2,h/2,-l/2,0,1,0]);
return new Float32Array(mesh);
// let verts = [];
// for(let i = -w/2; i < w; i += w)
// for(let j = -h/2; j < h; j += h)
// for (let k = -l/2; k < l; k += l)
// verts.push([id, i, j, k]);
// let mesh = [];
// let n = 0;
// for(let j = 0; j < 4; ++ j)
// mesh = mesh.concat(verts[j]);
// for(let i = 0; i < 2; ++ i)
// for(let j = 0; j < 2; ++ j)
// mesh = mesh.concat(verts[6 - i*2 + j]);
// for(let j = 0; j < 2; ++ j)
// mesh = mesh.concat(verts[j]);
// mesh = mesh.concat(verts[5]);
// mesh = mesh.concat(verts[3]);
// mesh = mesh.concat(verts[7]);
// mesh = mesh.concat(verts[7]);
// mesh = mesh.concat(verts[6]);
// mesh = mesh.concat(verts[6]);
// mesh = mesh.concat(verts[4]);
// mesh = mesh.concat(verts[2]);
// mesh = mesh.concat(verts[0]);
// return new Float32Array(mesh);
//CREATING CUBES THIS WAY REDUCES VERTICES BUT MAKES IT HARDER TO DO LIGHTING
}
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){
if(!enableSelection)
return -1;
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;i<cns;i++){
let Vp=minus(V, matrix_multiply(SphTr[i], Sph[i]));
let B=dot(W,Vp);
let C=dot(Vp,Vp)-Sph[i][4]*Sph[i][4];
let D=B*B-C;
if(D>0.){
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;
}