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main.js
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var red = new Uint8Array([255, 0, 0, 255]);
var green = new Uint8Array([0, 255, 0, 255]);
var blue = new Uint8Array([0, 0, 255, 255]);
var cyan = new Uint8Array([0, 255, 255, 255]);
var magenta = new Uint8Array([255, 0, 255, 255]);
var yellow = new Uint8Array([255, 255, 0, 255]);
var cubeMap;
var myEnvironment;
var theta = 0;
var phi = 20;
var sigma = 0;
var gridN = 256;
var gl;
var canvas;
var shaderProgram;
var shaderProgram2;
var shaderProgram3;
var phongProgram;
var vertexPositionBuffer;
// Create a place to store terrain geometry
var tVertexPositionBuffer;
//Create a place to store normals for shading
var tVertexNormalBuffer;
// Create a place to store the terrain triangles
var tIndexTriBuffer;
//Create a place to store the traingle edges
var tIndexEdgeBuffer;
// View parameters
var teapotVertexPositionBuffer;
var teapotVertexNormalBuffer;
var teapotIndexTriBuffer;
var eyePt = vec3.fromValues(0.0,0.0,0.0);
var viewDir = vec3.fromValues(0.0,0.0,-1.0);
var up = vec3.fromValues(0.0,1.0,0.0);
var viewPt = vec3.fromValues(0.0,0.0,0.0);
// Create the normal
var nMatrix = mat3.create();
// Create ModelView matrix
var mvMatrix = mat4.create();
//Create Projection matrix
var pMatrix = mat4.create();
var mvMatrixStack = [];
//TODO: load
var myExLoad;
function drawTeapot(shaderName){
gl.useProgram(shaderName);
//Draw teapot
var teapotTransformVec = vec3.create();
var teapotScaleVec = vec3.create();
var teapotRotate = vec3.create();
mvPushMatrix();
//vec3.set(teapotTransformVec,0.0,0.2,-3.0);
vec3.set(teapotTransformVec,0.0,-0.08,-3.0);
vec3.set(teapotScaleVec,0.25,0.25,0.25);
mat4.translate(mvMatrix, mvMatrix,teapotTransformVec);
mat4.scale(mvMatrix, mvMatrix,teapotScaleVec);
mat4.rotateX(mvMatrix, mvMatrix, degToRad(phi));
mat4.rotateZ(mvMatrix, mvMatrix, degToRad(sigma));
mat4.rotateY(mvMatrix, mvMatrix, degToRad(theta));
setMatrixUniforms(shaderName);
uploadLightsToShader([4,1,0],[0.5,0.5,0.5],[2.0,0.0,2.0],[1.0,1.0,0.0], shaderName);
gl.polygonOffset(0,0);
gl.bindBuffer(gl.ARRAY_BUFFER, teapotVertexPositionBuffer);
gl.vertexAttribPointer(shaderName.vertexPositionAttribute, teapotVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
// Bind normal buffer
gl.bindBuffer(gl.ARRAY_BUFFER, teapotVertexNormalBuffer);
gl.vertexAttribPointer(shaderName.vertexNormalAttribute,
teapotVertexNormalBuffer.itemSize,
gl.FLOAT, false, 0, 0);
//Draw
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, teapotIndexTriBuffer);
gl.drawElements(gl.TRIANGLES, teapotIndexTriBuffer.numItems, gl.UNSIGNED_SHORT,0);
mvPopMatrix();
}
//-------------------------------------------------------------------------
function drawTerrain(shaderName){
gl.useProgram(shaderName);
var transformVec = vec3.create();
var scaleVec = vec3.create();
mvPushMatrix();
vec3.set(transformVec,0.0,-1.0,-4.0);
vec3.set(scaleVec,1.5,1.5,1.5);
mat4.translate(mvMatrix, mvMatrix,transformVec);
mat4.scale(mvMatrix, mvMatrix,scaleVec);
mat4.rotateX(mvMatrix, mvMatrix, degToRad(-75));
mat4.rotateZ(mvMatrix, mvMatrix, degToRad(25));
setMatrixUniforms(shaderName);
uploadLightsToShader([0,1,1],[0.5,0.5,0.5],[1.0,0.5,0.0],[0.0,0.0,0.0],shaderName);
/**
if ((document.getElementById("polygon").checked) || (document.getElementById("wirepoly").checked))
{
uploadLightsToShader([0,1,1],[0.0,0.0,0.0],[1.0,0.5,0.0],[0.0,0.0,0.0],shaderProgram);
drawTerrain();
}
if(document.getElementById("wirepoly").checked){
uploadLightsToShader([0,1,1],[0.0,0.0,0.0],[0.0,0.0,0.0],[0.0,0.0,0.0],shaderProgram);
drawTerrainEdges();
}
if(document.getElementById("wireframe").checked){
uploadLightsToShader([0,1,1],[1.0,1.0,1.0],[0.0,0.0,0.0],[0.0,0.0,0.0],shaderProgram);
drawTerrainEdges();
}
**/
gl.polygonOffset(0,0);
gl.bindBuffer(gl.ARRAY_BUFFER, tVertexPositionBuffer);
gl.vertexAttribPointer(shaderName.vertexPositionAttribute, tVertexPositionBuffer.itemSize,
gl.FLOAT, false, 0, 0);
// Set the texture coordinates attribute for the vertices.
gl.bindBuffer(gl.ARRAY_BUFFER, terrainTCoordBuffer);
gl.vertexAttribPointer(shaderName.texCoordAttribute, 2, gl.FLOAT, false, 0, 0);
// Specify the texture to map onto the faces.
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, cubeTexture);
gl.uniform1i(gl.getUniformLocation(shaderName, "uSampler"), 0);
// Bind normal buffer
gl.bindBuffer(gl.ARRAY_BUFFER, tVertexNormalBuffer);
gl.vertexAttribPointer(shaderName.vertexNormalAttribute,
tVertexNormalBuffer.itemSize,
gl.FLOAT, false, 0, 0);
//Draw
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, tIndexTriBuffer);
gl.drawElements(gl.TRIANGLES, tIndexTriBuffer.numItems, gl.UNSIGNED_SHORT,0);
mvPopMatrix();
}
//----------------------------------------------------------------------------------
function draw() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// We'll use perspective
mat4.perspective(pMatrix,degToRad(45), gl.viewportWidth / gl.viewportHeight, 0.1, 200.0);
// We want to look down -z, so create a lookat point in that direction
vec3.add(viewPt, eyePt, viewDir);
// Then generate the lookat matrix and initialize the MV matrix to that view
mat4.lookAt(mvMatrix,eyePt,viewPt,up);
//Draw Objects
drawTerrain(shaderProgram);
drawTeapot(shaderProgram2);
}
//----------------------------------------------------------------------------------
function animate() {
theta += 0.2;
phi += 0.4;
sigma += 0.8;
}
//----------------------------------------------------------------------------------
function startup() {
canvas = document.getElementById("myGLCanvas");
gl = createGLContext(canvas);
setupTeapotShaders();
setupTerrainShaders();
setupCubeShaders();
//setupPhongShader();
setupBuffers();
setTexcoords();
setupTextures();
//configureCubeMap();
initEnvironmentCubeMap();
//loadCubeMap();
//initEnvironmentCubeMapWANG()
//TODO:
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
tick();
}
//----------------------------------------------------------------------------------
function tick() {
requestAnimFrame(tick);
draw();
animate();
}
//----------------------------------------------------------------------------------
function setupBuffers() {
setupTerrainBuffers(gridN);
setupTeapotBuffers();
}
//----------------------------------------------------------------------------------
function setTexcoords() {
terrainTCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, terrainTCoordBuffer);
var columNum = gridN + 1;
var textureCoordinates =[];
var unit = 1 / columNum;
for (var i = 0; i < columNum ; i++){
for (var j = 0; j < columNum ; j++){
textureCoordinates.push(unit * i);
textureCoordinates.push(unit * j);
}
}
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates),
gl.STATIC_DRAW);
terrainTCoordBuffer.itemSize = 2;
terrainTCoordBuffer.numItems = columNum * columNum;
}
function setupTextures() {
cubeTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, cubeTexture);
// Fill the texture with a 1x1 blue pixel.
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
new Uint8Array([0, 0, 255, 255]));
cubeImage = new Image();
cubeImage.onload = function() { handleTextureLoaded(cubeImage, cubeTexture); }
cubeImage.src = "heightMap2.png";
// https://goo.gl/photos/SUo7Zz9US1AKhZq49
}
function initEnvironmentCubeMap() {
myEnvironment = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, myEnvironment);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
var cubeFaces = [
["images/posX.jpg", gl.TEXTURE_CUBE_MAP_POSITIVE_X],
["images/negX.jpg", gl.TEXTURE_CUBE_MAP_NEGATIVE_X],
["images/posY.jpg", gl.TEXTURE_CUBE_MAP_POSITIVE_Y],
["images/negY.jpg", gl.TEXTURE_CUBE_MAP_NEGATIVE_Y],
["images/posZ.jpg", gl.TEXTURE_CUBE_MAP_POSITIVE_Z],
["images/negZ.jpg", gl.TEXTURE_CUBE_MAP_NEGATIVE_Z]
];
for (var i = 0; i < cubeFaces.length; i++) {
var image = new Image();
image.src = cubeFaces[i][0];
image.onload = function(texture, face, image) {
return function() {
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture)
gl.texImage2D(face, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
}
} (myEnvironment, cubeFaces[i][1], image);
}
}
//TODO: NO change
//-------------------------------------------------------------------------
function drawTerrainEdges(){
gl.polygonOffset(1,1);
gl.bindBuffer(gl.ARRAY_BUFFER, tVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, tVertexPositionBuffer.itemSize,
gl.FLOAT, false, 0, 0);
// Bind normal buffer
gl.bindBuffer(gl.ARRAY_BUFFER, tVertexNormalBuffer);
gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute,
tVertexNormalBuffer.itemSize,
gl.FLOAT, false, 0, 0);
//Draw
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, tIndexEdgeBuffer);
gl.drawElements(gl.LINES, tIndexEdgeBuffer.numItems, gl.UNSIGNED_SHORT,0);
}
//-------------------------------------------------------------------------
function uploadModelViewMatrixToShader(shaderName) {
gl.uniformMatrix4fv(shaderName.mvMatrixUniform, false, mvMatrix);
}
//-------------------------------------------------------------------------
function uploadProjectionMatrixToShader(shaderName) {
gl.uniformMatrix4fv(shaderName.pMatrixUniform,
false, pMatrix);
}
//-------------------------------------------------------------------------
function uploadNormalMatrixToShader(shaderName) {
mat3.fromMat4(nMatrix,mvMatrix);
mat3.transpose(nMatrix,nMatrix);
mat3.invert(nMatrix,nMatrix);
gl.uniformMatrix3fv(shaderName.nMatrixUniform, false, nMatrix);
}
//----------------------------------------------------------------------------------
function mvPushMatrix() {
var copy = mat4.clone(mvMatrix);
mvMatrixStack.push(copy);
}
//----------------------------------------------------------------------------------
function mvPopMatrix() {
if (mvMatrixStack.length == 0) {
throw "Invalid popMatrix!";
}
mvMatrix = mvMatrixStack.pop();
}
//----------------------------------------------------------------------------------
function setMatrixUniforms(shaderName) {
uploadModelViewMatrixToShader(shaderName);
uploadNormalMatrixToShader(shaderName);
uploadProjectionMatrixToShader(shaderName);
}
function uploadLightsToShader(loc,a,d,s,shaderName) {
gl.uniform3fv(shaderName.uniformLightPositionLoc, loc);
gl.uniform3fv(shaderName.uniformAmbientLightColorLoc, a);
gl.uniform3fv(shaderName.uniformDiffuseLightColorLoc, d);
gl.uniform3fv(shaderName.uniformSpecularLightColorLoc, s);
}
//----------------------------------------------------------------------------------
function degToRad(degrees) {
return degrees * Math.PI / 180;
}
//----------------------------------------------------------------------------------
function createGLContext(canvas) {
var names = ["webgl", "experimental-webgl"];
var context = null;
for (var i=0; i < names.length; i++) {
try {
context = canvas.getContext(names[i]);
} catch(e) {}
if (context) {
break;
}
}
if (context) {
context.viewportWidth = canvas.width;
context.viewportHeight = canvas.height;
} else {
alert("Failed to create WebGL context!");
}
return context;
}
//----------------------------------------------------------------------------------
function loadShaderFromDOM(id) {
var shaderScript = document.getElementById(id);
// If we don't find an element with the specified id
// we do an early exit
if (!shaderScript) {
return null;
}
// Loop through the children for the found DOM element and
// build up the shader source code as a string
var shaderSource = "";
var currentChild = shaderScript.firstChild;
while (currentChild) {
if (currentChild.nodeType == 3) { // 3 corresponds to TEXT_NODE
shaderSource += currentChild.textContent;
}
currentChild = currentChild.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
//---------------------------------------------------------------------------------
function isPowerOf2(value) {
return (value & (value - 1)) == 0;
}
//---------------------------------------------------------------------------------
function handleTextureLoaded(image, texture) {
console.log("handleTextureLoaded, image = " + image);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA,gl.UNSIGNED_BYTE, image);
// Check if the image is a power of 2 in both dimensions.
if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
// Yes, it's a power of 2. Generate mips.
gl.generateMipmap(gl.TEXTURE_2D);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
console.log("Loaded power of 2 texture");
} else {
// No, it's not a power of 2. Turn of mips and set wrapping to clamp to edge
gl.texParameteri(gl.TETXURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TETXURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TETXURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
console.log("Loaded non-power of 2 texture");
}
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
}
function setupTeapotBuffers(){
//myExLoad = new exampleLoad();
//myExLoad.loadResources();
//var teapotStr = this.RL.RLStorage.TEXT[0];a
teapot = loadObjFile ("teapot_0.obj");
teapot.normals = computeNormals(teapot.vertices, teapot.faces);
//set vertex buffer
teapotVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, teapotVertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(teapot.vertices), gl.STATIC_DRAW);
teapotVertexPositionBuffer.itemSize = 3;
teapotVertexPositionBuffer.numItems = teapot.vertices.length / 3;
//set normal buffer
teapotVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, teapotVertexNormalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(teapot.normals),
gl.STATIC_DRAW);
teapotVertexNormalBuffer.itemSize = 3;
teapotVertexNormalBuffer.numItems = teapot.normals.length / 3;
// set faces
teapotIndexTriBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, teapotIndexTriBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(teapot.faces),
gl.STATIC_DRAW);
teapotIndexTriBuffer.itemSize = 1;
teapotIndexTriBuffer.numItems = teapot.faces.length;
//console.log ("vertexNUM:", teapot.vertices.length);
//console.log ("faceNUM:", teapot.faces.length);
//console.log ("normalNUM:", teapot.normals.length);
}
//-------------------------------------------------------------------------
function setupTerrainBuffers(gridN) {
var vTerrain=[];
var fTerrain=[];
var nTerrain=[];
var eTerrain=[];
//var gridN=2;
var numT = terrainFromIteration(gridN, -1,1,-1,1, vTerrain, fTerrain, nTerrain);
console.log("Generated ", numT, " triangles");
tVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, tVertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vTerrain), gl.STATIC_DRAW);
tVertexPositionBuffer.itemSize = 3;
tVertexPositionBuffer.numItems = (gridN+1)*(gridN+1);
// Specify normals to be able to do lighting calculations
tVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, tVertexNormalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(nTerrain),
gl.STATIC_DRAW);
tVertexNormalBuffer.itemSize = 3;
tVertexNormalBuffer.numItems = (gridN+1)*(gridN+1);
// Specify faces of the terrain
tIndexTriBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, tIndexTriBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(fTerrain),
gl.STATIC_DRAW);
tIndexTriBuffer.itemSize = 1;
tIndexTriBuffer.numItems = numT*3;
//Setup Edges
generateLinesFromIndexedTriangles(fTerrain,eTerrain);
tIndexEdgeBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, tIndexEdgeBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(eTerrain),
gl.STATIC_DRAW);
tIndexEdgeBuffer.itemSize = 1;
tIndexEdgeBuffer.numItems = eTerrain.length;
}
function setupTerrainShaders() {
vertexShader = loadShaderFromDOM("shader-vs-terrain");
fragmentShader = loadShaderFromDOM("shader-fs-terrain");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Failed to setup shaderS");
}
//Enable texture
shaderProgram.texCoordAttribute = gl.getAttribLocation(shaderProgram, "a_texcoord");
console.log("Tex coord attrib: ", shaderProgram.texCoordAttribute);
gl.enableVertexAttribArray(shaderProgram.texCoordAttribute);
//------------------------------------------------------------------------------------
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, "uNMatrix");
shaderProgram.uniformLightPositionLoc = gl.getUniformLocation(shaderProgram, "uLightPosition");
shaderProgram.uniformAmbientLightColorLoc = gl.getUniformLocation(shaderProgram, "uAmbientLightColor");
shaderProgram.uniformDiffuseLightColorLoc = gl.getUniformLocation(shaderProgram, "uDiffuseLightColor");
shaderProgram.uniformSpecularLightColorLoc = gl.getUniformLocation(shaderProgram, "uSpecularLightColor");
}
//----------------------------------------------------------------------------------
function setupTeapotShaders() {
vertexShader2 = loadShaderFromDOM("shader-vs-teapot");
fragmentShader2 = loadShaderFromDOM("shader-fs-teapot");
shaderProgram2 = gl.createProgram();
gl.attachShader(shaderProgram2, vertexShader2);
gl.attachShader(shaderProgram2, fragmentShader2);
gl.linkProgram(shaderProgram2);
if (!gl.getProgramParameter(shaderProgram2, gl.LINK_STATUS)) {
alert("Failed to setup shaders");
}
shaderProgram2.vertexPositionAttribute = gl.getAttribLocation(shaderProgram2, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram2.vertexPositionAttribute);
shaderProgram2.vertexNormalAttribute = gl.getAttribLocation(shaderProgram2, "aVertexNormal");
gl.enableVertexAttribArray(shaderProgram2.vertexNormalAttribute);
shaderProgram2.mvMatrixUniform = gl.getUniformLocation(shaderProgram2, "uMVMatrix");
shaderProgram2.pMatrixUniform = gl.getUniformLocation(shaderProgram2, "uPMatrix");
shaderProgram2.nMatrixUniform = gl.getUniformLocation(shaderProgram2, "uNMatrix");
shaderProgram2.uniformLightPositionLoc = gl.getUniformLocation(shaderProgram2, "uLightPosition");
shaderProgram2.uniformAmbientLightColorLoc = gl.getUniformLocation(shaderProgram2, "uAmbientLightColor");
shaderProgram2.uniformDiffuseLightColorLoc = gl.getUniformLocation(shaderProgram2, "uDiffuseLightColor");
shaderProgram2.uniformSpecularLightColorLoc = gl.getUniformLocation(shaderProgram2, "uSpecularLightColor");
}
//----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
function setupCubeShaders() {
vertexShader3 = loadShaderFromDOM("shader-vs-cube");
fragmentShader3 = loadShaderFromDOM("shader-fs-cube");
shaderProgram3 = gl.createProgram();
gl.attachShader(shaderProgram3, vertexShader3);
gl.attachShader(shaderProgram3, fragmentShader3);
gl.linkProgram(shaderProgram3);
if (!gl.getProgramParameter(shaderProgram3, gl.LINK_STATUS)) {
alert("Failed to setup shaders PROGRAM3");
}
shaderProgram3.vertexPositionAttribute = gl.getAttribLocation(shaderProgram3, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram3.vertexPositionAttribute);
shaderProgram3.vertexNormalAttribute = gl.getAttribLocation(shaderProgram3, "aVertexNormal");
gl.enableVertexAttribArray(shaderProgram3.vertexNormalAttribute);
shaderProgram3.mvMatrixUniform = gl.getUniformLocation(shaderProgram3, "uMVMatrix");
shaderProgram3.pMatrixUniform = gl.getUniformLocation(shaderProgram3, "uPMatrix");
shaderProgram3.nMatrixUniform = gl.getUniformLocation(shaderProgram3, "uNMatrix");
shaderProgram3.cubeMapSampler = gl.getUniformLocation(shaderProgram, "texMap");
/**
shaderProgram3.uniformLightPositionLoc = gl.getUniformLocation(shaderProgram3, "uLightPosition");
shaderProgram2.uniformAmbientLightColorLoc = gl.getUniformLocation(shaderProgram3, "uAmbientLightColor");
shaderProgram2.uniformDiffuseLightColorLoc = gl.getUniformLocation(shaderProgram3, "uDiffuseLightColor");
shaderProgram2.uniformSpecularLightColorLoc = gl.getUniformLocation(shaderProgram3, "uSpecularLightColor");
**/
}
//----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
function setupPhongShader() {
phongVertexShader = loadShaderFromDOM("shader-vs-fragment");
phongFragmentShader = loadShaderFromDOM("shader-fs-fragment");
phongProgram = gl.createProgram();
gl.attachShader(phongProgram, phongVertexShader);
gl.attachShader(phongProgram, phongFragmentShader);
gl.linkProgram(phongProgram);
if (!gl.getProgramParameter(phongProgram, gl.LINK_STATUS)) {
alert("Failed to setup shaders");
}
phongProgram.vertexPositionAttribute = gl.getAttribLocation(phongProgram, "vPosition");
gl.enableVertexAttribArray(phongProgram.vertexPositionAttribute);
phongProgram.vertexNormalAttribute = gl.getAttribLocation(phongProgram, "vNormal");
gl.enableVertexAttribArray(phongProgram.vertexNormalAttribute);
phongProgram.mvMatrixUniform = gl.getUniformLocation(phongProgram, "modelViewMatrix");
phongProgram.pMatrixUniform = gl.getUniformLocation(phongProgram, "projectionMatrix");
phongProgram.uniformLightPositionLoc = gl.getUniformLocation(phongProgram, "lightPosition");
phongProgram.uniformAmbientLightColorLoc = gl.getUniformLocation(phongProgram, "ambientProduct");
phongProgram.uniformDiffuseLightColorLoc = gl.getUniformLocation(phongProgram, "diffuseProduct");
phongProgram.uniformSpecularLightColorLoc = gl.getUniformLocation(phongProgram, "specularProduct");
}
//----------------------------------------------------------------------------------
function loadPic(texture, face, image) {
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture)
gl.texImage2D(face, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
}
function configureCubeMap() {
cubeMap = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, cubeMap);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X ,0,gl.RGBA,
1,1,0,gl.RGBA,gl.UNSIGNED_BYTE, red);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X ,0,gl.RGBA,
1,1,0,gl.RGBA,gl.UNSIGNED_BYTE, green);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y ,0,gl.RGBA,
1,1,0,gl.RGBA,gl.UNSIGNED_BYTE, blue);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y ,0,gl.RGBA,
1,1,0,gl.RGBA,gl.UNSIGNED_BYTE, cyan);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z ,0,gl.RGBA,
1,1,0,gl.RGBA,gl.UNSIGNED_BYTE, yellow);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ,0,gl.RGBA,
1,1,0,gl.RGBA,gl.UNSIGNED_BYTE, magenta);
gl.texParameteri(gl.TEXTURE_CUBE_MAP,gl.TEXTURE_MAG_FILTER,gl.NEAREST);
gl.texParameteri(gl.TEXTURE_CUBE_MAP,gl.TEXTURE_MIN_FILTER,gl.NEAREST);
}