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Copy pathshader.js
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215 lines (195 loc) · 10.8 KB
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var SHADER = function() {
// define fragment shader in essl using es6 template strings
function getFShaderCode(nLight) {
return "#define N_LIGHT " + nLight + "\n" +
`
precision mediump float;
struct light_struct {
vec3 xyz;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct material_struct {
vec3 ambient;
vec3 diffuse;
vec3 specular;
float n;
int textureMode;
};
uniform light_struct uLights[N_LIGHT];
uniform material_struct uMaterial;
uniform int uLightModel;
uniform sampler2D uTexture;
varying vec3 vTransformedNormal;
varying vec4 vPosition;
varying vec3 vCameraDirection;
varying vec2 vTextureUV;
void main(void) {
vec3 rgb = vec3(0, 0, 0);
vec4 textureColor = texture2D(uTexture, vTextureUV);
if(1 == uMaterial.textureMode) {
gl_FragColor = textureColor;
} else {
if(uLightModel < 0) {
rgb = uMaterial.diffuse;
} else {
for(int i = 0; i < N_LIGHT; i++) {
vec3 L = normalize(uLights[i].xyz - vPosition.xyz);
vec3 V = normalize(vCameraDirection);
vec3 N = normalize(vTransformedNormal);
float dVN = dot(V, N);
float dLN = dot(L, N);
rgb += uMaterial.ambient * uLights[i].ambient; // Ambient shading
if(dLN > 0.0 && dVN > 0.0) {
rgb += dLN * (uMaterial.diffuse * uLights[i].diffuse); // Diffuse shading
if(0 == uLightModel) { // Phong specular shading
vec3 R = normalize(2.0 * dot(N, L) * N - L);
float weight = pow(dot(V, R), uMaterial.n);
if(weight > 0.0) rgb += weight * (uMaterial.specular * uLights[i].specular);
} else if(1 == uLightModel) { // Blinn-Phong specular shading
vec3 H = normalize(V + L);
float weight = pow(dot(N, H), uMaterial.n);
if(weight > 0.0) rgb += weight * (uMaterial.specular * uLights[i].specular);
}
}
}
}
gl_FragColor = vec4(rgb, 1); // all fragments are white
}
}
`;
}
// define vertex shader in essl using es6 template strings
function getVShaderCode() {
return `
attribute vec3 vertexPosition;
attribute vec3 vertexNormal;
attribute vec2 textureUV;
uniform mat4 uMMatrix; // Model transformation
uniform mat4 uVMatrix; // Viewing transformation
uniform mat4 uPMatrix; // Projection transformation
uniform mat3 uNMatrix; // Normal vector transformation
uniform vec3 uCameraPos; // Camera position
uniform bool uDoubleSide;
varying vec3 vTransformedNormal;
varying vec4 vPosition;
varying vec3 vCameraDirection;
varying vec2 vTextureUV;
void main(void) {
vPosition = uMMatrix * vec4(vertexPosition, 1.0);
vTextureUV = textureUV;
vCameraDirection = uCameraPos - vPosition.xyz;
gl_Position = uPMatrix * uVMatrix * vPosition;
vTransformedNormal = uNMatrix * vertexNormal;
if(uDoubleSide && dot(vCameraDirection, vTransformedNormal) < 0.0)
vTransformedNormal = -vTransformedNormal;
}
`;
}
// load image
function loadImage(image) {
let gl = SHADER.gl,
texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 255, 255]));
texture.image = image;
texture.image.onload = function () {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); // Flip image v direction, so v oriented from bottom to top
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
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);
};
if(texture.image.complete) texture.image.onload();
return texture;
}
return {
gl: DOM.canvas.getContext('webgl'), // get a webgl object from it
shaderProgram: null,
vertexPositionAttrib: null,
vertexNormalAttrib: null,
textureUVAttrib: null,
uniforms: {},
texture: {},
setupWebGL: function() {
let canvas = DOM.canvas, gl = SHADER.gl;
gl.viewportWidth = canvas.width; // store width
gl.viewportHeight = canvas.height; // store height
gl.viewport(0, 0, canvas.width, canvas.height);
SHADER.dummyTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, SHADER.dummyTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 255, 255]));
try {
if (gl === null) {
throw "unable to create gl context -- is your browser gl ready?";
} else {
gl.clearColor(0.0, 0.0, 0.0, 1.0); // use black when we clear the frame buffer
gl.clearDepth(1.0); // use max when we clear the depth buffer
gl.enable(gl.DEPTH_TEST); // use hidden surface removal (with zbuffering)
}
} // end try
catch(e) {
console.log(e);
} // end catch
},
setupShaders: function() {
let fShaderCode = getFShaderCode(LIGHTS.array.length);
let vShaderCode = getVShaderCode();
try {
// console.log("fragment shader: "+fShaderCode);
var fShader = SHADER.gl.createShader(SHADER.gl.FRAGMENT_SHADER); // create frag shader
SHADER.gl.shaderSource(fShader,fShaderCode); // attach code to shader
SHADER.gl.compileShader(fShader); // compile the code for gpu execution
// console.log("vertex shader: "+vShaderCode);
var vShader = SHADER.gl.createShader(SHADER.gl.VERTEX_SHADER); // create vertex shader
SHADER.gl.shaderSource(vShader,vShaderCode); // attach code to shader
SHADER.gl.compileShader(vShader); // compile the code for gpu execution
if (!SHADER.gl.getShaderParameter(fShader, SHADER.gl.COMPILE_STATUS)) { // bad frag shader compile
throw "error during fragment shader compile: " + SHADER.gl.getShaderInfoLog(fShader);
SHADER.gl.deleteShader(fShader);
} else if (!SHADER.gl.getShaderParameter(vShader, SHADER.gl.COMPILE_STATUS)) { // bad vertex shader compile
throw "error during vertex shader compile: " + SHADER.gl.getShaderInfoLog(vShader);
SHADER.gl.deleteShader(vShader);
} else { // no compile errors
SHADER.shaderProgram = SHADER.gl.createProgram(); // create the single shader program
SHADER.gl.attachShader(SHADER.shaderProgram, fShader); // put frag shader in program
SHADER.gl.attachShader(SHADER.shaderProgram, vShader); // put vertex shader in program
SHADER.gl.linkProgram(SHADER.shaderProgram); // link program into gl context
if (!SHADER.gl.getProgramParameter(SHADER.shaderProgram, SHADER.gl.LINK_STATUS)) { // bad program link
throw "error during shader program linking: " + SHADER.gl.getProgramInfoLog(SHADER.shaderProgram);
} else { // no shader program link errors
SHADER.gl.useProgram(SHADER.shaderProgram); // activate shader program (frag and vert)
SHADER.vertexPositionAttrib = // get pointer to vertex shader input
SHADER.gl.getAttribLocation(SHADER.shaderProgram, "vertexPosition");
SHADER.gl.enableVertexAttribArray(SHADER.vertexPositionAttrib); // input to shader from array
SHADER.vertexNormalAttrib = SHADER.gl.getAttribLocation(SHADER.shaderProgram, "vertexNormal");
SHADER.gl.enableVertexAttribArray(SHADER.vertexNormalAttrib); // input to shader from array
SHADER.textureUVAttrib = SHADER.gl.getAttribLocation(SHADER.shaderProgram, "textureUV");
SHADER.gl.enableVertexAttribArray(SHADER.textureUVAttrib); // input to shader from array
// Get uniform matrices
SHADER.uniforms.lightModelUniform = SHADER.gl.getUniformLocation(SHADER.shaderProgram, "uLightModel");
SHADER.uniforms.cameraPosUniform = SHADER.gl.getUniformLocation(SHADER.shaderProgram, "uCameraPos");
SHADER.uniforms.mMatrixUniform = SHADER.gl.getUniformLocation(SHADER.shaderProgram, "uMMatrix");
SHADER.uniforms.vMatrixUniform = SHADER.gl.getUniformLocation(SHADER.shaderProgram, "uVMatrix");
SHADER.uniforms.pMatrixUniform = SHADER.gl.getUniformLocation(SHADER.shaderProgram, "uPMatrix");
SHADER.uniforms.nMatrixUniform = SHADER.gl.getUniformLocation(SHADER.shaderProgram, "uNMatrix");
SHADER.uniforms.doubleSideUniform = SHADER.gl.getUniformLocation(SHADER.shaderProgram, "uDoubleSide");
SHADER.uniforms.textureUniform = SHADER.gl.getUniformLocation(SHADER.shaderProgram, "uTexture");
SHADER.uniforms.materialUniform = MODELS.getMaterialUniformLocation(SHADER.gl, SHADER.shaderProgram, "uMaterial");
SHADER.uniforms.lightUniformArray = [];
for (let i = 0; i < LIGHTS.array.length; i++) {
SHADER.uniforms.lightUniformArray[i] = LIGHTS.getLightUniformLocation(SHADER.gl, SHADER.shaderProgram, "uLights[" + i + "]");
}
} // end if no shader program link errors
} // end if no compile errors
} // end try
catch(e) {
console.log(e);
} // end catch
},
loadTexture: loadImage,
dummyTexture: null
}
}();