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alvberr
Practica 3 PAG
Commits
a96e40ff
Commit
a96e40ff
authored
Dec 22, 2019
by
alvberr
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//ALVARO BERRIO GALINDO
var
gl
=
null
,
canvas
=
null
,
glProgram
=
null
,
fragmentShader
=
null
,
vertexShader
=
null
;
// Global variables
var
g_perspectiveMatrix
=
new
Matrix4
();
var
g_modelMatrix
=
new
Matrix4
();
var
g_viewMatrix
=
new
Matrix4
();
var
perspectiveMatrixShaderLocation
;
var
modelMatrixShaderLocation
;
var
viewMatrixShaderLocation
;
var
lightPositionShaderLocation
;
var
f_viewMatrixShaderLocation
;
var
g_vertexPositionBuffer
;
var
g_vertexNormalBuffer
;
let
ratonAbajo
=
false
;
let
posRatonX
=
null
;
let
posRatonY
=
null
;
let
textureLocatAttrib
=
null
;
let
textureCoord
,
texture
,
texBuffer
;
let
uTexture
;
/*** ELEMENTOS HTML ***/
let
slider_ambiente
,
slider_difusa
,
radiobutton
,
box_ambiente
,
box_disfusa
;
//radio button de los tipos de textura
var
textura_seleccionada
;
var
radios
=
document
.
forms
[
"
rbutton
"
].
elements
[
"
text
"
];
radios
.
value
=
"
naturaleza.jpg
"
;
textura_seleccionada
=
radios
.
value
;
for
(
radio
in
radios
)
{
radios
[
radio
].
onclick
=
function
()
{
textura_seleccionada
=
this
.
value
;
}
}
//slider de las luces ambiente y difusa
slider_ambiente
=
document
.
getElementById
(
"
luz_ambiente
"
);
slider_difusa
=
document
.
getElementById
(
"
luz_difusa
"
);
//checkbox de las luces ambiente y difusa
box_ambiente
=
document
.
getElementById
(
"
box_ambiente
"
);
box_difusa
=
document
.
getElementById
(
"
box_difusa
"
);
box_ambiente
.
checked
=
true
;
box_difusa
.
checked
=
true
;
box_ambiente
.
oninput
=
function
(){
if
(
box_ambiente
.
checked
!=
true
){
la
=
0
;
slider_ambiente
.
disabled
=
true
;
}
else
{
slider_ambiente
.
disabled
=
false
;
la
=
slider_ambiente
.
value
/
100
;
}
}
box_difusa
.
oninput
=
function
(){
if
(
box_difusa
.
checked
!=
true
){
ld
=
0
;
slider_difusa
.
disabled
=
true
;
}
else
{
slider_difusa
.
disabled
=
false
;
ld
=
slider_difusa
.
value
/
100
;
}
}
slider_ambiente
.
value
=
50
;
slider_difusa
.
value
=
85
;
let
la
=
slider_ambiente
.
value
/
100
;
let
ld
=
slider_difusa
.
value
/
100
;
slider_ambiente
.
oninput
=
function
()
{
la
=
this
.
value
/
100
;
}
slider_difusa
.
oninput
=
function
()
{
ld
=
this
.
value
/
100
;
}
/*********************** RATON Y TECLADO: Funciones de control del Movimiento y Rotación***/
/* Deteccion de eventos*/
function
deteccionEventos
(){
canvas
.
onmousedown
=
pulsaRatonAbajo
;
canvas
.
onmouseup
=
pulsaRatonArriba
;
canvas
.
onmousemove
=
mueveRaton
;
canvas
.
onkeydown
=
pulsaTecla
;
}
/* Gestion de ventos*/
function
pulsaRatonAbajo
(
event
)
{
ratonAbajo
=
true
;
posRatonX
=
event
.
clientX
;
posRatonY
=
event
.
clientY
;
}
function
pulsaRatonArriba
(
event
)
{
ratonAbajo
=
false
;
}
function
mueveRaton
(
event
)
{
if
(
!
ratonAbajo
)
{
return
;
}
let
nuevaX
=
event
.
clientX
;
let
nuevaY
=
event
.
clientY
;
let
deltaX
=
nuevaX
-
posRatonX
;
let
deltaY
=
nuevaY
-
posRatonY
;
let
idMatrix
=
mat4
.
create
();
mat4
.
identity
(
idMatrix
);
mat4
.
rotate
(
idMatrix
,
degToRad
(
deltaX
/
2
),
[
0
,
1
,
0
],
idMatrix
);
mat4
.
rotate
(
idMatrix
,
degToRad
(
deltaY
/
2
),
[
1
,
0
,
0
],
idMatrix
);
mat4
.
multiply
(
g_modelMatrix
.
elements
,
idMatrix
,
g_modelMatrix
.
elements
);
posRatonX
=
nuevaX
;
posRatonY
=
nuevaY
;
}
function
degToRad
(
degrees
)
{
return
degrees
*
Math
.
PI
/
180
;
}
function
pulsaTecla
(
event
){
var
g_near
=
0
,
g_far
=
0
;
switch
(
event
.
keyCode
){
case
39
:
console
.
log
(
"
39
"
);
g_near
+=
0.01
;
break
;
// The right arrow key was pressed
case
37
:
g_near
-=
0.01
;
break
;
// The left arrow key was pressed
case
38
:
g_far
+=
0.01
;
break
;
// The up arrow key was pressed
case
40
:
g_far
-=
0.01
;
break
;
// The down arrow key was pressed
default
:
return
;
// Prevent the unnecessary drawing
}
}
/* ************** INITWEBGL ****************/
function
initWebGL
(){
canvas
=
document
.
getElementById
(
"
canvas
"
);
gl
=
canvas
.
getContext
(
"
webgl
"
);
if
(
gl
)
{
setupWebGL
();
initShaders
();
setupBuffers
();
deteccionEventos
();
var
animacion
=
function
()
{
window
.
requestAnimationFrame
(
animacion
);
drawScene
();
};
animacion
();
}
else
{
alert
(
"
El navegador no soporta WEBGL.
"
);
}
}
/* ************** SETUPWEBGL ****************/
function
setupWebGL
()
{
//Pone el color de fondo a verde ---para 2d no funciona
gl
.
clearColor
(
0.8
,
0.8
,
0.8
,
1.0
);
gl
.
clear
(
gl
.
COLOR_BUFFER_BIT
|
gl
.
DEPTH_BUFFER_BIT
);
//Crea un viewport del tamaño del canvas
gl
.
viewport
(
0
,
0
,
canvas
.
width
,
canvas
.
height
);
gl
.
enable
(
gl
.
DEPTH_TEST
);
gl
.
frontFace
(
gl
.
CCW
);
gl
.
enable
(
gl
.
CULL_FACE
);
gl
.
cullFace
(
gl
.
BACK
);
}
/********************* 3. INIT SHADER **************************************/
function
initShaders
()
{
// Esta función inicializa los shaders
//1.Obtengo la referencia de los shaders
var
fs_source
=
document
.
getElementById
(
'
fragment-shader
'
).
innerHTML
;
var
vs_source
=
document
.
getElementById
(
'
vertex-shader
'
).
innerHTML
;
//2. Compila los shaders
vertexShader
=
makeShader
(
vs_source
,
gl
.
VERTEX_SHADER
);
fragmentShader
=
makeShader
(
fs_source
,
gl
.
FRAGMENT_SHADER
);
//3. Crea un programa
glProgram
=
gl
.
createProgram
();
//4. Adjunta al programa cada shader
gl
.
attachShader
(
glProgram
,
vertexShader
);
gl
.
attachShader
(
glProgram
,
fragmentShader
);
gl
.
linkProgram
(
glProgram
);
if
(
!
gl
.
getProgramParameter
(
glProgram
,
gl
.
LINK_STATUS
))
{
alert
(
"
No se puede inicializar el Programa .
"
);
}
//5. Usa el programa
gl
.
useProgram
(
glProgram
);
}
/********************* 3.1. MAKE SHADER **************************************/
function
makeShader
(
src
,
type
)
{
//Compila cada shader
var
shader
=
gl
.
createShader
(
type
);
gl
.
shaderSource
(
shader
,
src
);
gl
.
compileShader
(
shader
);
if
(
!
gl
.
getShaderParameter
(
shader
,
gl
.
COMPILE_STATUS
))
{
alert
(
"
Error de compilación del shader:
"
+
gl
.
getShaderInfoLog
(
shader
));
}
return
shader
;
}
/****************** Set Texture ********************/
function
setTexture
(
texture
){
gl
.
bindTexture
(
gl
.
TEXTURE_2D
,
texture
);
gl
.
texImage2D
(
gl
.
TEXTURE_2D
,
0
,
gl
.
RGBA
,
gl
.
RGBA
,
gl
.
UNSIGNED_BYTE
,
texture
.
image
);
// parámetros de filtrado
gl
.
texParameteri
(
gl
.
TEXTURE_2D
,
gl
.
TEXTURE_MIN_FILTER
,
gl
.
LINEAR_MIPMAP_LINEAR
);
gl
.
texParameteri
(
gl
.
TEXTURE_2D
,
gl
.
TEXTURE_MAG_FILTER
,
gl
.
LINEAR
);
// parámetros de repetición (ccordenadas de textura mayores a uno)
gl
.
texParameteri
(
gl
.
TEXTURE_2D
,
gl
.
TEXTURE_WRAP_S
,
gl
.
MIRRORED_REPEAT
);
gl
.
texParameteri
(
gl
.
TEXTURE_2D
,
gl
.
TEXTURE_WRAP_T
,
gl
.
MIRRORED_REPEAT
);
// creación del mipmap
gl
.
generateMipmap
(
gl
.
TEXTURE_2D
);
}
/************ ***********************/
function
setupBuffers
(){
var
cubeVertices
=
new
Float32Array
([
//Back face
-
0.5
,
-
0.5
,
-
0.5
,
-
0.5
,
0.5
,
-
0.5
,
0.5
,
-
0.5
,
-
0.5
,
-
0.5
,
0.5
,
-
0.5
,
0.5
,
0.5
,
-
0.5
,
0.5
,
-
0.5
,
-
0.5
,
//Front face
-
0.5
,
-
0.5
,
0.5
,
0.5
,
-
0.5
,
0.5
,
-
0.5
,
0.5
,
0.5
,
-
0.5
,
0.5
,
0.5
,
0.5
,
-
0.5
,
0.5
,
0.5
,
0.5
,
0.5
,
//Top face
-
0.5
,
0.5
,
-
0.5
,
-
0.5
,
0.5
,
0.5
,
0.5
,
0.5
,
-
0.5
,
-
0.5
,
0.5
,
0.5
,
0.5
,
0.5
,
0.5
,
0.5
,
0.5
,
-
0.5
,
//Bottom face
-
0.5
,
-
0.5
,
-
0.5
,
0.5
,
-
0.5
,
-
0.5
,
-
0.5
,
-
0.5
,
0.5
,
-
0.5
,
-
0.5
,
0.5
,
0.5
,
-
0.5
,
-
0.5
,
0.5
,
-
0.5
,
0.5
,
//Left face
-
0.5
,
-
0.5
,
-
0.5
,
-
0.5
,
-
0.5
,
0.5
,
-
0.5
,
0.5
,
-
0.5
,
-
0.5
,
-
0.5
,
0.5
,
-
0.5
,
0.5
,
0.5
,
-
0.5
,
0.5
,
-
0.5
,
//Right face
0.5
,
-
0.5
,
-
0.5
,
0.5
,
0.5
,
-
0.5
,
0.5
,
-
0.5
,
0.5
,
0.5
,
-
0.5
,
0.5
,
0.5
,
0.5
,
-
0.5
,
0.5
,
0.5
,
0.5
,
]);
var
cubeNormals
=
new
Float32Array
([
0.0
,
0.0
,
-
1.0
,
0.0
,
0.0
,
-
1.0
,
0.0
,
0.0
,
-
1.0
,
0.0
,
0.0
,
-
1.0
,
0.0
,
0.0
,
-
1.0
,
0.0
,
0.0
,
-
1.0
,
// back
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
// front
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
// top
0.0
,
-
1.0
,
0.0
,
0.0
,
-
1.0
,
0.0
,
0.0
,
-
1.0
,
0.0
,
0.0
,
-
1.0
,
0.0
,
0.0
,
-
1.0
,
0.0
,
0.0
,
-
1.0
,
0.0
,
// down
-
1.0
,
0.0
,
0.0
,
-
1.0
,
0.0
,
0.0
,
-
1.0
,
0.0
,
0.0
,
-
1.0
,
0.0
,
0.0
,
-
1.0
,
0.0
,
0.0
,
-
1.0
,
0.0
,
0.0
,
// left
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
1.0
,
0.0
,
0.0
,
// right
]);
g_vertexPositionBuffer
=
gl
.
createBuffer
();
g_vertexNormalBuffer
=
gl
.
createBuffer
();
gl
.
bindBuffer
(
gl
.
ARRAY_BUFFER
,
g_vertexPositionBuffer
);
gl
.
bufferData
(
gl
.
ARRAY_BUFFER
,
cubeVertices
,
gl
.
STATIC_DRAW
);
gl
.
bindBuffer
(
gl
.
ARRAY_BUFFER
,
g_vertexNormalBuffer
);
gl
.
bufferData
(
gl
.
ARRAY_BUFFER
,
cubeNormals
,
gl
.
STATIC_DRAW
);
var
lightPosition
=
new
Float32Array
([
4.0
,
2.0
,
3.0
]);
gl
.
uniform3fv
(
lightPositionShaderLocation
,
lightPosition
);
gl
.
bindBuffer
(
gl
.
ARRAY_BUFFER
,
g_vertexPositionBuffer
);
var
a_Position
=
gl
.
getAttribLocation
(
glProgram
,
'
a_Position
'
);
gl
.
vertexAttribPointer
(
a_Position
,
3
,
gl
.
FLOAT
,
false
,
0
,
0
);
gl
.
enableVertexAttribArray
(
a_Position
);
gl
.
bindBuffer
(
gl
.
ARRAY_BUFFER
,
g_vertexNormalBuffer
);
var
a_Normal
=
gl
.
getAttribLocation
(
glProgram
,
'
a_Normal
'
);
gl
.
vertexAttribPointer
(
a_Normal
,
3
,
gl
.
FLOAT
,
false
,
0
,
0
);
gl
.
enableVertexAttribArray
(
a_Normal
);
/* TEXTURAS */
/**** PONER COORD TEXTURAS ***/
textureCoord
=
[
// select the top left image
0
,
0
,
0
,
0.5
,
0.25
,
0
,
0
,
0.5
,
0.25
,
0.5
,
0.25
,
0
,
// select the top middle image
0.25
,
0
,
0.5
,
0
,
0.25
,
0.5
,
0.25
,
0.5
,
0.5
,
0
,
0.5
,
0.5
,
// select to top right image
0.5
,
0
,
0.5
,
0.5
,
0.75
,
0
,
0.5
,
0.5
,
0.75
,
0.5
,
0.75
,
0
,
// select the bottom left image
0
,
0.5
,
0.25
,
0.5
,
0
,
1
,
0
,
1
,
0.25
,
0.5
,
0.25
,
1
,
// select the bottom middle image
0.25
,
0.5
,
0.25
,
1
,
0.5
,
0.5
,
0.25
,
1
,
0.5
,
1
,
0.5
,
0.5
,
// select the bottom right image
0.5
,
0.5
,
0.75
,
0.5
,
0.5
,
1
,
0.5
,
1
,
0.75
,
0.5
,
0.75
,
1
,
]
}
/* ********* DRAWSCENE ***************** */
function
drawScene
(){
/**** CREAR TEXTURA *****/
texture
=
gl
.
createTexture
();
texture
.
image
=
new
Image
();
texture
.
image
.
onload
=
function
(){
setTexture
(
texture
);
}
//de la funcion onload
texture
.
image
.
src
=
textura_seleccionada
;
/******* ACTIVACION DE TEXTURA ****/
gl
.
activeTexture
(
gl
.
TEXTURE0
);
/**** CREAR BUFFER DE TEXTURA ***/
texBuffer
=
gl
.
createBuffer
();
gl
.
bindBuffer
(
gl
.
ARRAY_BUFFER
,
texBuffer
);
gl
.
bufferData
(
gl
.
ARRAY_BUFFER
,
new
Float32Array
(
textureCoord
),
gl
.
STATIC_DRAW
);
/**** LOCALIZAR ATRIBUTO TEXTURA ***/
textureLocatAttrib
=
gl
.
getAttribLocation
(
glProgram
,
"
aTexCoord
"
);
gl
.
enableVertexAttribArray
(
textureLocatAttrib
);
gl
.
bindBuffer
(
gl
.
ARRAY_BUFFER
,
texBuffer
);
gl
.
vertexAttribPointer
(
textureLocatAttrib
,
2
,
gl
.
FLOAT
,
false
,
0
,
0
);
uTexture
=
gl
.
getUniformLocation
(
glProgram
,
'
uTexture
'
);
gl
.
uniform1i
(
uTexture
,
0
);
perspectiveMatrixShaderLocation
=
gl
.
getUniformLocation
(
glProgram
,
'
u_perspectiveMatrix
'
);
modelMatrixShaderLocation
=
gl
.
getUniformLocation
(
glProgram
,
'
u_modelMatrix
'
);
viewMatrixShaderLocation
=
gl
.
getUniformLocation
(
glProgram
,
'
u_viewMatrix
'
);
lightPositionShaderLocation
=
gl
.
getUniformLocation
(
glProgram
,
'
u_lightPosition
'
);
g_perspectiveMatrix
.
setPerspective
(
30
,
canvas
.
width
/
canvas
.
height
,
1
,
100
);
g_viewMatrix
.
setLookAt
(
5
,
2
,
2
,
0
,
0
,
0
,
0
,
1
,
0
);
gl
.
uniformMatrix4fv
(
modelMatrixShaderLocation
,
false
,
g_modelMatrix
.
elements
);
gl
.
uniformMatrix4fv
(
perspectiveMatrixShaderLocation
,
false
,
g_perspectiveMatrix
.
elements
);
gl
.
uniformMatrix4fv
(
viewMatrixShaderLocation
,
false
,
g_viewMatrix
.
elements
);
amb
=
gl
.
getUniformLocation
(
glProgram
,
"
ambiente
"
);
dif
=
gl
.
getUniformLocation
(
glProgram
,
"
difusa
"
);
gl
.
uniform1f
(
amb
,
la
);
gl
.
uniform1f
(
dif
,
ld
);
gl
.
clear
(
gl
.
COLOR_BUFFER_BIT
|
gl
.
DEPTH_BUFFER_BIT
);
gl
.
drawArrays
(
gl
.
TRIANGLES
,
0
,
36
);
}
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