Viewing the inside corner of a cube - javascript

How would I modify this code to produce the inside of a cube with viewer seeing the inside corner. I have added the render function.
//cube vertices
function quad(a, b, c, d)
{
var vertices = [
vec4( -0.5, -0.5, 0.5, 1.0 ),
vec4( -0.5, 0.5, 0.5, 1.0 ),
vec4( 0.5, 0.5, 0.5, 1.0 ),
vec4( 0.5, -0.5, 0.5, 1.0 ),
vec4( -0.5, -0.5, -0.5, 1.0 ),
vec4( -0.5, 0.5, -0.5, 1.0 ),
vec4( 0.5, 0.5, -0.5, 1.0 ),
vec4( 0.5, -0.5, -0.5, 1.0 )
];
var vertexColors = [
[ 0.0, 0.0, 0.0, 1.0 ], // black
[ 1.0, 0.0, 0.0, 1.0 ], // red
[ 1.0, 1.0, 0.0, 1.0 ], // yellow
[ 0.0, 1.0, 0.0, 1.0 ], // green
[ 0.0, 0.0, 1.0, 1.0 ], // blue
[ 1.0, 0.0, 1.0, 1.0 ], // magenta
[ 0.0, 1.0, 1.0, 1.0 ], // cyan
[ 1.0, 1.0, 1.0, 1.0 ] // white
];

If you want to see the "inner" of a geometry, then I recommend to activate face culling. But instead of backfaces culling, use frontface culling.
See also WebGLFundamentals - Orthographic 3D.
gl.enable( gl.CULL_FACE );
gl.cullFace( gl.BACK );
Note, to make this work correctly, all the faces of the geometry have to be oriented either clockwise or counterclockwise and the orientation must be specified by either
gl.frontFace( gl.CCW ); // counterclockwise
or
gl.frontFace( gl.CW ); // clockwise
gl.CCW is default.
See the example, where the left side is drawn with backface culling and the right side with frontface culling:
(function loadscene() {
var resize, gl, progDraw, vp_size;
var bufCube = {};
function render(delteMS){
Camera.create();
Camera.vp = vp_size;
gl.disable( gl.SCISSOR_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
// set up draw shader
ShaderProgram.Use( progDraw.prog );
ShaderProgram.SetUniformM44( progDraw.prog, "u_projectionMat44", Camera.Perspective() );
ShaderProgram.SetUniformM44( progDraw.prog, "u_viewMat44", Camera.LookAt() );
var modelMat = IdentityMat44()
modelMat = RotateAxis( modelMat, CalcAng( delteMS, 13.0 ), 0 );
modelMat = RotateAxis( modelMat, CalcAng( delteMS, 17.0 ), 1 );
ShaderProgram.SetUniformM44( progDraw.prog, "u_modelMat44", modelMat );
// draw scene
gl.enable( gl.DEPTH_TEST );
gl.enable(gl.CULL_FACE);
gl.frontFace(gl.CCW);
//gl.frontFace(gl.CW);
gl.enable( gl.SCISSOR_TEST );
gl.scissor(0, 0, vp_size[0]/2, vp_size[1]);
gl.cullFace(gl.BACK);
VertexBuffer.Draw( bufCube );
gl.scissor(vp_size[0]/2, 0, vp_size[0]/2, vp_size[1]);
gl.cullFace(gl.FRONT);
VertexBuffer.Draw( bufCube );
requestAnimationFrame(render);
}
function resize() {
//vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];
//vp_size = [gl.canvas.clientWidth, gl.canvas.clientHeight]
vp_size = [window.innerWidth, window.innerHeight]
canvas.width = vp_size[0];
canvas.height = vp_size[1];
gl.viewport( 0, 0, vp_size[0], vp_size[1] );
}
function initScene() {
canvas = document.getElementById( "canvas");
gl = canvas.getContext( "experimental-webgl" );
if ( !gl )
return null;
progDraw = {}
progDraw.prog = ShaderProgram.Create(
[ { source : "draw-shader-vs", stage : gl.VERTEX_SHADER },
{ source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER }
] );
if ( !progDraw.prog )
return null;
progDraw.inPos = gl.getAttribLocation( progDraw.prog, "inPos" );
progDraw.inCol = gl.getAttribLocation( progDraw.prog, "inCol" );
// create cube
var cubePos = [
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0,
-1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0 ];
var cubeCol = [ 1.0, 0.0, 0.0, 1.0, 0.5, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ];
var cubeHlpInx = [ 0, 1, 2, 3, 1, 5, 6, 2, 5, 4, 7, 6, 4, 0, 3, 7, 3, 2, 6, 7, 1, 0, 4, 5 ];
var cubePosData = [];
for ( var i = 0; i < cubeHlpInx.length; ++ i ) {
cubePosData.push( cubePos[cubeHlpInx[i]*3], cubePos[cubeHlpInx[i]*3+1], cubePos[cubeHlpInx[i]*3+2] );
}
var cubeNVData = [];
for ( var i1 = 0; i1 < cubeHlpInx.length; i1 += 4 ) {
var nv = [0, 0, 0];
for ( i2 = 0; i2 < 4; ++ i2 ) {
var i = i1 + i2;
nv[0] += cubePosData[i*3]; nv[1] += cubePosData[i*3+1]; nv[2] += cubePosData[i*3+2];
}
for ( i2 = 0; i2 < 4; ++ i2 )
cubeNVData.push( nv[0], nv[1], nv[2] );
}
var cubeColData = [];
for ( var is = 0; is < 6; ++ is ) {
for ( var ip = 0; ip < 4; ++ ip ) {
cubeColData.push( cubeCol[is*3], cubeCol[is*3+1], cubeCol[is*3+2] );
}
}
var cubeInxData = [];
for ( var i = 0; i < cubeHlpInx.length; i += 4 ) {
cubeInxData.push( i, i+1, i+2, i, i+2, i+3 );
}
bufCube = VertexBuffer.Create(
[ { data : cubePosData, attrSize : 3, attrLoc : progDraw.inPos },
{ data : cubeColData, attrSize : 3, attrLoc : progDraw.inCol } ],
cubeInxData );
window.onresize = resize;
resize();
requestAnimationFrame(render);
}
function Fract( val ) {
return val - Math.trunc( val );
}
function CalcAng( deltaTime, intervall ) {
return Fract( deltaTime / (1000*intervall) ) * 2.0 * Math.PI;
}
function CalcMove( deltaTime, intervall, range ) {
var pos = self.Fract( deltaTime / (1000*intervall) ) * 2.0
var pos = pos < 1.0 ? pos : (2.0-pos)
return range[0] + (range[1] - range[0]) * pos;
}
function EllipticalPosition( a, b, angRag ) {
var a_b = a * a - b * b
var ea = (a_b <= 0) ? 0 : Math.sqrt( a_b );
var eb = (a_b >= 0) ? 0 : Math.sqrt( -a_b );
return [ a * Math.sin( angRag ) - ea, b * Math.cos( angRag ) - eb, 0 ];
}
glArrayType = typeof Float32Array !="undefined" ? Float32Array : ( typeof WebGLFloatArray != "undefined" ? WebGLFloatArray : Array );
function IdentityMat44() {
var m = new glArrayType(16);
m[0] = 1; m[1] = 0; m[2] = 0; m[3] = 0;
m[4] = 0; m[5] = 1; m[6] = 0; m[7] = 0;
m[8] = 0; m[9] = 0; m[10] = 1; m[11] = 0;
m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1;
return m;
};
function RotateAxis(matA, angRad, axis) {
var aMap = [ [1, 2], [2, 0], [0, 1] ];
var a0 = aMap[axis][0], a1 = aMap[axis][1];
var sinAng = Math.sin(angRad), cosAng = Math.cos(angRad);
var matB = new glArrayType(16);
for ( var i = 0; i < 16; ++ i ) matB[i] = matA[i];
for ( var i = 0; i < 3; ++ i ) {
matB[a0*4+i] = matA[a0*4+i] * cosAng + matA[a1*4+i] * sinAng;
matB[a1*4+i] = matA[a0*4+i] * -sinAng + matA[a1*4+i] * cosAng;
}
return matB;
}
function Cross( a, b ) { return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], 0.0 ]; }
function Dot( a, b ) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; }
function Normalize( v ) {
var len = Math.sqrt( v[0] * v[0] + v[1] * v[1] + v[2] * v[2] );
return [ v[0] / len, v[1] / len, v[2] / len ];
}
var Camera = {};
Camera.create = function() {
this.pos = [0, 3, 0.0];
this.target = [0, 0, 0];
this.up = [0, 0, 1];
this.fov_y = 90;
this.vp = [800, 600];
this.near = 0.5;
this.far = 100.0;
}
Camera.Perspective = function() {
var fn = this.far + this.near;
var f_n = this.far - this.near;
var r = this.vp[0] / this.vp[1];
var t = 1 / Math.tan( Math.PI * this.fov_y / 360 );
var m = IdentityMat44();
m[0] = t/r; m[1] = 0; m[2] = 0; m[3] = 0;
m[4] = 0; m[5] = t; m[6] = 0; m[7] = 0;
m[8] = 0; m[9] = 0; m[10] = -fn / f_n; m[11] = -1;
m[12] = 0; m[13] = 0; m[14] = -2 * this.far * this.near / f_n; m[15] = 0;
return m;
}
Camera.LookAt = function() {
var mz = Normalize( [ this.pos[0]-this.target[0], this.pos[1]-this.target[1], this.pos[2]-this.target[2] ] );
var mx = Normalize( Cross( this.up, mz ) );
var my = Normalize( Cross( mz, mx ) );
var tx = Dot( mx, this.pos );
var ty = Dot( my, this.pos );
var tz = Dot( [-mz[0], -mz[1], -mz[2]], this.pos );
var m = IdentityMat44();
m[0] = mx[0]; m[1] = my[0]; m[2] = mz[0]; m[3] = 0;
m[4] = mx[1]; m[5] = my[1]; m[6] = mz[1]; m[7] = 0;
m[8] = mx[2]; m[9] = my[2]; m[10] = mz[2]; m[11] = 0;
m[12] = tx; m[13] = ty; m[14] = tz; m[15] = 1;
return m;
}
var ShaderProgram = {};
ShaderProgram.Create = function( shaderList ) {
var shaderObjs = [];
for ( var i_sh = 0; i_sh < shaderList.length; ++ i_sh ) {
var shderObj = this.CompileShader( shaderList[i_sh].source, shaderList[i_sh].stage );
if ( shderObj == 0 )
return 0;
shaderObjs.push( shderObj );
}
var progObj = this.LinkProgram( shaderObjs )
if ( progObj != 0 ) {
progObj.attribIndex = {};
var noOfAttributes = gl.getProgramParameter( progObj, gl.ACTIVE_ATTRIBUTES );
for ( var i_n = 0; i_n < noOfAttributes; ++ i_n ) {
var name = gl.getActiveAttrib( progObj, i_n ).name;
progObj.attribIndex[name] = gl.getAttribLocation( progObj, name );
}
progObj.unifomLocation = {};
var noOfUniforms = gl.getProgramParameter( progObj, gl.ACTIVE_UNIFORMS );
for ( var i_n = 0; i_n < noOfUniforms; ++ i_n ) {
var name = gl.getActiveUniform( progObj, i_n ).name;
progObj.unifomLocation[name] = gl.getUniformLocation( progObj, name );
}
}
return progObj;
}
ShaderProgram.AttributeIndex = function( progObj, name ) { return progObj.attribIndex[name]; }
ShaderProgram.UniformLocation = function( progObj, name ) { return progObj.unifomLocation[name]; }
ShaderProgram.Use = function( progObj ) { gl.useProgram( progObj ); }
ShaderProgram.SetUniformI1 = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1i( progObj.unifomLocation[name], val ); }
ShaderProgram.SetUniformF1 = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1f( progObj.unifomLocation[name], val ); }
ShaderProgram.SetUniformF2 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform2fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniformF3 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform3fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniformF4 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform4fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniformM33 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix3fv( progObj.unifomLocation[name], false, mat ); }
ShaderProgram.SetUniformM44 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix4fv( progObj.unifomLocation[name], false, mat ); }
ShaderProgram.CompileShader = function( source, shaderStage ) {
var shaderScript = document.getElementById(source);
if (shaderScript)
source = shaderScript.text;
var shaderObj = gl.createShader( shaderStage );
gl.shaderSource( shaderObj, source );
gl.compileShader( shaderObj );
var status = gl.getShaderParameter( shaderObj, gl.COMPILE_STATUS );
if ( !status ) alert(gl.getShaderInfoLog(shaderObj));
return status ? shaderObj : null;
}
ShaderProgram.LinkProgram = function( shaderObjs ) {
var prog = gl.createProgram();
for ( var i_sh = 0; i_sh < shaderObjs.length; ++ i_sh )
gl.attachShader( prog, shaderObjs[i_sh] );
gl.linkProgram( prog );
status = gl.getProgramParameter( prog, gl.LINK_STATUS );
if ( !status ) alert("Could not initialise shaders");
gl.useProgram( null );
return status ? prog : null;
}
var VertexBuffer = {};
VertexBuffer.Create = function( attributes, indices ) {
var buffer = {};
buffer.buf = [];
buffer.attr = []
for ( var i = 0; i < attributes.length; ++ i ) {
buffer.buf.push( gl.createBuffer() );
buffer.attr.push( { size : attributes[i].attrSize, loc : attributes[i].attrLoc } );
gl.bindBuffer( gl.ARRAY_BUFFER, buffer.buf[i] );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( attributes[i].data ), gl.STATIC_DRAW );
}
buffer.inx = gl.createBuffer();
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, buffer.inx );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( indices ), gl.STATIC_DRAW );
buffer.inxLen = indices.length;
gl.bindBuffer( gl.ARRAY_BUFFER, null );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
return buffer;
}
VertexBuffer.Draw = function( bufObj ) {
for ( var i = 0; i < bufObj.buf.length; ++ i ) {
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.buf[i] );
gl.vertexAttribPointer( bufObj.attr[i].loc, bufObj.attr[i].size, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( bufObj.attr[i].loc );
}
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
gl.drawElements( gl.TRIANGLES, bufObj.inxLen, gl.UNSIGNED_SHORT, 0 );
for ( var i = 0; i < bufObj.buf.length; ++ i )
gl.disableVertexAttribArray( bufObj.attr[i].loc );
gl.bindBuffer( gl.ARRAY_BUFFER, null );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
}
initScene();
})();
<script id="draw-shader-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec3 inPos;
attribute vec3 inCol;
varying vec3 vertCol;
uniform mat4 u_projectionMat44;
uniform mat4 u_viewMat44;
uniform mat4 u_modelMat44;
void main()
{
vertCol = inCol;
vec4 modelPos = u_modelMat44 * vec4( inPos, 1.0 );
vec4 viewPos = u_viewMat44 * modelPos;
gl_Position = u_projectionMat44 * viewPos;
}
</script>
<script id="draw-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec3 vertCol;
void main()
{
gl_FragColor = vec4( vertCol.rgb, 1.0 );
}
</script>
<canvas id="canvas" style="border: none;"></canvas>

Related

Bump Mapping with javascript and glsl

/**
* A class creating buffers for a textured box to render it with WebGL
*/
class RasterTextureBox {
/**
* Creates all WebGL buffers for the textured box
* 6 ------- 7
* / | / |
* 3 ------- 2 |
* | | | |
* | 5 -----|- 4
* | / | /
* 0 ------- 1
* looking in negative z axis direction
* #param {WebGLContext} gl - The canvas' context
* #param {Vector} minPoint - The minimal x,y,z of the box
* #param {Vector} maxPoint - The maximal x,y,z of the box
*/
constructor(gl, minPoint, maxPoint, texture) {
this.gl = gl;
const mi = minPoint;
const ma = maxPoint;
let vertices = [
// front
mi.x, mi.y, ma.z, ma.x, mi.y, ma.z, ma.x, ma.y, ma.z,
ma.x, ma.y, ma.z, mi.x, ma.y, ma.z, mi.x, mi.y, ma.z,
// back
ma.x, mi.y, mi.z, mi.x, mi.y, mi.z, mi.x, ma.y, mi.z,
mi.x, ma.y, mi.z, ma.x, ma.y, mi.z, ma.x, mi.y, mi.z,
// right
ma.x, mi.y, ma.z, ma.x, mi.y, mi.z, ma.x, ma.y, mi.z,
ma.x, ma.y, mi.z, ma.x, ma.y, ma.z, ma.x, mi.y, ma.z,
// top
mi.x, ma.y, ma.z, ma.x, ma.y, ma.z, ma.x, ma.y, mi.z,
ma.x, ma.y, mi.z, mi.x, ma.y, mi.z, mi.x, ma.y, ma.z,
// left
mi.x, mi.y, mi.z, mi.x, mi.y, ma.z, mi.x, ma.y, ma.z,
mi.x, ma.y, ma.z, mi.x, ma.y, mi.z, mi.x, mi.y, mi.z,
// bottom
mi.x, mi.y, mi.z, ma.x, mi.y, mi.z, ma.x, mi.y, ma.z,
ma.x, mi.y, ma.z, mi.x, mi.y, ma.z, mi.x, mi.y, mi.z
];
const vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
this.vertexBuffer = vertexBuffer;
this.elements = vertices.length / 3;
let cubeTexture = gl.createTexture();
let cubeImage = new Image();
cubeImage.onload = function () {
gl.bindTexture(gl.TEXTURE_2D, cubeTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, cubeImage);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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.bindTexture(gl.TEXTURE_2D, null);
}
cubeImage.src = texture;
this.texBuffer = cubeTexture;
let uv = [
// front
0, 0, 1, 0, 1, 1,
1, 1, 0, 1, 0, 0,
// back
0, 0, 1, 0, 1, 1,
1, 1, 0, 1, 0, 0,
// right
0, 0, 1, 0, 1, 1,
1, 1, 0, 1, 0, 0,
// top
0, 0, 1, 0, 1, 1,
1, 1, 0, 1, 0, 0,
// left
0, 0, 1, 0, 1, 1,
1, 1, 0, 1, 0, 0,
// bottom
0, 0, 1, 0, 1, 1,
1, 1, 0, 1, 0, 0,
];
let uvBuffer = this.gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer);
gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(uv),
gl.STATIC_DRAW);
this.texCoords = uvBuffer;
}
render(shader) {
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexBuffer);
const positionLocation = shader.getAttributeLocation("a_position");
this.gl.enableVertexAttribArray(positionLocation);
this.gl.vertexAttribPointer(positionLocation, 3, this.gl.FLOAT, false, 0, 0);
// Bind the texture coordinates in this.texCoords
// to their attribute in the shader
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.texCoords);
const texCoordLocation = shader.getAttributeLocation("a_texCoord");
this.gl.enableVertexAttribArray(texCoordLocation);
this.gl.vertexAttribPointer(texCoordLocation, 2, this.gl.FLOAT, false, 0, 0);
this.gl.activeTexture(gl.TEXTURE0);
this.gl.bindTexture(gl.TEXTURE_2D, this.texBuffer);
shader.getUniformInt("sampler").set(0);
this.gl.drawArrays(this.gl.TRIANGLES, 0, this.elements);
this.gl.disableVertexAttribArray(positionLocation);
//disable texture vertex attrib array
this.gl.disableVertexAttribArray(texCoordLocation);
}
}
/**
* Class representing a 4x4 Matrix
*/
class Matrix {
constructor(mat) {
this.data = new Float32Array(16);
for (let row = 0; row < 4; row++) {
for (let col = 0; col < 4; col++) {
this.data[row * 4 + col] = mat[col * 4 + row];
}
}
}
getVal(row, col) {
return this.data[col * 4 + row];
}
setVal(row, col, val) {
this.data[col * 4 + row] = val;
}
static translation(translation) {
let m = Matrix.identity();
m.setVal(0, 3, translation.x);
m.setVal(1, 3, translation.y);
m.setVal(2, 3, translation.z);
return m;
}
static rotation(axis, angle) {
let m = Matrix.identity()
let sin = Math.sin(angle);
let cos = Math.cos(angle);
if (axis.x != 0) {
m.setVal(1, 1, cos);
m.setVal(1, 2, -sin);
m.setVal(2, 1, sin);
m.setVal(2, 2, cos);
} else if (axis.y != 0) {
m.setVal(0, 0, cos);
m.setVal(0, 2, sin);
m.setVal(2, 0, -sin);
m.setVal(2, 2, cos);
} else {
m.setVal(0, 0, cos);
m.setVal(0, 1, -sin);
m.setVal(1, 0, sin);
m.setVal(1, 1, cos);
}
return m;
}
static scaling(scale) {
let m = Matrix.identity();
m.setVal(0, 0, scale.x);
m.setVal(1, 1, scale.y);
m.setVal(2, 2, scale.z);
return m;
}
/**
* Constructs a lookat matrix
* #param {Vector} eye - The position of the viewer
* #param {Vector} center - The position to look at
* #param {Vector} up - The up direction
* #return {Matrix} The resulting lookat matrix
*/
static lookat(eye, center, up) {
let fBig = center.sub(eye);
// Vom Eye zum Center Punkt
let f = fBig.normalised();
// UP-Vektor
let upNorm = up.normalised();
// Kreuzprodukt
let s = f.cross(upNorm);
let u = s.normalised().cross(f);
// s, u und f sind die Vektoren des Kamerakoordinatensystems
// Lookat Matrix, 3x3 betrifft Rotation und Skalierung
let mat = new Matrix([
s.x, s.y, s.z, 0,
u.x, u.y, u.z, 0, -f.x, -f.y, -f.z, 0,
0, 0, 0, 1
]);
// Noch weitere Berechnungen? Translation
let trans = Matrix.translation(eye.mul(-1));
mat = mat.mul(trans);
return mat;
}
static frustum(left, right, bottom, top, near, far) {
// TODO [exercise 9]
const n2 = 2 * near;
const rpl = right + left;
const rml = right - left;
const tpb = top + bottom;
const tmb = top - bottom;
const fpn = far + near;
const fmn = far - near;
const n2f = n2 * far;
return new Matrix([
n2 / rml, 0, rpl / rml, 0,
0, n2 / tmb, tpb / tmb, 0,
0, 0, -fpn / fmn, -n2f / fmn,
0, 0, -1, 0
]);
}
static perspective(fovy, aspect, near, far) {
// frustum Methode verwenden. Foliensatz 10
const top = near * Math.tan((Math.PI / 180) * (fovy / 2));
const bottom = -top;
const right = top * aspect;
const left = -right;
return Matrix.frustum(left, right, bottom, top, near, far);
}
/**
* Returns the identity matrix
*/
static identity() {
return new Matrix([
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
]);
}
mul(other) {
if (other instanceof Matrix) {
// [exercise 7]
let m = Matrix.identity();
for (let row = 0; row < 4; row++) {
for (let col = 0; col < 4; col++) {
let sum = 0;
for (let i = 0; i < 4; i++) {
sum += this.getVal(row, i) * other.getVal(i, col);
}
m.setVal(row, col, sum);
}
}
return m;
} else {
let v = [0, 0, 0, 0];
for (let row = 0; row < 4; row++) {
for (let i = 0; i < 4; i++) {
v[row] += this.getVal(row, i) * other.valueOf()[i];
}
}
return new Vector(v[0], v[1], v[2], v[3]);
}
}
transpose() {
let m = Matrix.identity();
for (let row = 0; row < 4; row++) {
for (let col = 0; col < 4; col++) {
m.setVal(row, col, this.getVal(col, row));
}
}
return m;
}
invert() {
let mat = this.data;
let dst = new Float32Array(16); //ret.getValues();
let tmp = new Float32Array(12);
/* temparray for pairs */
let src = new Float32Array(16); //new float[16];
/* array of transpose source matrix */
let det;
for (let i = 0; i < 4; i++) {
src[i] = mat[i * 4];
src[i + 4] = mat[i * 4 + 1];
src[i + 8] = mat[i * 4 + 2];
src[i + 12] = mat[i * 4 + 3];
}
tmp[0] = src[10] * src[15];
tmp[1] = src[11] * src[14];
tmp[2] = src[9] * src[15];
tmp[3] = src[11] * src[13];
tmp[4] = src[9] * src[14];
tmp[5] = src[10] * src[13];
tmp[6] = src[8] * src[15];
tmp[7] = src[11] * src[12];
tmp[8] = src[8] * src[14];
tmp[9] = src[10] * src[12];
tmp[10] = src[8] * src[13];
tmp[11] = src[9] * src[12];
dst[0] = tmp[0] * src[5] + tmp[3] * src[6] + tmp[4] * src[7];
dst[0] -= tmp[1] * src[5] + tmp[2] * src[6] + tmp[5] * src[7];
dst[1] = tmp[1] * src[4] + tmp[6] * src[6] + tmp[9] * src[7];
dst[1] -= tmp[0] * src[4] + tmp[7] * src[6] + tmp[8] * src[7];
dst[2] = tmp[2] * src[4] + tmp[7] * src[5] + tmp[10] * src[7];
dst[2] -= tmp[3] * src[4] + tmp[6] * src[5] + tmp[11] * src[7];
dst[3] = tmp[5] * src[4] + tmp[8] * src[5] + tmp[11] * src[6];
dst[3] -= tmp[4] * src[4] + tmp[9] * src[5] + tmp[10] * src[6];
dst[4] = tmp[1] * src[1] + tmp[2] * src[2] + tmp[5] * src[3];
dst[4] -= tmp[0] * src[1] + tmp[3] * src[2] + tmp[4] * src[3];
dst[5] = tmp[0] * src[0] + tmp[7] * src[2] + tmp[8] * src[3];
dst[5] -= tmp[1] * src[0] + tmp[6] * src[2] + tmp[9] * src[3];
dst[6] = tmp[3] * src[0] + tmp[6] * src[1] + tmp[11] * src[3];
dst[6] -= tmp[2] * src[0] + tmp[7] * src[1] + tmp[10] * src[3];
dst[7] = tmp[4] * src[0] + tmp[9] * src[1] + tmp[10] * src[2];
dst[7] -= tmp[5] * src[0] + tmp[8] * src[1] + tmp[11] * src[2];
tmp[0] = src[2] * src[7];
tmp[1] = src[3] * src[6];
tmp[2] = src[1] * src[7];
tmp[3] = src[3] * src[5];
tmp[4] = src[1] * src[6];
tmp[5] = src[2] * src[5];
tmp[6] = src[0] * src[7];
tmp[7] = src[3] * src[4];
tmp[8] = src[0] * src[6];
tmp[9] = src[2] * src[4];
tmp[10] = src[0] * src[5];
tmp[11] = src[1] * src[4];
dst[8] = tmp[0] * src[13] + tmp[3] * src[14] + tmp[4] * src[15];
dst[8] -= tmp[1] * src[13] + tmp[2] * src[14] + tmp[5] * src[15];
dst[9] = tmp[1] * src[12] + tmp[6] * src[14] + tmp[9] * src[15];
dst[9] -= tmp[0] * src[12] + tmp[7] * src[14] + tmp[8] * src[15];
dst[10] = tmp[2] * src[12] + tmp[7] * src[13] + tmp[10] * src[15];
dst[10] -= tmp[3] * src[12] + tmp[6] * src[13] + tmp[11] * src[15];
dst[11] = tmp[5] * src[12] + tmp[8] * src[13] + tmp[11] * src[14];
dst[11] -= tmp[4] * src[12] + tmp[9] * src[13] + tmp[10] * src[14];
dst[12] = tmp[2] * src[10] + tmp[5] * src[11] + tmp[1] * src[9];
dst[12] -= tmp[4] * src[11] + tmp[0] * src[9] + tmp[3] * src[10];
dst[13] = tmp[8] * src[11] + tmp[0] * src[8] + tmp[7] * src[10];
dst[13] -= tmp[6] * src[10] + tmp[9] * src[11] + tmp[1] * src[8];
dst[14] = tmp[6] * src[9] + tmp[11] * src[11] + tmp[3] * src[8];
dst[14] -= tmp[10] * src[11] + tmp[2] * src[8] + tmp[7] * src[9];
dst[15] = tmp[10] * src[10] + tmp[4] * src[8] + tmp[9] * src[9];
dst[15] -= tmp[8] * src[9] + tmp[11] * src[10] + tmp[5] * src[8];
det = src[0] * dst[0] + src[1] * dst[1] + src[2] * dst[2] + src[3] * dst[3];
if (det == 0.0) {
throw new Error("singular matrix is not invertible");
}
/* calculate matrix inverse */
det = 1 / det;
for (let j = 0; j < 16; j++) {
dst[j] *= det;
}
let ret = Matrix.identity();
ret.data = dst;
return ret;
}
}
/**
* Class representing a vector in 4D space
*/
class Vector {
/**
* Create a vector
* #param {number} x - The x component
* #param {number} y - The y component
* #param {number} z - The z component
* #param {number} w - The w component
* #return {number} The resulting vector
*/
constructor(x, y, z, w) {
this.data = [x, y, z, w];
}
//has getter and setter
add(other) {
return new Vector(
this.x + other.x,
this.y + other.y,
this.z + other.z,
this.w + other.w
);
}
sub(other) {
return new Vector(
this.x - other.x,
this.y - other.y,
this.z - other.z,
this.w - other.w
);
}
mul(other) {
return new Vector(
this.x * other,
this.y * other,
this.z * other,
this.w
);
}
div(other) {
return new Vector(
this.x / other,
this.y / other,
this.z / other,
this.w
);
}
dot(other) {
if (other instanceof Vector) {
return this.x * other.x + this.y * other.y + this.z * other.z;
} else {
throw new Error("Dot product only works with vectors!");
}
}
cross(other) {
if (other instanceof Vector) {
return new Vector(
this.y * other.z - this.z * other.y,
this.z * other.x - this.x * other.z,
this.x * other.y - this.y * other.x,
0
);
} else {
throw new Error("Dot product only works with vectors!");
}
}
valueOf() {
return this.data;
}
normalised() {
const l = this.length;
return this.div(l);
}
equals(other) {
return (
Math.abs(this.x - other.x) <= Number.EPSILON &&
Math.abs(this.y - other.y) <= Number.EPSILON &&
Math.abs(this.z - other.z) <= Number.EPSILON &&
((!this.w && !other.w) || Math.abs(this.w - other.w) <= Number.EPSILON)
);
}
get length() {
return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
}
}
/**
* Class representing a Node in a Scenegraph
*/
class Node {
/**
* Accepts a visitor according to the visitor pattern
* #param {Visitor} visitor - The visitor
*/
accept(visitor) { }
}
/**
* Class representing a GroupNode in the Scenegraph.
* A GroupNode holds a transformation and is able
* to have child nodes attached to it.
* #extends Node
*/
class GroupNode extends Node {
/**
* Constructor
* #param {Matrix} mat - A matrix describing the node's transformation
*/
constructor(mat) {
super();
this.matrix = mat;
// TODO [exercise 8]
this.children = [];
}
/**
* Accepts a visitor according to the visitor pattern
* #param {Visitor} visitor - The visitor
*/
accept(visitor) {
// TODO [exercise 8]
visitor.visitGroupNode(this);
}
/**
* Adds a child node
* #param {Node} childNode - The child node to add
*/
add(childNode) {
// TODO [exercise 8]
this.children.push(childNode);
}
}
/**
* Class representing a Textured Axis Aligned Box in the Scenegraph
* #extends Node
*/
class TextureBoxNode extends Node {
constructor(minPoint, maxPoint, texture) {
super();
this.minPoint = minPoint;
this.maxPoint = maxPoint;
this.texture = texture;
}
accept(visitor) {
// TODO [exercise 8]
visitor.visitTextureBoxNode(this);
}
}
//Texture Fragment Shader
precision mediump float;
uniform sampler2D sampler;
varying vec2 v_texCoord;
void main( void ) {
//gl_FragColor = vec4( 0.0, 0.0, 0.5, 1.0 );
// Read fragment color from texture
// TODO [exercise 9]
gl_FragColor = texture2D(sampler, vec2(v_texCoord.s, v_texCoord.t));
}
//Texture Vertex Shader
attribute vec3 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
void main() {
gl_Position = P * V * M * vec4( a_position, 1.0 );
v_texCoord = a_texCoord;
}
// Phong Vertex Shader
attribute vec3 a_position;
attribute vec3 a_normal;
// Pass color as attribute and forward it
// to the fragment shader
attribute vec4 a_color;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 N; // normal matrix
varying vec3 v_normal;
// Pass the vertex position in view space
// to the fragment shader
// TODO [exercise 9]
varying vec4 v_position;
varying vec4 v_color;
void main() {
gl_Position = P * V * M * vec4( a_position, 1.0 );
// Pass the color and transformed vertex position through
v_position = gl_Position;
v_color = a_color;
v_normal = (N * vec4(a_normal, 0)).xyz;
}
//Phong Fragment Shader
//precision mediump float;
// TODO [exercise 5]
//void main( void ) {
//gl_FragColor = vec4( 0.0, 0.0, 0.5, 1.0 );
// TODO [exercise 5]
//}
// Wird mindestens einmal pro Pixel ausgefuehrt
precision mediump float;
// TODO [exercise 5]
varying vec4 v_color;
varying vec4 v_position;
varying vec3 v_normal;
const vec3 lightPos = vec3(0.2,-1.0,-1.0);
const float shininess = 16.0;
const float k_a = 1.0;
const float k_d = 0.6;
const float k_s = 0.3;
// Farbe von Vertex shader durchreichen und Interpolieren
void main( void ) {
// Rot, Gruen, Blau, Alpha
//gl_FragColor = vec4( 0.0, 0.0, 0.5, 1.0 );
// TODO [exercise 5]
vec3 vertPos = vec3(v_position) / v_position.w;
vec3 N = normalize(v_normal);
vec3 L = normalize(lightPos - vertPos);
vec4 L_j = vec4(1,1,1,1);
vec4 diffuse = L_j * max(dot(N, L), 0.0);
vec3 R = reflect(-L, N);
vec3 V = normalize(-vertPos);
float specAngle = max(dot(R, V), 0.0);
vec4 specular = L_j * pow(specAngle, shininess);
vec4 color = vec4(k_a * v_color + k_d * diffuse + k_s * specular);
gl_FragColor = color;
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>ICG-11 Animation</title>
<link rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/bootstrap/3.3.7/css/bootstrap.min.css" integrity="sha384-BVYiiSIFeK1dGmJRAkycuHAHRg32OmUcww7on3RYdg4Va+PmSTsz/K68vbdEjh4u"
crossorigin="anonymous">
</head>
<body>
<div class="container text-center">
<h1>ICG Animation</h1>
<hr>
<p>Implement a Rasteriser with WebGL using a Scenegraph.</p>
<canvas id="rasteriser" width="500" height="500"></canvas>
<script src="vector.js"></script>
<script src="raster-texture-box.js"></script>
<script src="matrix.js"></script>
<script src="nodes.js"></script>
<script src="rastervisitor.js"></script>
<script src="shader.js"></script>
<script src="animation-nodes.js"></script>
<script>
const canvas = document.getElementById("rasteriser");
const gl = canvas.getContext("webgl");
// construct scene graph
const sg = new GroupNode(Matrix.scaling(new Vector(0.2, 0.2, 0.2)));
const gn1 = new GroupNode(Matrix.translation(new Vector(1, 1, 0)));
sg.add(gn1);
let gn2 = new GroupNode(Matrix.translation(new Vector(-.7, -0.4, .1)));
sg.add(gn2);
const cube = new TextureBoxNode(
new Vector(-1, -1, -1, 1),
new Vector(1, 1, 1, 1),
'diffuse.png'
);
gn2.add(cube);
// setup for rendering
const setupVisitor = new RasterSetupVisitor(gl);
setupVisitor.setup(sg);
const visitor = new RasterVisitor(gl);
let camera = {
eye: new Vector(-.5, .5, -1, 1),
center: new Vector(0, 0, 0, 1),
up: new Vector(0, 1, 0, 0),
fovy: 60,
aspect: canvas.width / canvas.height,
near: 0.1,
far: 100
};
const phongShader = new Shader(gl,
"phong-vertex-perspective-shader.glsl",
"phong-fragment-shader.glsl"
);
visitor.shader = phongShader;
const textureShader = new Shader(gl,
"texture-vertex-perspective-shader.glsl",
"texture-fragment-shader.glsl"
);
visitor.textureshader = textureShader;
let animationNodes = [
new RotationNode(gn2, new Vector(0, 0, 1))
];
function simulate(deltaT) {
for (animationNode of animationNodes) {
animationNode.simulate(deltaT);
}
}
let lastTimestamp = performance.now();
function animate(timestamp) {
simulate(timestamp - lastTimestamp);
visitor.render(sg, camera);
lastTimestamp = timestamp;
window.requestAnimationFrame(animate);
}
Promise.all(
[textureShader.load(), phongShader.load()]
).then(x =>
window.requestAnimationFrame(animate)
);
</script>
</div>
</body>
</html>
Hey there I`m trying since a while now to add a second texture
to my cube and do some bump mapping. But I am a progam beginner, so its kinda hard for me. All my maths for the matrix and vector are in the same named js.files. I also have to kinds of shaders, the texture and the phong shader. Now everyone says I have to calculate my normals, but how do I do that? And where?
Looking forward for your help!
With a normal map as in the question, Bump mapping can be performed. At bump mapping the normal vector of a fragment is read from a normal map and used for the light calculations.
In general the incident light vector is transformed into texture space. This is the "orientation" of the normal map on the object (fragment). In order to set up a 3x3 orientation matrix that describes the orientation of the map, the tangent vector and the bi-tangent vector as well as the normal vector must be known. If there is no tangent vector and no bi-tangent vector, the vectors can be approximated by the partial derivative of the vertex position and the texture coordinate in the fragment shader.
So at least the texture coordinate and the normal vector attribute are required. In the fragment shader the calculations are done in world space respectively texture space. The vertex shader is straight forward:
precision highp float;
attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_texCoord;
varying vec3 w_pos;
varying vec3 w_nv;
varying vec2 o_uv;
uniform mat4 P;
uniform mat4 V;
uniform mat4 M;
void main()
{
o_uv = a_texCoord;
w_nv = normalize(mat3(M) * a_normal);
vec4 worldPos = M * vec4(a_position, 1.0);
w_pos = worldPos.xyz;
gl_Position = P * V * worldPos;
}
In the fragment shader, the normal vector is read from the normal map:
vec3 mapN = normalize(texture2D(u_normal_map, o_uv.st).xyz * 2.0 - 1.0);
The light vector is transformed to texture space:
vec3 L = tbn_inv * normalize(u_light_pos - w_pos);
With this vector the light calculations can be performed:
float kd = max(0.0, dot(mapN, L));
To calculate the matrix which transforms form world space to texture space, the partial derivative functions (dFdx, dFdy) are required. This causes that the "OES_standard_derivatives" has to be enabled (or "webgl2" context):
gl = canvas.getContext( "experimental-webgl" );
var standard_derivatives = gl.getExtension("OES_standard_derivatives");
The algorithm to calculate the tangent vector and binormal vector is explained in another answer - How to calculate Tangent and Binormal?.
Final fragment shader:
#extension GL_OES_standard_derivatives : enable
precision mediump float;
varying vec3 w_pos;
varying vec3 w_nv;
varying vec2 o_uv;
uniform vec3 u_light_pos;
uniform sampler2D u_diffuse;
uniform sampler2D u_normal_map;
void main()
{
vec3 N = normalize(w_nv);
vec3 dp1 = dFdx( w_pos );
vec3 dp2 = dFdy( w_pos );
vec2 duv1 = dFdx( o_uv );
vec2 duv2 = dFdy( o_uv );
vec3 dp2perp = cross(dp2, N);
vec3 dp1perp = cross(N, dp1);
vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;
float invmax = inversesqrt(max(dot(T, T), dot(B, B)));
mat3 tm = mat3(T * invmax, B * invmax, N);
mat3 tbn_inv = mat3(vec3(tm[0].x, tm[1].x, tm[2].x), vec3(tm[0].y, tm[1].y, tm[2].y), vec3(tm[0].z, tm[1].z, tm[2].z));
vec3 L = tbn_inv * normalize(u_light_pos - w_pos);
vec3 mapN = normalize(texture2D(u_normal_map, o_uv.st).xyz * 2.0 - 1.0);
float kd = max(0.0, dot(mapN, L));
vec3 color = texture2D(u_diffuse, o_uv.st).rgb;
vec3 light_col = (0.0 + kd) * color.rgb;
gl_FragColor = vec4(clamp(light_col, 0.0, 1.0), 1.0);
}
And will produce bump mapping like this:
If the tangent vector is know the calculation of tbn_inv matrix can be simplified very much:
mat3 tm = mat3(normalize(w_tv), normalize(cross(w_nv, w_tv)), normalize(w_nv));
mat3 tbn_inv = mat3(vec3(tm[0].x, tm[1].x, tm[2].x), vec3(tm[0].y, tm[1].y, tm[2].y), vec3(tm[0].z, tm[1].z, tm[2].z));
If you want Parallax mapping like in this Example then a displacement map is required, too.
The white areas on this map are pushed "into" the object. The algorithm is described in detail at LearnOpengl - Parallax Mapping.
The idea is that each fragment is associated to a height of the displacement map. This can be imagined as a rectangular pillar standing on the fragment. The view ray is tracked until a displaced fragment is hit.
For a high performance algorithm samples are taken of the displacement texture. When a fragment is identified, then the corresponding fragment of the e normal map and the diffuse texture is read. This gives a 3 dimensional look of the geometry. Note this algorithm is bot able to handle silhouettes.
Final fragment shader with steep parallax mapping:
#extension GL_OES_standard_derivatives : enable
precision mediump float;
varying vec3 w_pos;
varying vec3 w_nv;
varying vec2 o_uv;
uniform float u_height_scale;
uniform vec3 u_light_pos;
uniform vec3 u_view_pos;
uniform sampler2D u_diffuse;
uniform sampler2D u_normal_map;
uniform sampler2D u_displacement_map;
vec2 ParallaxMapping (vec2 texCoord, vec3 viewDir)
{
float numLayers = 32.0 - 31.0 * abs(dot(vec3(0.0, 0.0, 1.0), viewDir));
float layerDepth = 1.0 / numLayers;
vec2 P = viewDir.xy / viewDir.z * u_height_scale;
vec2 deltaTexCoords = P / numLayers;
vec2 currentTexCoords = texCoord;
float currentLayerDepth = 0.0;
float currentDepthMapValue = texture2D(u_displacement_map, currentTexCoords).r;
for (int i=0; i<32; ++ i)
{
if (currentLayerDepth >= currentDepthMapValue)
break;
currentTexCoords -= deltaTexCoords;
currentDepthMapValue = texture2D(u_displacement_map, currentTexCoords).r;
currentLayerDepth += layerDepth;
}
vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
float afterDepth = currentDepthMapValue - currentLayerDepth;
float beforeDepth = texture2D(u_displacement_map, prevTexCoords).r - currentLayerDepth + layerDepth;
float weight = afterDepth / (afterDepth - beforeDepth);
return prevTexCoords * weight + currentTexCoords * (1.0 - weight);
}
void main()
{
vec3 N = normalize(w_nv);
vec3 dp1 = dFdx( w_pos );
vec3 dp2 = dFdy( w_pos );
vec2 duv1 = dFdx( o_uv );
vec2 duv2 = dFdy( o_uv );
vec3 dp2perp = cross(dp2, N);
vec3 dp1perp = cross(N, dp1);
vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;
float invmax = inversesqrt(max(dot(T, T), dot(B, B)));
mat3 tm = mat3(T * invmax, B * invmax, N);
mat3 tbn_inv = mat3(vec3(tm[0].x, tm[1].x, tm[2].x), vec3(tm[0].y, tm[1].y, tm[2].y), vec3(tm[0].z, tm[1].z, tm[2].z));
vec3 view_dir = tbn_inv * normalize(w_pos - u_view_pos);
vec2 uv = ParallaxMapping(o_uv, view_dir);
if (uv.x > 1.0 || uv.y > 1.0 || uv.x < 0.0 || uv.y < 0.0)
discard;
vec3 L = tbn_inv * normalize(u_light_pos - w_pos);
vec3 mapN = normalize(texture2D(u_normal_map, uv.st).xyz * 2.0 - 1.0);
float kd = max(0.0, dot(mapN, L));
vec3 color = texture2D(u_diffuse, uv.st).rgb;
vec3 light_col = (0.1 + kd) * color.rgb;
gl_FragColor = vec4(clamp(light_col, 0.0, 1.0), 1.0);
}
The result is much more impressive:
(function loadscene() {
var gl, progDraw, vp_size;
var bufCube = {};
var diffuse_tex = 1;
var height_tex = 2;
var normal_tex = 3;
function render(deltaMS){
var height_scale = 0.3 * document.getElementById("height").value / 100.0;
// setup view projection and model
vp_size = [canvas.width, canvas.height];
camera.Update( vp_size );
var prjMat = camera.Perspective();
var viewMat = camera.LookAt();
var modelMat = camera.AutoModelMatrix();
gl.viewport( 0, 0, vp_size[0], vp_size[1] );
gl.enable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
gl.frontFace(gl.CCW)
gl.cullFace(gl.BACK)
gl.enable(gl.CULL_FACE)
// set up draw shader
ShProg.Use( progDraw );
ShProg.SetF3( progDraw, "u_view_pos", camera.pos )
ShProg.SetF3( progDraw, "u_light_pos", [0.0, 5.0, 5.0] )
ShProg.SetF1( progDraw, "u_height_scale", height_scale );
ShProg.SetI1( progDraw, "u_diffuse", diffuse_tex );
ShProg.SetI1( progDraw, "u_displacement_map", height_tex );
ShProg.SetI1( progDraw, "u_normal_map", normal_tex );
ShProg.SetM44( progDraw, "P", prjMat );
ShProg.SetM44( progDraw, "V", viewMat );
ShProg.SetM44( progDraw, "M", modelMat );
// draw scene
VertexBuffer.Draw( bufCube );
requestAnimationFrame(render);
}
function initScene() {
canvas = document.getElementById( "canvas");
gl = canvas.getContext( "experimental-webgl" );
var standard_derivatives = gl.getExtension("OES_standard_derivatives"); // dFdx, dFdy
if (!standard_derivatives)
alert('no standard derivatives support (no dFdx, dFdy)');
//gl = canvas.getContext( "webgl2" );
if ( !gl )
return null;
progDraw = ShProg.Create(
[ { source : "draw-shader-vs", stage : gl.VERTEX_SHADER },
{ source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER }
] );
if ( !progDraw.progObj )
return null;
progDraw.inPos = ShProg.AttrI( progDraw, "a_position" );
progDraw.inNV = ShProg.AttrI( progDraw, "a_normal" );
progDraw.inUV = ShProg.AttrI( progDraw, "a_texCoord" );
// create cube
let Pos = [ -1,-1,1, 1,-1,1, 1,1,1, -1,1,1, -1,-1,-1, 1,-1,-1, 1,1,-1, -1,1,-1 ];
let Col = [ 1,0,0, 1,0.5,0, 1,0,1, 1,1,0, 0,1,0, 0, 0, 1 ];
let NV = [ 0,0,1, 1,0,0, 0,0,-1, -1,0,0, 0,1,0, 0,-1,0 ];
let TV = [ 1,0,0, 0,0,-1, -1,0,0, 0,0,1, 1,0,0, -1,0,0 ];
var cubeHlpInx = [ 0,1,2,3, 1,5,6,2, 5,4,7,6, 4,0,3,7, 3,2,6,7, 1,0,4,5 ];
var cubePosData = [];
for ( var i = 0; i < cubeHlpInx.length; ++ i ) cubePosData.push(Pos[cubeHlpInx[i]*3], Pos[cubeHlpInx[i]*3+1], Pos[cubeHlpInx[i]*3+2] );
var cubeNVData = [];
for ( var i1 = 0; i1 < 6; ++ i1 ) {
for ( i2 = 0; i2 < 4; ++ i2 ) cubeNVData.push(NV[i1*3], NV[i1*3+1], NV[i1*3+2]);
}
var cubeTVData = [];
for ( var i1 = 0; i1 < 6; ++ i1 ) {
for ( i2 = 0; i2 < 4; ++ i2 ) cubeTVData.push(TV[i1*3], TV[i1*3+1], TV[i1*3+2]);
}
var cubeColData = [];
for ( var is = 0; is < 6; ++ is ) {
for ( var ip = 0; ip < 4; ++ ip ) cubeColData.push(Col[is*3], Col[is*3+1], Col[is*3+2]);
}
var cubeTexData = []
for ( var i = 0; i < 6; ++ i ) cubeTexData.push( 0, 0, 1, 0, 1, 1, 0, 1 );
var cubeInxData = [];
for ( var i = 0; i < cubeHlpInx.length; i += 4 ) cubeInxData.push( i, i+1, i+2, i, i+2, i+3 );
bufCube = VertexBuffer.Create(
[ { data : cubePosData, attrSize : 3, attrLoc : progDraw.inPos },
{ data : cubeNVData, attrSize : 3, attrLoc : progDraw.inNV },
//{ data : cubeTVData, attrSize : 3, attrLoc : progDraw.inTV },
{ data : cubeTexData, attrSize : 2, attrLoc : progDraw.inUV },
//{ data : cubeColData, attrSize : 3, attrLoc : progDraw.inCol },
],
cubeInxData, gl.TRIANGLES );
Texture.LoadTexture2D( diffuse_tex, "https://raw.githubusercontent.com/Rabbid76/graphics-snippets/master/resource/texture/woodtiles.jpg" );
Texture.LoadTexture2D( height_tex, "https://raw.githubusercontent.com/Rabbid76/graphics-snippets/master/resource/texture/toy_box_disp.png" );
Texture.LoadTexture2D( normal_tex, "https://raw.githubusercontent.com/Rabbid76/graphics-snippets/master/resource/texture/toy_box_normal.png" );
camera = new Camera( [0, 3, 0], [0, 0, 0], [0, 0, 1], 90, vp_size, 0.5, 100 );
window.onresize = resize;
resize();
requestAnimationFrame(render);
}
function resize() {
//vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];
vp_size = [window.innerWidth, window.innerHeight];
//vp_size = [256, 256];
canvas.width = vp_size[0];
canvas.height = vp_size[1];
}
function Fract( val ) {
return val - Math.trunc( val );
}
function CalcAng( deltaTime, interval ) {
return Fract( deltaTime / (1000*interval) ) * 2.0 * Math.PI;
}
function CalcMove( deltaTime, interval, range ) {
var pos = self.Fract( deltaTime / (1000*interval) ) * 2.0
var pos = pos < 1.0 ? pos : (2.0-pos)
return range[0] + (range[1] - range[0]) * pos;
}
function IdentM44() {
return [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ];
};
function RotateAxis(matA, angRad, axis) {
var aMap = [ [1, 2], [2, 0], [0, 1] ];
var a0 = aMap[axis][0], a1 = aMap[axis][1];
var sinAng = Math.sin(angRad), cosAng = Math.cos(angRad);
var matB = matA.slice(0);
for ( var i = 0; i < 3; ++ i ) {
matB[a0*4+i] = matA[a0*4+i] * cosAng + matA[a1*4+i] * sinAng;
matB[a1*4+i] = matA[a0*4+i] * -sinAng + matA[a1*4+i] * cosAng;
}
return matB;
}
function Rotate(matA, angRad, axis) {
var s = Math.sin(angRad), c = Math.cos(angRad);
var x = axis[0], y = axis[1], z = axis[2];
matB = [
x*x*(1-c)+c, x*y*(1-c)-z*s, x*z*(1-c)+y*s, 0,
y*x*(1-c)+z*s, y*y*(1-c)+c, y*z*(1-c)-x*s, 0,
z*x*(1-c)-y*s, z*y*(1-c)+x*s, z*z*(1-c)+c, 0,
0, 0, 0, 1 ];
return Multiply(matA, matB);
}
function Multiply(matA, matB) {
matC = IdentM44();
for (var i0=0; i0<4; ++i0 )
for (var i1=0; i1<4; ++i1 )
matC[i0*4+i1] = matB[i0*4+0] * matA[0*4+i1] + matB[i0*4+1] * matA[1*4+i1] + matB[i0*4+2] * matA[2*4+i1] + matB[i0*4+3] * matA[3*4+i1]
return matC;
}
function Cross( a, b ) { return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], 0.0 ]; }
function Dot( a, b ) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; }
function Normalize( v ) {
var len = Math.sqrt( v[0] * v[0] + v[1] * v[1] + v[2] * v[2] );
return [ v[0] / len, v[1] / len, v[2] / len ];
}
Camera = function( pos, target, up, fov_y, vp, near, far ) {
this.Time = function() { return Date.now(); }
this.pos = pos;
this.target = target;
this.up = up;
this.fov_y = fov_y;
this.vp = vp;
this.near = near;
this.far = far;
this.orbit_mat = this.current_orbit_mat = this.model_mat = this.current_model_mat = IdentM44();
this.mouse_drag = this.auto_spin = false;
this.auto_rotate = true;
this.mouse_start = [0, 0];
this.mouse_drag_axis = [0, 0, 0];
this.mouse_drag_angle = 0;
this.mouse_drag_time = 0;
this.drag_start_T = this.rotate_start_T = this.Time();
this.Ortho = function() {
var fn = this.far + this.near;
var f_n = this.far - this.near;
var w = this.vp[0];
var h = this.vp[1];
return [
2/w, 0, 0, 0,
0, 2/h, 0, 0,
0, 0, -2/f_n, 0,
0, 0, -fn/f_n, 1 ];
};
this.Perspective = function() {
var n = this.near;
var f = this.far;
var fn = f + n;
var f_n = f - n;
var r = this.vp[0] / this.vp[1];
var t = 1 / Math.tan( Math.PI * this.fov_y / 360 );
return [
t/r, 0, 0, 0,
0, t, 0, 0,
0, 0, -fn/f_n, -1,
0, 0, -2*f*n/f_n, 0 ];
};
this.LookAt = function() {
var mz = Normalize( [ this.pos[0]-this.target[0], this.pos[1]-this.target[1], this.pos[2]-this.target[2] ] );
var mx = Normalize( Cross( this.up, mz ) );
var my = Normalize( Cross( mz, mx ) );
var tx = Dot( mx, this.pos );
var ty = Dot( my, this.pos );
var tz = Dot( [-mz[0], -mz[1], -mz[2]], this.pos );
return [mx[0], my[0], mz[0], 0, mx[1], my[1], mz[1], 0, mx[2], my[2], mz[2], 0, tx, ty, tz, 1];
};
this.AutoModelMatrix = function() {
return this.auto_rotate ? Multiply(this.current_model_mat, this.model_mat) : this.model_mat;
};
this.Update = function(vp_size) {
if (vp_size)
this.vp = vp_size;
var current_T = this.Time();
this.current_model_mat = IdentM44()
var auto_angle_x = Fract( (current_T - this.rotate_start_T) / 13000.0 ) * 2.0 * Math.PI;
var auto_angle_y = Fract( (current_T - this.rotate_start_T) / 17000.0 ) * 2.0 * Math.PI;
this.current_model_mat = RotateAxis( this.current_model_mat, auto_angle_x, 0 );
this.current_model_mat = RotateAxis( this.current_model_mat, auto_angle_y, 1 );
};
}
var Texture = {};
Texture.HandleLoadedTexture2D = function( texture, flipY ) {
gl.activeTexture( gl.TEXTURE0 + texture.unit );
gl.bindTexture( gl.TEXTURE_2D, texture.obj );
gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, flipY != undefined && flipY == true );
gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT );
return texture;
}
Texture.LoadTexture2D = function( unit, name ) {
var texture = {};
texture.obj = gl.createTexture();
texture.unit = unit;
texture.image = new Image();
texture.image.setAttribute('crossorigin', 'anonymous');
texture.image.onload = function () {
Texture.HandleLoadedTexture2D( texture, false )
}
texture.image.src = name;
return texture;
}
var ShProg = {
Create: function (shaderList) {
var shaderObjs = [];
for (var i_sh = 0; i_sh < shaderList.length; ++i_sh) {
var shderObj = this.Compile(shaderList[i_sh].source, shaderList[i_sh].stage);
if (shderObj) shaderObjs.push(shderObj);
}
var prog = {}
prog.progObj = this.Link(shaderObjs)
if (prog.progObj) {
prog.attrInx = {};
var noOfAttributes = gl.getProgramParameter(prog.progObj, gl.ACTIVE_ATTRIBUTES);
for (var i_n = 0; i_n < noOfAttributes; ++i_n) {
var name = gl.getActiveAttrib(prog.progObj, i_n).name;
prog.attrInx[name] = gl.getAttribLocation(prog.progObj, name);
}
prog.uniLoc = {};
var noOfUniforms = gl.getProgramParameter(prog.progObj, gl.ACTIVE_UNIFORMS);
for (var i_n = 0; i_n < noOfUniforms; ++i_n) {
var name = gl.getActiveUniform(prog.progObj, i_n).name;
prog.uniLoc[name] = gl.getUniformLocation(prog.progObj, name);
}
}
return prog;
},
AttrI: function (prog, name) { return prog.attrInx[name]; },
UniformL: function (prog, name) { return prog.uniLoc[name]; },
Use: function (prog) { gl.useProgram(prog.progObj); },
SetI1: function (prog, name, val) { if (prog.uniLoc[name]) gl.uniform1i(prog.uniLoc[name], val); },
SetF1: function (prog, name, val) { if (prog.uniLoc[name]) gl.uniform1f(prog.uniLoc[name], val); },
SetF2: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform2fv(prog.uniLoc[name], arr); },
SetF3: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform3fv(prog.uniLoc[name], arr); },
SetF4: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform4fv(prog.uniLoc[name], arr); },
SetM33: function (prog, name, mat) { if (prog.uniLoc[name]) gl.uniformMatrix3fv(prog.uniLoc[name], false, mat); },
SetM44: function (prog, name, mat) { if (prog.uniLoc[name]) gl.uniformMatrix4fv(prog.uniLoc[name], false, mat); },
Compile: function (source, shaderStage) {
var shaderScript = document.getElementById(source);
if (shaderScript)
source = shaderScript.text;
var shaderObj = gl.createShader(shaderStage);
gl.shaderSource(shaderObj, source);
gl.compileShader(shaderObj);
var status = gl.getShaderParameter(shaderObj, gl.COMPILE_STATUS);
if (!status) alert(gl.getShaderInfoLog(shaderObj));
return status ? shaderObj : null;
},
Link: function (shaderObjs) {
var prog = gl.createProgram();
for (var i_sh = 0; i_sh < shaderObjs.length; ++i_sh)
gl.attachShader(prog, shaderObjs[i_sh]);
gl.linkProgram(prog);
status = gl.getProgramParameter(prog, gl.LINK_STATUS);
if ( !status ) alert(gl.getProgramInfoLog(prog));
return status ? prog : null;
} };
var VertexBuffer = {
Create: function(attribs, indices, type) {
var buffer = { buf: [], attr: [], inx: gl.createBuffer(), inxLen: indices.length, primitive_type: type ? type : gl.TRIANGLES };
for (var i=0; i<attribs.length; ++i) {
buffer.buf.push(gl.createBuffer());
buffer.attr.push({ size : attribs[i].attrSize, loc : attribs[i].attrLoc });
gl.bindBuffer(gl.ARRAY_BUFFER, buffer.buf[i]);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( attribs[i].data ), gl.STATIC_DRAW);
}
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer.inx);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( indices ), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
return buffer;
},
Draw: function(bufObj) {
for (var i=0; i<bufObj.buf.length; ++i) {
gl.bindBuffer(gl.ARRAY_BUFFER, bufObj.buf[i]);
gl.vertexAttribPointer(bufObj.attr[i].loc, bufObj.attr[i].size, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray( bufObj.attr[i].loc);
}
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufObj.inx);
gl.drawElements(bufObj.primitive_type, bufObj.inxLen, gl.UNSIGNED_SHORT, 0);
for (var i=0; i<bufObj.buf.length; ++i)
gl.disableVertexAttribArray(bufObj.attr[i].loc);
gl.bindBuffer( gl.ARRAY_BUFFER, null );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
} };
initScene();
})();
html,body { margin: 0; overflow: hidden; }
#gui { position : absolute; top : 0; left : 0; }
<script id="draw-shader-vs" type="x-shader/x-vertex">
precision highp float;
attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_texCoord;
varying vec3 w_pos;
varying vec3 w_nv;
varying vec2 o_uv;
uniform mat4 P;
uniform mat4 V;
uniform mat4 M;
void main()
{
o_uv = a_texCoord;
w_nv = normalize(mat3(M) * a_normal);
vec4 worldPos = M * vec4(a_position, 1.0);
w_pos = worldPos.xyz;
gl_Position = P * V * worldPos;
}
</script>
<script id="draw-shader-fs" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives : enable
precision mediump float;
varying vec3 w_pos;
varying vec3 w_nv;
varying vec2 o_uv;
uniform float u_height_scale;
uniform vec3 u_light_pos;
uniform vec3 u_view_pos;
uniform sampler2D u_diffuse;
uniform sampler2D u_normal_map;
uniform sampler2D u_displacement_map;
vec2 ParallaxMapping (vec2 texCoord, vec3 viewDir)
{
float numLayers = 32.0 - 31.0 * abs(dot(vec3(0.0, 0.0, 1.0), viewDir));
float layerDepth = 1.0 / numLayers;
vec2 P = viewDir.xy / viewDir.z * u_height_scale;
vec2 deltaTexCoords = P / numLayers;
vec2 currentTexCoords = texCoord;
float currentLayerDepth = 0.0;
float currentDepthMapValue = texture2D(u_displacement_map, currentTexCoords).r;
for (int i=0; i<32; ++ i)
{
if (currentLayerDepth >= currentDepthMapValue)
break;
currentTexCoords -= deltaTexCoords;
currentDepthMapValue = texture2D(u_displacement_map, currentTexCoords).r;
currentLayerDepth += layerDepth;
}
vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
float afterDepth = currentDepthMapValue - currentLayerDepth;
float beforeDepth = texture2D(u_displacement_map, prevTexCoords).r - currentLayerDepth + layerDepth;
float weight = afterDepth / (afterDepth - beforeDepth);
return prevTexCoords * weight + currentTexCoords * (1.0 - weight);
}
void main()
{
vec3 N = normalize(w_nv);
vec3 dp1 = dFdx( w_pos );
vec3 dp2 = dFdy( w_pos );
vec2 duv1 = dFdx( o_uv );
vec2 duv2 = dFdy( o_uv );
vec3 dp2perp = cross(dp2, N);
vec3 dp1perp = cross(N, dp1);
vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;
float invmax = inversesqrt(max(dot(T, T), dot(B, B)));
mat3 tm = mat3(T * invmax, B * invmax, N);
mat3 tbn_inv = mat3(vec3(tm[0].x, tm[1].x, tm[2].x), vec3(tm[0].y, tm[1].y, tm[2].y), vec3(tm[0].z, tm[1].z, tm[2].z));
vec3 view_dir = tbn_inv * normalize(w_pos - u_view_pos);
vec2 uv = ParallaxMapping(o_uv, view_dir);
if (uv.x > 1.0 || uv.y > 1.0 || uv.x < 0.0 || uv.y < 0.0)
discard;
vec3 L = tbn_inv * normalize(u_light_pos - w_pos);
vec3 mapN = normalize(texture2D(u_normal_map, uv.st).xyz * 2.0 - 1.0);
float kd = max(0.0, dot(mapN, L));
vec3 color = texture2D(u_diffuse, uv.st).rgb;
vec3 light_col = (0.1 + kd) * color.rgb;
gl_FragColor = vec4(clamp(light_col, 0.0, 1.0), 1.0);
}
</script>
<body>
<div>
<form id="gui" name="inputs">
<table>
<tr>
<td> <font color=#CCF>height scale</font> </td>
<td> <input type="range" id="height" min="0" max="100" value="50"/></td>
</tr>
</table>
</form>
</div>
<canvas id="canvas" style="border: none;" width="100%" height="100%"></canvas>

Pins position for Cloth in Three.js

Can someone help! I am simulating a cloth attached to their 4 corners. I am trying to re-locate the 4 pins 0, 10, 88, 98 of the Cloth with an 10x10 array. I want to be able to place each Pin at a different position in x,y,z.
For this simulation I am using Three.js and Cloth.js.
Something similar to this example:
[https://threejs.org/examples/#webgl_animation_cloth][1]
Here is my Code and also the Cloth code I am using.
var pinsFormation = [];
pinsFormation.push( pins );
pins = [ 0, 10, 88, 98 ];
var container, stats;
var camera, scene, renderer, clothGeometry, object;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xFFFFFF );
camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 1000, 50, 1000 );
// cloth
var material_wire = new THREE.MeshBasicMaterial( { color : 0x000000, side: THREE.DoubleSide, wireframe: true } );
clothGeometry = new THREE.ParametricGeometry( clothFunction, cloth.w, cloth.h );
object = new THREE.Mesh( clothGeometry, material_wire ); // clothMaterial
object.position.set( 0, 0, 0 );
scene.add( object );
// renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
var controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.maxPolarAngle = Math.PI * 1.5;
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
var time = Date.now();
var windStrength = Math.cos( time / 7000 ) * 20 + 40;
windForce.set( Math.sin( time / 2000 ), Math.cos( time / 3000 ), Math.sin( time / 1000 ) )
windForce.normalize()
windForce.multiplyScalar( windStrength );
simulate( time );
render();
}
function render() {
var p = cloth.particles;
for ( var i = 0, il = p.length; i < il; i ++ ) {
clothGeometry.vertices[ i ].copy( p[ i ].position );
}
clothGeometry.verticesNeedUpdate = true;
clothGeometry.computeFaceNormals();
clothGeometry.computeVertexNormals();
renderer.render( scene, camera );
}
// cloth.js
var DAMPING = 0.03;
var DRAG = 1 - DAMPING;
var MASS = 0.1;
var restDistance = 25;
var xSegs = 10;
var ySegs = 10;
var clothFunction = plane( restDistance * xSegs, restDistance * ySegs );
var cloth = new Cloth( xSegs, ySegs );
var GRAVITY = 981 * 1.4;
var gravity = new THREE.Vector3( 0, - GRAVITY, 0 ).multiplyScalar( MASS );
var TIMESTEP = 18 / 1000;
var TIMESTEP_SQ = TIMESTEP * TIMESTEP;
var pins = [];
var wind = true;
var windStrength = 2;
var windForce = new THREE.Vector3( 0, 0, 0 );
var tmpForce = new THREE.Vector3();
var lastTime;
function plane( width, height ) {
return function( u, v ) {
var x = ( u - 0.5 ) * width;
var y = ( v - 0.1 ) * height;
var z = 0;
return new THREE.Vector3( x, y, z );
};
}
function Particle( x, y, z, mass ) {
this.position = clothFunction( x, y ); // position
this.previous = clothFunction( x, y ); // previous
this.original = clothFunction( x, y );
this.a = new THREE.Vector3( 0, 0, 0 ); // acceleration
this.mass = mass;
this.invMass = 1 / mass;
this.tmp = new THREE.Vector3();
this.tmp2 = new THREE.Vector3();
}
// Force -> Acceleration
Particle.prototype.addForce = function( force ) {
this.a.add(
this.tmp2.copy( force ).multiplyScalar( this.invMass )
);
};
// Performs Verlet integration
Particle.prototype.integrate = function( timesq ) {
var newPos = this.tmp.subVectors( this.position, this.previous );
newPos.multiplyScalar( DRAG ).add( this.position );
newPos.add( this.a.multiplyScalar( timesq ) );
this.tmp = this.previous;
this.previous = this.position;
this.position = newPos;
this.a.set( 0, 0, 0 );
};
var diff = new THREE.Vector3();
function satisfyConstraints( p1, p2, distance ) {
diff.subVectors( p2.position, p1.position );
var currentDist = diff.length();
if ( currentDist === 0 ) return;
var correction = diff.multiplyScalar( 1 - distance / currentDist );
var correctionHalf = correction.multiplyScalar( 0.5 );
p1.position.add( correctionHalf );
p2.position.sub( correctionHalf );
}
function Cloth( w, h ) {
w = w || 20;
h = h || 20;
this.w = w;
this.h = h;
var particles = [];
var constraints = [];
var u, v;
// Create particles
for ( v = 0; v <= h; v ++ ) {
for ( u = 0; u <= w; u ++ ) {
particles.push(
new Particle( u / w, v / h, 0, MASS )
);
}
}
// Structural
for ( v = 0; v < h; v ++ ) {
for ( u = 0; u < w; u ++ ) {
constraints.push( [
particles[ index( u, v ) ],
particles[ index( u, v + 1 ) ],
restDistance
] );
constraints.push( [
particles[ index( u, v ) ],
particles[ index( u + 1, v ) ],
restDistance
] );
}
}
for ( u = w, v = 0; v < h; v ++ ) {
constraints.push( [
particles[ index( u, v ) ],
particles[ index( u, v + 1 ) ],
restDistance
] );
}
for ( v = h, u = 0; u < w; u ++ ) {
constraints.push( [
particles[ index( u, v ) ],
particles[ index( u + 1, v ) ],
restDistance
] );
}
this.particles = particles;
this.constraints = constraints;
function index( u, v ) {
return u + v * ( w + 1 );
}
this.index = index;
}
function simulate( time ) {
if ( ! lastTime ) {
lastTime = time;
return;
}
var i, il, particles, particle, pt, constraints, constraint;
// Aerodynamics forces
if ( wind ) {
var face, faces = clothGeometry.faces, normal;
particles = cloth.particles;
for ( i = 0, il = faces.length; i < il; i ++ ) {
face = faces[ i ];
normal = face.normal;
tmpForce.copy( normal ).normalize().multiplyScalar( normal.dot( windForce ) );
particles[ face.a ].addForce( tmpForce );
particles[ face.b ].addForce( tmpForce );
particles[ face.c ].addForce( tmpForce );
}
}
for ( particles = cloth.particles, i = 0, il = particles.length; i < il; i ++ ) {
particle = particles[ i ];
particle.addForce( gravity );
particle.integrate( TIMESTEP_SQ );
}
// Start Constraints
constraints = cloth.constraints;
il = constraints.length;
for ( i = 0; i < il; i ++ ) {
constraint = constraints[ i ];
satisfyConstraints( constraint[ 0 ], constraint[ 1 ], constraint[ 2 ] );
}
// Pin Constraints
for ( i = 0, il = pins.length; i < il; i ++ ) {
var xy = pins[ i ];
var p = particles[ xy ];
p.position.copy( particles.original );
p.previous.copy( particles.original );
}
}
The "pin" is just the index of one of the vertices.. so what you'll have to do is identify the vertex corresponding to the spot you want to pin.. you can get that from a raycast when the user clicks the mesh, or figure it our analytically.

How to preserve rotation and scaling transforms in a model view projection billboard vertex shader?

I am looking for a GLSL billboard vertex shader solution. I am rendering a quad with a texture on it. I currently have a vertex shader that looks like:
precision mediump float;
attribute vec3 position;
attribute vec2 uvs;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
varying vec2 uv;
void main() {
uv = uvs;
gl_Position = projection * view * model * vec4(position, 1);
}
My model matrix is constructed elsewhere from a rotation, translation, and scale transformation matrices.
A few of the solutions I have tried, have worked and provided a billboard (face the camera) effect. Unfortunately, they discard the original rotation, and scaling transformations to the original model matrix. The closest solution I have tried is from : http://www.geeks3d.com/20140807/billboarding-vertex-shader-glsl/
UPDATE:
Here is a MVCE of the current setup
http://requirebin.com/?gist=9491aa294f11b31af639910cfeff7140
There is a camera rotating a quad. The quad has scaling and rotation applied to it. The texture says 'player name'. The quad should always face the camera as a billboard saying 'player name' without discarding the scale, or x rotation.
To orientate the object to the viewport, you have to omit the orientation of the view matrix. The orientation is the normalized upper left 3*3 of the matrix. Since your model is flipped, you have to compensate this by inverting the X-axis:
precision mediump float;
attribute vec3 position;
attribute vec2 uvs;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
varying vec2 uv;
void main() {
uv = uvs;
mat4 bbView = mat4(
vec4(-1.0,0.0,0.0,0.0),
vec4(0.0,1.0,0.0,0.0),
vec4(0.0,0.0,1.0,0.0),
view[3] );
gl_Position = projection * bbView * model * vec4(position, 1);
}
Note, a transformation matrix (model and view matrix) looks like this:
( X-axis.x, X-axis.y, X-axis.z, 0 )
( Y-axis.x, Y-axis.y, Y-axis.z, 0 )
( Z-axis.x, Z-axis.y, Z-axis.z, 0 )
( trans.x, trans.y, trans.z, 1 )
The billboard matrix bbView uses the view (camera) position, but it omits the rotation provided by the view matrix. This causes the object to look like it is being viewed from the front.
At perspective projection the size of an object changes linearly with the distance to the camera.
This means if you want that the object keeps its size and its place on the viewport, then you have to scale the object by the distance to the camera:
precision mediump float;
attribute vec3 position;
attribute vec2 uvs;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
varying vec2 uv;
void main() {
uv = uvs;
float scale = length(view[3].xyz);
mat4 scaleMat = mat4(
vec4(scale,0.0,0.0,0.0),
vec4(0.0,scale,0.0,0.0),
vec4(0.0,0.0,1.0,0.0),
vec4(0.0,0.0,0.0,1.0) );
mat4 bbView = mat4(
vec4(-1.0,0.0,0.0,0.0),
vec4(0.0,1.0,0.0,0.0),
vec4(0.0,0.0,1.0,0.0),
view[3] );
gl_Position = projection * bbView * model * scaleMat * vec4(position, 1);
}
See the code snippet:
glArrayType = typeof Float32Array !="undefined" ? Float32Array : ( typeof WebGLFloatArray != "undefined" ? WebGLFloatArray : Array );
function IdentityMat44() {
var m = new glArrayType(16);
m[0] = 1; m[1] = 0; m[2] = 0; m[3] = 0;
m[4] = 0; m[5] = 1; m[6] = 0; m[7] = 0;
m[8] = 0; m[9] = 0; m[10] = 1; m[11] = 0;
m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1;
return m;
};
function RotateAxis(matA, angRad, axis) {
var aMap = [ [1, 2], [2, 0], [0, 1] ];
var a0 = aMap[axis][0], a1 = aMap[axis][1];
var sinAng = Math.sin(angRad), cosAng = Math.cos(angRad);
var matB = new glArrayType(16);
for ( var i = 0; i < 16; ++ i ) matB[i] = matA[i];
for ( var i = 0; i < 3; ++ i ) {
matB[a0*4+i] = matA[a0*4+i] * cosAng + matA[a1*4+i] * sinAng;
matB[a1*4+i] = matA[a0*4+i] * -sinAng + matA[a1*4+i] * cosAng;
}
return matB;
}
function Cross( a, b ) { return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], 0.0 ]; }
function Dot( a, b ) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; }
function Normalize( v ) {
var len = Math.sqrt( v[0] * v[0] + v[1] * v[1] + v[2] * v[2] );
return [ v[0] / len, v[1] / len, v[2] / len ];
}
var Camera = {};
Camera.create = function() {
this.pos = [0, 3, 0.0];
this.target = [0, 0, 0];
this.up = [0, 0, 1];
this.fov_y = 90;
this.vp = [800, 600];
this.near = 0.5;
this.far = 100.0;
}
Camera.Perspective = function() {
var fn = this.far + this.near;
var f_n = this.far - this.near;
var r = this.vp[0] / this.vp[1];
var t = 1 / Math.tan( Math.PI * this.fov_y / 360 );
var m = IdentityMat44();
m[0] = t/r; m[1] = 0; m[2] = 0; m[3] = 0;
m[4] = 0; m[5] = t; m[6] = 0; m[7] = 0;
m[8] = 0; m[9] = 0; m[10] = -fn / f_n; m[11] = -1;
m[12] = 0; m[13] = 0; m[14] = -2 * this.far * this.near / f_n; m[15] = 0;
return m;
}
Camera.LookAt = function() {
var mz = Normalize( [ this.pos[0]-this.target[0], this.pos[1]-this.target[1], this.pos[2]-this.target[2] ] );
var mx = Normalize( Cross( this.up, mz ) );
var my = Normalize( Cross( mz, mx ) );
var tx = Dot( mx, this.pos );
var ty = Dot( my, this.pos );
var tz = Dot( [-mz[0], -mz[1], -mz[2]], this.pos );
var m = IdentityMat44();
m[0] = mx[0]; m[1] = my[0]; m[2] = mz[0]; m[3] = 0;
m[4] = mx[1]; m[5] = my[1]; m[6] = mz[1]; m[7] = 0;
m[8] = mx[2]; m[9] = my[2]; m[10] = mz[2]; m[11] = 0;
m[12] = tx; m[13] = ty; m[14] = tz; m[15] = 1;
return m;
}
var ShaderProgram = {};
ShaderProgram.Create = function( shaderList ) {
var shaderObjs = [];
for ( var i_sh = 0; i_sh < shaderList.length; ++ i_sh ) {
var shderObj = this.CompileShader( shaderList[i_sh].source, shaderList[i_sh].stage );
if ( shderObj == 0 )
return 0;
shaderObjs.push( shderObj );
}
var progObj = this.LinkProgram( shaderObjs )
if ( progObj != 0 ) {
progObj.attribIndex = {};
var noOfAttributes = gl.getProgramParameter( progObj, gl.ACTIVE_ATTRIBUTES );
for ( var i_n = 0; i_n < noOfAttributes; ++ i_n ) {
var name = gl.getActiveAttrib( progObj, i_n ).name;
progObj.attribIndex[name] = gl.getAttribLocation( progObj, name );
}
progObj.unifomLocation = {};
var noOfUniforms = gl.getProgramParameter( progObj, gl.ACTIVE_UNIFORMS );
for ( var i_n = 0; i_n < noOfUniforms; ++ i_n ) {
var name = gl.getActiveUniform( progObj, i_n ).name;
progObj.unifomLocation[name] = gl.getUniformLocation( progObj, name );
}
}
return progObj;
}
ShaderProgram.AttributeIndex = function( progObj, name ) { return progObj.attribIndex[name]; }
ShaderProgram.UniformLocation = function( progObj, name ) { return progObj.unifomLocation[name]; }
ShaderProgram.Use = function( progObj ) { gl.useProgram( progObj ); }
ShaderProgram.SetUniformI1 = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1i( progObj.unifomLocation[name], val ); }
ShaderProgram.SetUniformF1 = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1f( progObj.unifomLocation[name], val ); }
ShaderProgram.SetUniformM44 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix4fv( progObj.unifomLocation[name], false, mat ); }
ShaderProgram.CompileShader = function( source, shaderStage ) {
var shaderScript = document.getElementById(source);
if (shaderScript) {
source = "";
var node = shaderScript.firstChild;
while (node) {
if (node.nodeType == 3) source += node.textContent;
node = node.nextSibling;
}
}
var shaderObj = gl.createShader( shaderStage );
gl.shaderSource( shaderObj, source );
gl.compileShader( shaderObj );
var status = gl.getShaderParameter( shaderObj, gl.COMPILE_STATUS );
if ( !status ) alert(gl.getShaderInfoLog(shaderObj));
return status ? shaderObj : 0;
}
ShaderProgram.LinkProgram = function( shaderObjs ) {
var prog = gl.createProgram();
for ( var i_sh = 0; i_sh < shaderObjs.length; ++ i_sh )
gl.attachShader( prog, shaderObjs[i_sh] );
gl.linkProgram( prog );
status = gl.getProgramParameter( prog, gl.LINK_STATUS );
if ( !status ) alert("Could not initialise shaders");
gl.useProgram( null );
return status ? prog : 0;
}
var VertexBuffer = {};
VertexBuffer.Create = function( attributes, indices ) {
var buffer = {};
buffer.buf = [];
buffer.attr = []
for ( var i = 0; i < attributes.length; ++ i ) {
buffer.buf.push( gl.createBuffer() );
buffer.attr.push( { size : attributes[i].attrSize, loc : attributes[i].attrLoc } );
gl.bindBuffer( gl.ARRAY_BUFFER, buffer.buf[i] );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( attributes[i].data ), gl.STATIC_DRAW );
}
buffer.inx = gl.createBuffer();
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, buffer.inx );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( indices ), gl.STATIC_DRAW );
buffer.inxLen = indices.length;
gl.bindBuffer( gl.ARRAY_BUFFER, null );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
return buffer;
}
VertexBuffer.Draw = function( bufObj ) {
for ( var i = 0; i < bufObj.buf.length; ++ i ) {
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.buf[i] );
gl.vertexAttribPointer( bufObj.attr[i].loc, bufObj.attr[i].size, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( bufObj.attr[i].loc );
}
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
gl.drawElements( gl.TRIANGLES, bufObj.inxLen, gl.UNSIGNED_SHORT, 0 );
for ( var i = 0; i < bufObj.buf.length; ++ i )
gl.disableVertexAttribArray( bufObj.attr[i].loc );
gl.bindBuffer( gl.ARRAY_BUFFER, null );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
}
function drawScene(){
var canvas = document.getElementById( "billboard-canvas" );
Camera.create();
Camera.vp = [canvas.width, canvas.height];
var currentTime = Date.now();
var deltaMS = currentTime - startTime;
var texUnit = 0;
gl.activeTexture( gl.TEXTURE0 + texUnit );
gl.bindTexture( gl.TEXTURE_2D, textureObj );
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.enable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
var rotMat = IdentityMat44();
rotMat = RotateAxis( rotMat, CalcAng( currentTime, 13.0 ), 0 );
rotMat = RotateAxis( rotMat, CalcAng( currentTime, 17.0 ), 1 );
var d = 1.0 + 0.7*Math.sin( CalcAng( currentTime, 25.0 ) )
Camera.pos = [d*rotMat[0], d*rotMat[1], d*rotMat[2]];
var viewMat = Camera.LookAt();
// set up draw shader
ShaderProgram.Use( progDraw );
ShaderProgram.SetUniformM44( progDraw, "u_projectionMat44", Camera.Perspective() );
ShaderProgram.SetUniformM44( progDraw, "u_viewMat44", viewMat );
ShaderProgram.SetUniformI1( progDraw, "u_texture", texUnit );
var modelMat = IdentityMat44();
modelMat[0] = 0.5; modelMat[5] = 0.5;
modelMat[12] = -0.55;
ShaderProgram.SetUniformM44( progDraw, "u_modelMat44", modelMat );
ShaderProgram.SetUniformF1( progDraw, "u_billboard", 0.0 );
VertexBuffer.Draw( bufPlane );
modelMat[12] = 0.55
ShaderProgram.SetUniformM44( progDraw, "u_modelMat44", modelMat );
ShaderProgram.SetUniformF1( progDraw, "u_billboard", 1.0 );
VertexBuffer.Draw( bufPlane );
}
var Texture = {};
Texture.HandleLoadedTexture2D = function( image, texture, flipY ) {
gl.activeTexture( gl.TEXTURE0 );
gl.bindTexture( gl.TEXTURE_2D, texture );
gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image );
if ( flipY != undefined && flipY == true )
gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, true );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT );
gl.bindTexture( gl.TEXTURE_2D, null );
return texture;
}
Texture.LoadTexture2D = function( name ) {
var texture = gl.createTexture();
texture.image = new Image();
texture.image.setAttribute('crossorigin', 'anonymous');
texture.image.onload = function () {
Texture.HandleLoadedTexture2D( texture.image, texture, true )
}
texture.image.src = name;
return texture;
}
var startTime;
function Fract( val ) {
return val - Math.trunc( val );
}
function CalcAng( currentTime, intervall ) {
return Fract( (currentTime - startTime) / (1000*intervall) ) * 2.0 * Math.PI;
}
function CalcMove( currentTime, intervall, range ) {
var pos = self.Fract( (currentTime - startTime) / (1000*intervall) ) * 2.0
var pos = pos < 1.0 ? pos : (2.0-pos)
return range[0] + (range[1] - range[0]) * pos;
}
function EllipticalPosition( a, b, angRag ) {
var a_b = a * a - b * b
var ea = (a_b <= 0) ? 0 : Math.sqrt( a_b );
var eb = (a_b >= 0) ? 0 : Math.sqrt( -a_b );
return [ a * Math.sin( angRag ) - ea, b * Math.cos( angRag ) - eb, 0 ];
}
var sliderScale = 100.0
var gl;
var progDraw;
var bufCube = {};
function sceneStart() {
var canvas = document.getElementById( "billboard-canvas");
var vp = [canvas.width, canvas.height];
gl = canvas.getContext( "experimental-webgl" );
if ( !gl )
return;
progDraw = ShaderProgram.Create(
[ { source : "draw-shader-vs", stage : gl.VERTEX_SHADER },
{ source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER }
] );
progDraw.inPos = gl.getAttribLocation( progDraw, "inPos" );
progDraw.inTex = gl.getAttribLocation( progDraw, "inTex" );
if ( progDraw == 0 )
return;
var planPosData = [-1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0, 1.0, 0.0];
var planTexData = [ 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0 ];
var planInxData = [0,1,2,0,2,3];
bufPlane = VertexBuffer.Create(
[ { data : planPosData, attrSize : 3, attrLoc : progDraw.inPos },
{ data : planTexData, attrSize : 2, attrLoc : progDraw.inTex } ],
planInxData );
textureObj = Texture.LoadTexture2D( "https://raw.githubusercontent.com/Rabbid76/graphics-snippets/master/resource/texture/tree.jpg" );
startTime = Date.now();
setInterval(drawScene, 50);
}
<script id="draw-shader-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec3 inPos;
attribute vec2 inTex;
varying vec2 vertTex;
uniform mat4 u_projectionMat44;
uniform mat4 u_viewMat44;
uniform mat4 u_modelMat44;
uniform float u_billboard;
void main()
{
vertTex = inTex;
float scale = u_billboard > 0.5 ? length(u_viewMat44[3].xyz) : 1.0;
mat4 scaleMat = mat4(
vec4(scale,0.0,0.0,0.0),
vec4(0.0,scale,0.0,0.0),
vec4(0.0,0.0,1.0,0.0),
vec4(0.0,0.0,0.0,1.0) );
mat4 bbView = mat4(
vec4(1.0,0.0,0.0,0.0),
vec4(0.0,1.0,0.0,0.0),
vec4(0.0,0.0,1.0,0.0),
u_viewMat44[3] );
mat4 view = u_billboard > 0.5 ? bbView : u_viewMat44;
gl_Position = u_projectionMat44 * view * scaleMat * u_modelMat44 * vec4( inPos, 1.0 );
}
</script>
<script id="draw-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 vertTex;
uniform sampler2D u_texture;
uniform sampler2D u_normalMap;
void main()
{
vec3 texColor = texture2D( u_texture, vertTex.st ).rgb;
gl_FragColor = vec4( texColor.rgb, 1.0 );
}
</script>
<body onload="sceneStart();">
<canvas id="billboard-canvas" style="border: none;" width="512" height="512"></canvas>
</body>

Blending anti-aliased circles with regl

I'm rendering circles using regl, and have three goals:
The canvas should be transparent, showing HTML content behind it.
Circles should be antialiased smoothly.
Overlapping circles should look reasonable (blend colors, no corners showing)
So far, I have this: Glitch code and demo.
UPDATE: The demo links now reflect the working, accepted answer. Code below is unchanged.
index.js
const regl = require('regl');
const glsl = require('glslify');
const vertexShader = glsl.file('../shaders/vertex.glsl');
const fragmentShader = glsl.file('../shaders/fragment.glsl');
// Create webgl context and clear.
const canvasEl = document.querySelector('canvas');
const app = regl({
canvas: canvasEl,
extensions: ['OES_standard_derivatives']
});
app.clear({color: [0, 0, 0, 0], depth: 1});
// Generate random points and colors.
const attributes = {position: [], color: []};
for (let i = 0; i < 100; i++) {
attributes.position.push(Math.random() * 2 - 1, Math.random() * 2 - 1);
attributes.color.push(Math.random(), Math.random(), Math.random());
}
// Define draw instructions.
const draw = app({
vert: vertexShader,
frag: fragmentShader,
attributes: attributes,
count: 100,
primitive: 'points',
depth: {enable: true},
blend: {
enable: true
}
});
// Draw the points.
draw();
vertex.glsl
// vertex.glsl
precision mediump float;
attribute vec2 position;
attribute vec3 color;
varying vec3 vColor;
void main() {
vColor = color;
gl_Position = vec4(position, 0, 1);
gl_PointSize = 40.;
}
fragment.glsl
// fragment.glsl
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
precision mediump float;
varying vec3 vColor;
void main() {
float r = 0.0, delta = 0.0, alpha = 1.0;
vec2 cxy = 2.0 * gl_PointCoord - 1.0;
r = dot(cxy, cxy);
#ifdef GL_OES_standard_derivatives
delta = fwidth(r);
alpha = 1.0 - smoothstep(1.0 - delta, 1.0 + delta, r);
#endif
gl_FragColor = vec4(vColor, alpha);
}
However, the result looks not-so-great. Corners are visible, and circles aren't blending properly.
I've also tried adding the following blend terms:
func: {
srcRGB: 'src alpha',
srcAlpha: 'one minus src alpha',
dstRGB: 'one minus src alpha',
dstAlpha: 'src alpha'
}
This looks a bit better, but the corners are still there and something is wrong when the background is white.
Could you suggest improvements to this? (And maybe point me to better information about blending, if that's what I'm missing here) Thanks!
You should set up your blending parameters like this:
func: {
srcRGB: 'src alpha',
srcAlpha: 'src alpha',
dstRGB: 'one minus src alpha',
dstAlpha: 'one minus src alpha'
}
This means that your destination and source color become blended like this:
Red, green and blue (srcRGB: 'src alpha', dstRGB: 'one minus src alpha'):
R_dest = R_dest * (1 - Alpha_src) + R_src * Alpha_src
G_dest = G_dest * (1 - Alpha_src) + G_src * Alpha_src
B_dest = R_dest * (1 - Alpha_src) + R_src * Alpha_src
The alpha channel (srcAlpha: 'src alpha', dstAlpha: 'one minus src alpha'):
Alpha_dest = Alpha_dest * (1 - Alpha_src) + Alpha_src * Alpha_src
seel also glBlendFunc and glBlendFuncSeparate
Further you have to make sure that the depth test is disabled
See the WebGL example above (tested with Firefox, Chrome, Edge, Opera):
<script type="text/javascript">
back_vert =
"precision mediump float; \n" +
"attribute vec2 inPos; \n" +
"varying vec2 pos; \n" +
"uniform mat4 u_projectionMat44;" +
"uniform mat4 u_modelViewMat44;" +
"void main()" +
"{" +
" pos = inPos.xy;" +
" vec4 viewPos = u_modelViewMat44 * vec4( inPos.xy, 0.0, 1.0 );" +
" gl_Position = u_projectionMat44 * viewPos;" +
"}";
back_frag =
"precision mediump float; \n" +
"varying vec2 pos; \n" +
"void main() \n" +
"{ \n" +
" vec2 coord = pos * 0.5 + 0.5; \n" +
" float gray = smoothstep( 0.3, 0.7, (coord.x + coord.y) * 0.5 ); \n" +
" gl_FragColor = vec4( vec3( gray ), 1.0 ); \n" +
"}";
draw_vert =
"precision mediump float; \n" +
"attribute vec2 inPos; \n" +
"varying vec2 pos; \n" +
"uniform mat4 u_projectionMat44;" +
"uniform mat4 u_modelViewMat44;" +
"void main()" +
"{" +
" pos = inPos.xy;" +
" vec4 viewPos = u_modelViewMat44 * vec4( inPos.xy, 0.0, 1.0 );" +
" gl_Position = u_projectionMat44 * viewPos;" +
"}";
draw_frag =
"precision mediump float; \n" +
"varying vec2 pos; \n" +
"uniform vec4 u_color;" +
"uniform vec2 u_vp;" +
"void main()" +
"{" +
" float r = length( pos );" +
" float d = 4.0 * length( 1.0 / u_vp ); \n" +
" float a = 1.0 - smoothstep( 1.0 - d, 1.0 + d, r ); \n" +
" gl_FragColor = vec4( u_color.rgb, u_color.a * a );" +
"}";
glArrayType = typeof Float32Array !="undefined" ? Float32Array : ( typeof WebGLFloatArray != "undefined" ? WebGLFloatArray : Array );
function IdentityMat44() {
var m = new glArrayType(16);
m[0] = 1; m[1] = 0; m[2] = 0; m[3] = 0;
m[4] = 0; m[5] = 1; m[6] = 0; m[7] = 0;
m[8] = 0; m[9] = 0; m[10] = 1; m[11] = 0;
m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1;
return m;
};
function RotateAxis(matA, angRad, axis) {
var aMap = [ [1, 2], [2, 0], [0, 1] ];
var a0 = aMap[axis][0], a1 = aMap[axis][1];
var sinAng = Math.sin(angRad), cosAng = Math.cos(angRad);
var matB = new glArrayType(16);
for ( var i = 0; i < 16; ++ i ) matB[i] = matA[i];
for ( var i = 0; i < 3; ++ i ) {
matB[a0*4+i] = matA[a0*4+i] * cosAng + matA[a1*4+i] * sinAng;
matB[a1*4+i] = matA[a0*4+i] * -sinAng + matA[a1*4+i] * cosAng;
}
return matB;
}
function Translate( matA, trans ) {
var matB = new glArrayType(16);
for ( var i = 0; i < 16; ++ i ) matB[i] = matA[i];
for ( var i = 0; i < 3; ++ i )
matB[12+i] = matA[i] * trans[0] + matA[4+i] * trans[1] + matA[8+i] * trans[2] + matA[12+i];
return matB;
}
function Scale( matA, scale ) {
var matB = new glArrayType(16);
for ( var i = 0; i < 16; ++ i ) matB[i] = matA[i];
for ( var a = 0; a < 4; ++ a )
for ( var i = 0; i < 3; ++ i )
matB[a*4+i] = matA[a*4+i] * scale[0];
return matB;
}
Ortho = function( l, r, t, b, n, f ) {
var fn = f + n;
var f_n = f - n;
var m = IdentityMat44();
m[0] = 2/(r-l); m[1] = 0; m[2] = 0; m[3] = 0;
m[4] = 0; m[5] = 2/(t-b); m[6] = 0; m[7] = 0;
m[8] = 0; m[9] = 0; m[10] = -2 / f_n; m[11] = -fn / f_n;
m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1;
return m;
}
vec4_add = function( a, b ) { return [ a[0]+b[0], a[1]+b[1], a[2]+b[2], a[3]+b[3] ]; }
vec4_sub = function( a, b ) { return [ a[0]-b[0], a[1]-b[1], a[2]-b[2], a[3]-b[3] ]; }
vec4_mul = function( a, b ) { return [ a[0]*b[0], a[1]*b[1], a[2]*b[2], a[3]*b[3] ]; }
vec4_scale = function( a, s ) { return [ a[0]*s, a[1]*s, a[2]*s, a[3]*s ]; }
// shader program object
var ShaderProgram = {};
ShaderProgram.Create = function( shaderList, uniformNames ) {
var shaderObjs = [];
for ( var i_sh = 0; i_sh < shaderList.length; ++ i_sh ) {
var shderObj = this.CompileShader( shaderList[i_sh].source, shaderList[i_sh].stage );
if ( shderObj == 0 )
return 0;
shaderObjs.push( shderObj );
}
var progObj = this.LinkProgram( shaderObjs )
if ( progObj != 0 ) {
progObj.unifomLocation = {};
for ( var i_n = 0; i_n < uniformNames.length; ++ i_n ) {
var name = uniformNames[i_n];
progObj.unifomLocation[name] = gl.getUniformLocation( progObj, name );
}
}
return progObj;
}
ShaderProgram.Use = function( progObj ) { gl.useProgram( progObj ); }
ShaderProgram.SetUniformInt = function( progObj, name, val ) { gl.uniform1i( progObj.unifomLocation[name], val ); }
ShaderProgram.SetUniform2f = function( progObj, name, arr ) { gl.uniform2fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniform3f = function( progObj, name, arr ) { gl.uniform3fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniform4f = function( progObj, name, arr ) { gl.uniform4fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniformMat44 = function( progObj, name, mat ) { gl.uniformMatrix4fv( progObj.unifomLocation[name], false, mat ); }
ShaderProgram.CompileShader = function( source, shaderStage ) {
var shaderObj = gl.createShader( shaderStage );
gl.shaderSource( shaderObj, source );
gl.compileShader( shaderObj );
var status = gl.getShaderParameter( shaderObj, gl.COMPILE_STATUS );
if ( !status ) alert(gl.getShaderInfoLog(shaderObj));
return status ? shaderObj : 0;
}
ShaderProgram.LinkProgram = function( shaderObjs ) {
var prog = gl.createProgram();
for ( var i_sh = 0; i_sh < shaderObjs.length; ++ i_sh )
gl.attachShader( prog, shaderObjs[i_sh] );
gl.linkProgram( prog );
status = gl.getProgramParameter( prog, gl.LINK_STATUS );
if ( !status ) alert("Could not initialise shaders");
gl.useProgram( null );
return status ? prog : 0;
}
function drawScene(){
var canvas = document.getElementById( "camera-canvas" );
var vp = [canvas.width, canvas.height];
var currentTime = Date.now();
var deltaMS = currentTime - startTime;
var aspect = canvas.width / canvas.height;
var matOrtho = Ortho( -aspect, aspect, 1, -1, -1, 1 );
var alpha = document.getElementById( "alpha" ).value / 100;
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.disable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
gl.disable( gl.BLEND );
ShaderProgram.Use( progBack );
ShaderProgram.SetUniformMat44( progBack, "u_projectionMat44", matOrtho );
ShaderProgram.SetUniformMat44( progBack, "u_modelViewMat44", IdentityMat44() );
gl.enableVertexAttribArray( progBack.inPos );
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos );
gl.vertexAttribPointer( progBack.inPos, 2, gl.FLOAT, false, 0, 0 );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
gl.drawElements( gl.TRIANGLES, bufObj.inx.len, gl.UNSIGNED_SHORT, 0 );
gl.disableVertexAttribArray( progBack.pos );
gl.enable( gl.BLEND );
gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA );
ShaderProgram.Use( progDraw );
gl.enableVertexAttribArray( progDraw.inPos );
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos );
gl.vertexAttribPointer( progDraw.inPos, 2, gl.FLOAT, false, 0, 0 );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
ShaderProgram.SetUniformMat44( progDraw, "u_projectionMat44", matOrtho );
ShaderProgram.SetUniform2f( progDraw, "u_vp", vp );
var col = [ [1.0,0.0,0.0], [1.0,1.0,0.0], [0.0,0.0,1.0] ];
var time = [ 7.0, 11.0, 13.0 ];
for ( var i = 0; i < 3; ++ i ) {
var modelMat = Scale( IdentityMat44(), [ 0.3, 0.3, 0.3] );
var angRad = CalcAng( currentTime, time[i] ) + i * Math.PI * 2 / 3;
var sinAng = Math.sin(angRad), cosAng = Math.cos(angRad);
modelMat[12] = cosAng * 0.3 + i * 0.2;
modelMat[13] = sinAng * 0.3 + i * 0.2;
ShaderProgram.SetUniformMat44( progDraw, "u_modelViewMat44", modelMat );
var color = col[i];
color.push( alpha );
ShaderProgram.SetUniform4f( progDraw, "u_color", color );
gl.drawElements( gl.TRIANGLES, bufObj.inx.len, gl.UNSIGNED_SHORT, 0 );
}
gl.disableVertexAttribArray( progDraw.pos );
}
var startTime;
function Fract( val ) {
return val - Math.trunc( val );
}
function CalcAng( currentTime, intervall ) {
return Fract( (currentTime - startTime) / (1000*intervall) ) * 2.0 * Math.PI;
}
function CalcMove( currentTime, intervall, range ) {
var pos = self.Fract( (currentTime - startTime) / (1000*intervall) ) * 2.0
var pos = pos < 1.0 ? pos : (2.0-pos)
return range[0] + (range[1] - range[0]) * pos;
}
var mousePos = [-1, -1];
var gl;
var prog;
var bufObj = {};
function cameraStart() {
var canvas = document.getElementById( "camera-canvas");
gl = canvas.getContext( "experimental-webgl" );
if ( !gl )
return;
var vp = [canvas.width, canvas.height];
progBack = ShaderProgram.Create(
[ { source : back_vert, stage : gl.VERTEX_SHADER },
{ source : back_frag, stage : gl.FRAGMENT_SHADER }
],
[ "u_projectionMat44", "u_modelViewMat44"] );
progBack.inPos = gl.getAttribLocation( progBack, "inPos" );
if ( progBack == 0 )
return;
progDraw = ShaderProgram.Create(
[ { source : draw_vert, stage : gl.VERTEX_SHADER },
{ source : draw_frag, stage : gl.FRAGMENT_SHADER }
],
[ "u_projectionMat44", "u_modelViewMat44", "u_color", "u_alpha", "u_vp"] );
progDraw.inPos = gl.getAttribLocation( progDraw, "inPos" );
if ( progDraw == 0 )
return;
var pos = [ -1, -1, 1, -1, 1, 1, -1, 1 ];
var inx = [ 0, 1, 2, 0, 2, 3 ];
bufObj.pos = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( pos ), gl.STATIC_DRAW );
bufObj.inx = gl.createBuffer();
bufObj.inx.len = inx.length;
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( inx ), gl.STATIC_DRAW );
startTime = Date.now();
setInterval(drawScene, 50);
}
</script>
<body onload="cameraStart();">
<div style="margin-left: 260px;">
<div style="float: right; width: 100%; background-color: #CCF;">
<form name="inputs">
<table>
<tr> <td> alpha </td>
<td> <input type="range" id="alpha" min="0" max="100" value="50"/></td> </tr>
</table>
</form>
</div>
<div style="float: right; width: 260px; margin-left: -260px;">
<canvas id="camera-canvas" style="border: none;" width="256" height="256"></canvas>
</div>
<div style="clear: both;"></div>
</div>
</body>
Canvas requires pre-multiplied alpha unless you specifically request otherwise so problem #1 is your blend function should be
blend: {
enable: true,
func: {
srcRGB: 'one',
srcAlpha: 'one',
dstRGB: 'one minus src alpha',
dstAlpha: 'one minus src alpha',
},
},
You also need to return premultiplied values from your shader
gl_FragColor = vec4(vColor, alpha);
gl_FragColor.rgb *= gl_FragColor.a; // premultiply by alpha
}
The other problem is you have the depth test on. The default depth function is LESS. That means new pixels will not be drawn unless their Z value is LESS than existing Z values. Since all of your circles are drawn at the same depth no new circle will get drawn anywhere a previous circle was drawn.
The easiest fix is to turn off the depth test
depth: {enable: false},
Result:
As for why premultiplied alpha see
https://developer.nvidia.com/content/alpha-blending-pre-or-not-pre

Simplify code by finding a way to remove many if statements

I'm having trouble figuring out a good way to structure my code. I am writing a shader in GLSL. I'm using WebGL. So I have a sprite sheet with 22 items. The sheet is 640 X 640. Except for the last each row has 5 sprites. So I used the following code just to test things out.
float positionInTime = (currentAge / duration);
positionInTime /= 0.04545;
positionInTime = sign(positionInTime)*floor(abs(positionInTime)+0.5);
vec2 TextureCoord = vec2( 0.0, 0.0 );
if ( positionInTime == 22.0) {
TextureCoord = vec2( 0.0, 0.0 );
}
if ( positionInTime == 21.0) {
TextureCoord = vec2( 0.2, 0.0 );
}
if ( positionInTime == 20.0) {
TextureCoord = vec2( 0.4, 0.0 );
}
if ( positionInTime == 19.0) {
TextureCoord = vec2( 0.6, 0.0 );
}
if ( positionInTime == 18.0) {
TextureCoord = vec2( 0.8, 0.0 );
}
if ( positionInTime == 17.0) {
TextureCoord = vec2( 0.0, 0.2 );
}
if ( positionInTime == 16.0) {
TextureCoord = vec2( 0.2, 0.2 );
}
if ( positionInTime == 15.0) {
TextureCoord = vec2( 0.4, 0.2 );
}
if ( positionInTime == 14.0) {
TextureCoord = vec2( 0.6, 0.2 );
}
if ( positionInTime == 13.0) {
TextureCoord = vec2( 0.8, 0.2 );
}
if ( positionInTime == 12.0) {
TextureCoord = vec2( 0.0, 0.4 );
}
if ( positionInTime == 11.0) {
TextureCoord = vec2( 0.2, 0.4 );
}
if ( positionInTime == 10.0) {
TextureCoord = vec2( 0.4, 0.4 );
}
if ( positionInTime == 9.0) {
TextureCoord = vec2( 0.6, 0.4 );
}
if ( positionInTime == 8.0) {
TextureCoord = vec2( 0.8, 0.4 );
}
if ( positionInTime == 7.0) {
TextureCoord = vec2( 0.0, 0.6 );
}
if ( positionInTime == 6.0) {
TextureCoord = vec2( 0.2, 0.6 );
}
if ( positionInTime == 5.0) {
TextureCoord = vec2( 0.4, 0.6 );
}
if ( positionInTime == 4.0) {
TextureCoord = vec2( 0.6, 0.6 );
}
if ( positionInTime == 3.0) {
TextureCoord = vec2( 0.8, 0.8 );
}
if ( positionInTime == 2.0) {
TextureCoord = vec2( 0.0, 0.8 );
}
if ( positionInTime == 1.0) {
TextureCoord = vec2( 0.2, 0.8 );
}
vec2 TextureSize = vec2(.2, .2);
mediump vec2 realTexCoord = TextureCoord + (gl_PointCoord * TextureSize);
vec4 rotatedTexture = texture2D( texture, realTexCoord );
gl_FragColor = rotatedTexture;
}
The code works but I'd like to improve upon it. It seems like these if states could be greatly simplified by a for loop. Any one have any ideas? Or if 2 variables could be created for TextureCoord x and y that would be great.
If you can change to a simple pattern of 5x5, this will calculate it in Javascript:
var x = ((25 - positionInTime) % 5) / 5.0;
var y = Math.floor((25 - positionInTime) / 5) / 10.0;
TextureCoord = vec2(x, y);
If not, you can use:
if (positionInTime > 22) {
var x = 0;
var y = 0;
if (positionInTime > 7) {
x = ((22 - positionInTime) % 5) / 5.0;
y = Math.floor((22 - positionInTime) / 5) / 10.0;
} else {
x = ((7 - positionInTime) % 4) / 5.0;
y = Math.floor((7 - positionInTime) / 5) / 10.0;
}
TextureCoord = vec2(x, y);
You can create array of vec2 and use rounded positionInTime as index of this array without loop.
You can also to calculate each vector, but if values have regularity. The following code is in doubt:
if ( positionInTime == 7.0) {
TextureCoord = vec2( 0.0, 0.6 );
}
if ( positionInTime == 6.0) {
TextureCoord = vec2( 0.4, 0.6 );
}
I think there is an error (0.4 instead of 0.2).

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