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app.js
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function computeModelData(object) {
object.drawInfo.vertices = models[object.drawInfo.name].vertices;
object.drawInfo.indices = models[object.drawInfo.name].indices;
object.drawInfo.normals = models[object.drawInfo.name].vertexNormals;
object.drawInfo.texCoord = models[object.drawInfo.name].textures;
}
function createBuffers(object) {
var vao = gl.createVertexArray();
gl.bindVertexArray(vao);
// Vertices
var vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(object.drawInfo.vertices), gl.STATIC_DRAW);
gl.enableVertexAttribArray(object.drawInfo.positionAttributeLocation);
gl.vertexAttribPointer(object.drawInfo.positionAttributeLocation, 3, gl.FLOAT, false, 0, 0);
// Normlas
var normalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(object.drawInfo.normals), gl.STATIC_DRAW);
gl.enableVertexAttribArray(object.drawInfo.normalAttributeLocation);
gl.vertexAttribPointer(object.drawInfo.normalAttributeLocation, 3, gl.FLOAT, false, 0, 0);
// Textures Coord
var uvBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(object.drawInfo.texCoord), gl.STATIC_DRAW);
gl.vertexAttribPointer(object.drawInfo.uvLocation, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(object.drawInfo.uvLocation);
// Indices
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(object.drawInfo.indices), gl.STATIC_DRAW);
return vao;
}
var main = function() {
// Global Spot light (for Room and scenary)
var positionLight = [-100.0, 900.0, -100.0];
var pointLightColor = [1.0, 1.0, 0.98];
// Create scene graph
computeSceneGraph();
// Add event Listerners
window.addEventListener('keyup', keyFunctionUp, false);
window.addEventListener('keydown', keyFunctionDown, false);
window.addEventListener("mouseup", myOnMouseUp);
// Save loactions
objects.forEach(function (object) {
gl.useProgram(object.drawInfo.programInfo);
object.drawInfo.eyePositionHandle = gl.getUniformLocation(object.drawInfo.programInfo, 'eyePosition');
object.drawInfo.positionAttributeLocation = gl.getAttribLocation(object.drawInfo.programInfo, "inPosition");
object.drawInfo.normalAttributeLocation = gl.getAttribLocation(object.drawInfo.programInfo, "inNormal");
object.drawInfo.uvLocation = gl.getAttribLocation(object.drawInfo.programInfo, "a_uv");
object.drawInfo.matrixLocation = gl.getUniformLocation(object.drawInfo.programInfo, "matrix");
object.drawInfo.textLocation = gl.getUniformLocation(object.drawInfo.programInfo, "sampler");
object.drawInfo.normalMatrixPositionHandle = gl.getUniformLocation(object.drawInfo.programInfo, 'nMatrix');
object.drawInfo.vertexMatrixPositionHandle = gl.getUniformLocation(object.drawInfo.programInfo, 'pMatrix');
});
// Load models details
objects.forEach(function(object) {
computeModelData(object);
});
//
// Create buffers
//
objects.forEach(function (object) {
object.drawInfo.vertexArray = createBuffers(object);
// End binding sequence
gl.bindVertexArray(null);
});
//
// Save lights Locations
//
objects.forEach(function (object) {
gl.useProgram(object.drawInfo.programInfo);
if (object.drawInfo.name.includes("boat")) {
// Shaders for boats
linkShaders(boatIdx, object);
if (boatIdx < 3) {
boatIdx++;
} else {
boatIdx = 0;
}
} else {
// Shaders for direct light for room and scenary
materialDiffColorHandle = gl.getUniformLocation(program, 'mDiffColor');
lightPositionHandle = gl.getUniformLocation(program, 'lightPosition');
lightColorHandle = gl.getUniformLocation(program, 'lightColor');
}
});
//
// Load and Bind textures
//
loadTextures();
//
// Main render loop
//
requestAnimationFrame(drawScene);
// Initialization debug variables, buffers, etc.
var numIdx = initSphere();
var sphereWorldMatrix = [
utils.MakeWorld( -865.0, -650, -275.5, 0.0, 0.0, 0.0, 1.0),
utils.MakeWorld(-435.0, -650, -275.5, 0.0, 0.0, 0.0, 1.0),
utils.MakeWorld(-145.0, 170, -805.5, 0.0, 0.0, 0.0, 1.0),
utils.MakeWorld(345.0, 170, -805.5, 0.0, 0.0, 0.0, 1.0)
]
for (i = 0; i < sphereWorldMatrix.length; i++) {
debugPositionAttributeLocation[i] = gl.getAttribLocation(program, "inPosition");
debugMatrixLocation[i] = gl.getUniformLocation(program, "matrix");
// Vaos
debugVao[i] = gl.createVertexArray();
gl.bindVertexArray(debugVao[i]);
debugPositionBuffer[i]= gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, debugPositionBuffer[i]);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPositionData), gl.STATIC_DRAW);
gl.enableVertexAttribArray(debugPositionAttributeLocation[i]);
gl.vertexAttribPointer(debugPositionAttributeLocation[i], 3, gl.FLOAT, false, 0, 0);
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData), gl.STATIC_DRAW);
}
////-----------------------------------------------
function animate() {
if (deltaT == 360) {
deltaT = 0;
}
// Floating boat animation
boatOneNode.localMatrix = utils.multiplyMatrices(utils.multiplyMatrices(utils.multiplyMatrices(
utils.MakeTranslateMatrix(0.0, Math.cos(utils.degToRad(deltaT))/2, 0.0),
utils.MakeRotateYMatrix(0.35)),
boatOneNode.localMatrix),
utils.MakeTranslateMatrix(0.0,-Math.cos(utils.degToRad(deltaT))/2, 0.0));
boatTwoNode.localMatrix = utils.multiplyMatrices(utils.multiplyMatrices(utils.multiplyMatrices(
utils.MakeTranslateMatrix(0.0, Math.cos(utils.degToRad(deltaT))/2, 0.0),
utils.MakeRotateYMatrix(0.35)),
boatTwoNode.localMatrix),
utils.MakeTranslateMatrix(0.0,-Math.cos(utils.degToRad(deltaT))/2, 0.0));
boatThreeNode.localMatrix = utils.multiplyMatrices(utils.multiplyMatrices(utils.multiplyMatrices(
utils.MakeTranslateMatrix(0.0, Math.cos(utils.degToRad(deltaT))/2, 0.0),
utils.MakeRotateYMatrix(0.35)),
boatThreeNode.localMatrix),
utils.MakeTranslateMatrix(0.0,-Math.cos(utils.degToRad(deltaT))/2, 0.0));
boatFourNode.localMatrix = utils.multiplyMatrices(utils.multiplyMatrices(utils.multiplyMatrices(
utils.MakeTranslateMatrix(0.0, Math.cos(utils.degToRad(deltaT))/2, 0.0),
utils.MakeRotateYMatrix(0.35)),
boatFourNode.localMatrix),
utils.MakeTranslateMatrix(0.0,-Math.cos(utils.degToRad(deltaT))/2, 0.0));
deltaT++;
// Increment the coordinates to pan the camera to the desired location
if (inView && incr < deltaZoom) {
// Reset moving variables
speedX = 0.0;
speedY = 0.0;
keys = [];
// Move camera and target
cx += incrCamX;
cy += incrCamY;
cz += incrCamZ;
target[0] += incrTargetX;
target[1] += incrTargetY;
target[2] += incrTargetZ;
incr++;
} else {
// Look around animation while !inView
if ((target[1] + speedY * 2.5 <= 85) && (target[1] + speedY * 2.5 >= -305)) {
target[1] += speedY*2.5;
}
if ((target[0] + speedX * 2.5 >= -280) && (target[0] + speedX*2.5 <= 330)) {
target[0] += speedX*2.5;
}
}
// Look around animation while inView
if (inView && incrViewY != 0) {
if (viewingBoat <=2) {
if (cy + incrViewY*2.5 >= -670 && cy+incrViewY*2.5 <=-360) {
cy+= incrViewY*2.5;
}
} else {
if (cy+incrViewY*2.5 >= 190 && cy+incrViewY*2.5 <= 510) {
cy+= incrViewY*2.5;
}
}
}
// Boring spinning animation (just spinning, no floating)
//boatOneNode.localMatrix = utils.multiplyMatrices(utils.MakeRotateYMatrix(0.35), boatOneNode.localMatrix);
}
function drawScene() {
// Clear
gl.clearColor(0.85, 0.85, 0.85, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
boatIdx = 0;
// Compute the perspective matrix
var aspect = gl.canvas.width / gl.canvas.height;
perspectiveMatrix = utils.MakePerspective(60.0, aspect, 1, 5000.0);
// Compute the camera matrix using look at function.
var cameraPosition = [cx, cy, cz];
var up = [0.0, 1.0, 0.0];
var cameraMatrix = utils.LookAt(cameraPosition, target, up);
viewMatrix = utils.invertMatrix(cameraMatrix);
// Performe animations
animate();
// Update all world matrices in the scene graph
roomPositionNode.updateWorldMatrix();
// Save interactable objects positions [x, y, z, r]
var count = 0;
objects.forEach(function(object){
if (object.drawInfo.name.includes('boat')) {
interactableObjects[count] = [[object.worldMatrix[3], object.worldMatrix[7], object.worldMatrix[11]], 500];
count++;
}
});
// Compute all the matrices for rendering
objects.forEach(function(object) {
gl.useProgram(object.drawInfo.programInfo);
var eyePos = [cx, cy, cz];
var projMatrix = utils.multiplyMatrices(viewMatrix, object.worldMatrix);
projMatrix = utils.multiplyMatrices(perspectiveMatrix, projMatrix);
var normalMatrix = utils.invertMatrix(utils.transposeMatrix(object.worldMatrix));
gl.uniformMatrix4fv(object.drawInfo.matrixLocation, gl.FALSE, utils.transposeMatrix(projMatrix));
gl.uniformMatrix4fv(object.drawInfo.normalMatrixPositionHandle, gl.FALSE, utils.transposeMatrix(normalMatrix));
gl.uniformMatrix4fv(object.drawInfo.vertexMatrixPositionHandle, gl.FALSE, utils.transposeMatrix(object.worldMatrix));
gl.uniform3fv(object.drawInfo.eyePositionHandle, eyePos);
if (object.drawInfo.name.includes("boat")) {
// Shaders for boats
assignShaders(boatIdx, object.drawInfo.programInfo);
if (boatIdx < 3) {
boatIdx++;
} else {
boatIdx = 0;
}
} else {
// Shaders for point light for room and scenary
gl.uniform3fv(materialDiffColorHandle, [1.0, 1.0, 1.0]);
gl.uniform3fv(lightColorHandle, pointLightColor);
gl.uniform3fv(lightPositionHandle, positionLight);
}
// Render the Texture
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, object.drawInfo.textureRef[0]);
gl.uniform1i(object.drawInfo.textLocation, 0);
//------------------------------
gl.bindVertexArray(object.drawInfo.vertexArray);
gl.drawElements(gl.TRIANGLES, object.drawInfo.indices.length, gl.UNSIGNED_SHORT, 0 );
});
// Debug: Show the raycast hit-boxes
if (debug) {
for (i = 0; i < sphereWorldMatrix.length; i++) {
gl.disable(gl.CULL_FACE);
gl.useProgram(program);
var viewWorldMatrix = utils.multiplyMatrices(viewMatrix, sphereWorldMatrix[i]);
var projectionNNMatrix = utils.multiplyMatrices(perspectiveMatrix, viewWorldMatrix);
gl.uniformMatrix4fv(debugMatrixLocation[i], gl.FALSE, utils.transposeMatrix(projectionNNMatrix));
gl.bindVertexArray(debugVao[i]);
gl.drawElements(gl.TRIANGLES, indexData.length, gl.UNSIGNED_SHORT, 0 );
gl.enable(gl.CULL_FACE);
}
}
//------------------------------------
window.requestAnimationFrame(drawScene);
}
window.requestAnimationFrame(drawScene);
}
var init = async function() {
var path = window.location.pathname;
var page = path.split("/").pop();
baseDir = window.location.href.replace(page, '');
shaderDir = baseDir+"shaders/";
// Init canvas and gl
canvas = document.getElementById("canvas");
gl = canvas.getContext('webgl2');
if(!gl) {
alert('Your browser does not support WebGL 2.0');
}
//
// General setup
//
utils.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
//
// Create shaders & program
//
// Program for room and scenary
await utils.loadFiles([shaderDir + 'vs.glsl', shaderDir + 'fs.glsl'], function (shaderText) {
var vertexShader = utils.createShader(gl, gl.VERTEX_SHADER, shaderText[0]);
var fragmentShader = utils.createShader(gl, gl.FRAGMENT_SHADER, shaderText[1]);
program = utils.createProgram(gl, vertexShader, fragmentShader);
});
// Program for boat 1
await utils.loadFiles([shaderDir + 'Boat1/vs.glsl', shaderDir + 'Boat1/fs.glsl'], function (shaderText) {
var vertexShader = utils.createShader(gl, gl.VERTEX_SHADER, shaderText[0]);
var fragmentShader = utils.createShader(gl, gl.FRAGMENT_SHADER, shaderText[1]);
programOne = utils.createProgram(gl, vertexShader, fragmentShader);
});
// Program for boat 2
await utils.loadFiles([shaderDir + 'Boat2/vs.glsl', shaderDir + 'Boat2/fs.glsl'], function (shaderText) {
var vertexShader = utils.createShader(gl, gl.VERTEX_SHADER, shaderText[0]);
var fragmentShader = utils.createShader(gl, gl.FRAGMENT_SHADER, shaderText[1]);
programTwo = utils.createProgram(gl, vertexShader, fragmentShader);
});
// Program for boat 3
await utils.loadFiles([shaderDir + 'Boat3/vs.glsl', shaderDir + 'Boat3/fs.glsl'], function (shaderText) {
var vertexShader = utils.createShader(gl, gl.VERTEX_SHADER, shaderText[0]);
var fragmentShader = utils.createShader(gl, gl.FRAGMENT_SHADER, shaderText[1]);
programThree = utils.createProgram(gl, vertexShader, fragmentShader);
});
// Program for boat 4
await utils.loadFiles([shaderDir + 'Boat4/vs.glsl', shaderDir + 'Boat4/fs.glsl'], function (shaderText) {
var vertexShader = utils.createShader(gl, gl.VERTEX_SHADER, shaderText[0]);
var fragmentShader = utils.createShader(gl, gl.FRAGMENT_SHADER, shaderText[1]);
programFour = utils.createProgram(gl, vertexShader, fragmentShader);
});
//
// Load models
//
var roomModelSerialized = await utils.get_objstr(roomModelSrc);
roomModel = new OBJ.Mesh(roomModelSerialized);
var pedestalModelSerialized = await utils.get_objstr(pedestalModelSrc);
pedestalModel = new OBJ.Mesh(pedestalModelSerialized);
var tableModelSerialized = await utils.get_objstr(tableModelSrc);
tableModel = new OBJ.Mesh(tableModelSerialized);
var posterModelSerialized = await utils.get_objstr(posterModelSrc);
posterModel = new OBJ.Mesh(posterModelSerialized);
var ventModelSerialized = await utils.get_objstr(ventModelSrc);
ventModel = new OBJ.Mesh(ventModelSerialized);
var crateModelSerialized = await utils.get_objstr(crateModelSrc);
crateModel = new OBJ.Mesh(crateModelSerialized);
var pipeModelSerialized = await utils.get_objstr(pipeModelSrc);
pipeModel = new OBJ.Mesh(pipeModelSerialized);
var shortPipeModelSerialized = await utils.get_objstr(shortPipeModelSrc);
shortPipeModel = new OBJ.Mesh(shortPipeModelSerialized);
var shelfModelSerialized = await utils.get_objstr(shelfModelSrc);
shelfModel = new OBJ.Mesh(shelfModelSerialized);
var boatModelSerialized = await utils.get_objstr(boatModelSrc);
boatModel = new OBJ.Mesh(boatModelSerialized);
// Add loaded models to help variable
models["room"] = roomModel;
models["table"] = tableModel;
models["poster"] = posterModel;
models["vent"] = ventModel;
models["crate"] = crateModel;
models["pipe"] = pipeModel;
models["shortPipe"] = shortPipeModel;
models["shelf"] = shelfModel;
models["pedestal"] = pedestalModel;
models["boatOne"] = models["boatTwo"] = models["boatThree"] = models["boatFour"] = boatModel;
// Initialize lights
initiLight();
main();
}
window.onload = init;