我正在编写一个需要切换这两种着色技术的应用程序。
程序开始应用 Gouraud 着色,没有问题。
当我单击按钮切换阴影时,我的对象(一个旋转的立方体)变成了紫色,就像没有光一样。有没有人看到问题?
这是代码:
JavaScript
"use strict";
var canvas;
var gl;
var numVertices = 36;
var numChecks = 8;
var program;
var program2;
var c;
var flag = true;
var direction = true;
var rx;
var ry;
var rz;
var traslation_loc;
var tx = 0 ;
var ty = 0;
var tz = 0;
var scaling_loc;
var sx = 1.0;
var sy = 1.0;
var sz = 1.0;
var pointsArray = [];
var colorsArray = [];
//Point 4
// cambia eventualmente near e far per vedere gli effetti
var near = 0.3;
var far = 3.0;
var phi = 0.0;
var radius = 1.5;
var left = -1.0;
var right = 1.0;
var ytop = 1.0;
var bottom = -1.0;
var mvMatrix, pMatrix;
var modelView, projection;
var eye;
const at = vec3(0.0, 0.0, 0.0);
const up = vec3(0.0, 1.0, 0.0);
//var eye = vec3(1, 1, 1);
//var eye = vec3(0.02, 0.02, 0.02);
//
//Point 5
var fovy = 45.0;
var aspect;
var orthoBool = true;
var aspect = 1.0;
//
//Poinit 6
var lightAmbient = vec4(0.2, 0.2, 0.2, 1.0);
var lightDiffuse = vec4(1.0, 1.0, 1.0, 1.0);
var lightSpecular = vec4(1.0, 1.0, 1.0, 1.0);
var lightPosition = vec4(0.3, 0.2, 0.8,0.0);
var materialAmbient = vec4(1.0, 0.0, 1.0, 1.0);
var materialDiffuse = vec4(1.0, 0.8, 0.0, 1.0);
var materialSpecular = vec4(1.0, 0.8, 0.0, 1.0);
var materialShininess = 100.0;
var normalsArray = [];
// Point 7
var changeShading = true;
//
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 )
];
/* rimossi per il punto 6
var vertexColors = [
vec4( 0.0, 0.0, 0.0, 1.0 ), // black
vec4( 1.0, 0.0, 0.0, 1.0 ), // red
vec4( 1.0, 1.0, 0.0, 1.0 ), // yellow
vec4( 0.0, 1.0, 0.0, 1.0 ), // green
vec4( 0.0, 0.0, 1.0, 1.0 ), // blue
vec4( 1.0, 0.0, 1.0, 1.0 ), // magenta
vec4( 0.0, 1.0, 1.0, 1.0 ), // white
vec4( 0.0, 1.0, 1.0, 1.0 ) // cyan
];
*/
var xAxis = 0;
var yAxis = 1;
var zAxis = 2;
var axis = xAxis;
var theta = [45.0, 45.0, 45.0];
//var thetaLoc;
function quad(a, b, c, d) {
// Point 6
var t1 = subtract(vertices[b], vertices[a]);
var t2 = subtract(vertices[c], vertices[b]);
var normal = cross(t1, t2);
var normal = vec3(normal);
// *****
//*** Abbiamo rimpizzato i colori on queli del materiale per svolgere il punto 6
pointsArray.push(vertices[a]);
//colorsArray.push(vertexColors[a]);
normalsArray.push(normal);
pointsArray.push(vertices[b]);
//colorsArray.push(vertexColors[a]);
normalsArray.push(normal);
pointsArray.push(vertices[c]);
//colorsArray.push(vertexColors[a]);
normalsArray.push(normal);
pointsArray.push(vertices[a]);
//colorsArray.push(vertexColors[a]);
normalsArray.push(normal);
pointsArray.push(vertices[c]);
//colorsArray.push(vertexColors[a]);
normalsArray.push(normal);
pointsArray.push(vertices[d]);
//colorsArray.push(vertexColors[a]);
normalsArray.push(normal);
}
function colorCube()
{
quad( 1, 0, 3, 2 );
quad( 2, 3, 7, 6 );
quad( 3, 0, 4, 7 );
quad( 6, 5, 1, 2 );
quad( 4, 5, 6, 7 );
quad( 5, 4, 0, 1 );
}
window.onload = function init() {
canvas = document.getElementById( "gl-canvas" );
gl = WebGLUtils.setupWebGL( canvas );
if ( !gl ) { alert( "WebGL isn't available" ); }
gl.viewport( 0, 0, canvas.width, canvas.height );
// Point 5 -> define aspect
aspect = canvas.width/canvas.height;
gl.clearColor( 1.0, 1.0, 1.0, 1.0 );
gl.enable(gl.DEPTH_TEST);
//
// Load shaders and initialize attribute buffers
//
program = initShaders( gl, "vertex-shader", "fragment-shader" );
gl.useProgram(program);
colorCube();
//Point 6
var nBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, nBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(normalsArray), gl.STATIC_DRAW );
var vNormal = gl.getAttribLocation( program, "vNormal" );
gl.vertexAttribPointer( vNormal, 3, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vNormal );
//*************
// RIMPIAZZATI I COLORI PER IL PUNTO 6
//var cBuffer = gl.createBuffer();
//gl.bindBuffer( gl.ARRAY_BUFFER, cBuffer );
//gl.bufferData( gl.ARRAY_BUFFER, flatten(colorsArray), gl.STATIC_DRAW );
//var vColor = gl.getAttribLocation( program, "vColor" );
//gl.vertexAttribPointer( vColor, 4, gl.FLOAT, false, 0, 0 );
//gl.enableVertexAttribArray( vColor );
var vBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, vBuffer);
gl.bufferData( gl.ARRAY_BUFFER, flatten(pointsArray), gl.STATIC_DRAW );
var vPosition = gl.getAttribLocation( program, "vPosition" );
gl.vertexAttribPointer( vPosition, 4, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vPosition );
// Possiamo commentare quello che riguarda il theta per il punto 2
//thetaLoc = gl.getUniformLocation(program, "theta");
// Point 2 - Rotation
//X AXIS
rx = gl.getUniformLocation(program, "rx");
//Y AXIS
ry = gl.getUniformLocation(program, "ry");
//Z AXIS
rz = gl.getUniformLocation(program, "rz");
// Traslation Matrix
traslation_loc = gl.getUniformLocation(program , "traslation");
// Scaling Matrix
scaling_loc = gl.getUniformLocation(program , "scaling");
// Projection and Model matrix
modelView = gl.getUniformLocation( program, "modelView" );
projection = gl.getUniformLocation( program, "projection" );
//**************
document.getElementById("ButtonX").onclick = function(){axis = xAxis;};
document.getElementById("ButtonY").onclick = function(){axis = yAxis;};
document.getElementById("ButtonZ").onclick = function(){axis = zAxis;};
document.getElementById("ButtonT").onclick = function(){flag = !flag;};
document.getElementById("Direction").onclick = function() { direction = !direction;};
document.getElementById( "slideX" ).oninput = function(){ tx = parseFloat(event.target.value,10); };
document.getElementById( "slideY" ).oninput = function(){ ty = parseFloat(event.target.value,10); };
document.getElementById( "slideZ" ).oninput = function(){ tz = parseFloat(event.target.value,10); };
document.getElementById( "ScalingX" ).oninput = function(){ sx = parseFloat(event.target.value,10); };
document.getElementById( "ScalingY" ).oninput = function(){ sy = parseFloat(event.target.value,10); };
document.getElementById( "ScalingZ" ).oninput = function(){ sz = parseFloat(event.target.value,10); };
// Point 5
document.getElementById("OrthoPersp").onclick = function(){orthoBool = !orthoBool;};
// Point 4
// per documentazine leggi la parte sotto il codice a pag 244 con spiegazione sul clip out
// cambiato inserito due sliders // perspective -> ortho -> + lontano
document.getElementById("zFarSlider").onchange = function() {
far = event.srcElement.value;
};
document.getElementById("zNearSlider").onchange = function() {
near = event.srcElement.value;
};
// POINT 7
document.getElementById("ShadingButton").onclick = function(){changeShading = !changeShading;};
//Point 6
var ambientProduct = mult(lightAmbient, materialAmbient);
var diffuseProduct = mult(lightDiffuse, materialDiffuse);
var specularProduct = mult(lightSpecular, materialSpecular);
gl.uniform4fv(gl.getUniformLocation(program, "ambientProduct"),
flatten(ambientProduct));
gl.uniform4fv(gl.getUniformLocation(program, "diffuseProduct"),
flatten(diffuseProduct) );
gl.uniform4fv(gl.getUniformLocation(program, "specularProduct"),
flatten(specularProduct) );
gl.uniform4fv(gl.getUniformLocation(program, "lightPosition"),
flatten(lightPosition) );
gl.uniform1f(gl.getUniformLocation(program, "shininess"),materialShininess);
//*************************************
render();
}
var render = function() {
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Point 4
//*************************************
//eye = vec3(radius*Math.sin(phi), radius*Math.sin(theta),
// radius*Math.cos(phi)); RIMANE COMMENTATO
//mvMatrix = lookAt(eye, at , up);
//pMatrix = ortho(left, right, bottom, ytop, near, far);
//gl.uniformMatrix4fv( modelView, false, flatten(mvMatrix) );
//gl.uniformMatrix4fv( projection, false, flatten(pMatrix) );
//*************************************
//Point 7
gl.uniform1f(gl.getUniformLocation(program, "changeShading"),changeShading);
// Point 3 -> Scaling
var scaling = [sx , 0.0 , 0.0 , 0.0,
0.0 , sy, 0.0 , 0.0,
0.0 , 0.0 , sz , 0.0,
0.0 , 0.0 , 0.0 , 1];
gl.uniformMatrix4fv(scaling_loc,false,scaling);
// ****************************************
//X AXIS - Point 2
var theta_x_degree = theta[0];
var theta_x_radians = theta_x_degree * Math.PI / 180;
var s_x = Math.sin(theta_x_radians);
var c_x = Math.cos(theta_x_radians);
var rx_loc = [ 1.0, 0.0, 0.0, 0.0,
0.0, c_x, s_x, 0.0,
0.0, -s_x, c_x, 0.0,
0.0, 0.0, 0.0, 1.0 ];
gl.uniformMatrix4fv(rx, false, rx_loc);
//Y AXIS - Point 2
var theta_y_degree = theta[1];
var theta_y_radians = theta_y_degree * Math.PI / 180;
var s_y = Math.sin(theta_y_radians);
var c_y = Math.cos(theta_y_radians);
var ry_loc = [ c_y, 0.0, -s_y, 0.0,
0.0, 1.0, 0.0, 0.0,
s_y, 0.0, c_y, 0.0,
0.0, 0.0, 0.0, 1.0 ];
gl.uniformMatrix4fv(ry, false, ry_loc);
//Z AXIS - Point 2
var theta_z_degree = theta[2];
var theta_z_radians = theta_z_degree * Math.PI / 180;
var s_z = Math.sin(theta_z_radians);
var c_z = Math.cos(theta_z_radians);
var rz_loc = [ c_z, s_z, 0.0, 0.0,
-s_z, c_z, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0 ];
gl.uniformMatrix4fv(rz, false, rz_loc);
// ****************************************
// Point 3 -> Traslation
var traslation = [1.0 , 0.0 , 0.0 , 0.0,
0.0 , 1.0 , 0.0 , 0.0,
0.0 , 0.0 , 1.0 , 0.0,
tx , ty , tz , 1.0];
gl.uniformMatrix4fv(traslation_loc,false,traslation);
// ****************************************
//Point 4-5
//*************************************
//eye = vec3(0.02, 0.02, 0.02); // se lasciassi questo , non mi si sposterebbero le normali per la luce
eye = vec3(radius*Math.sin(theta_x_radians)*Math.cos(phi),
radius*Math.sin(theta_y_radians)*Math.sin(phi), radius*Math.cos(theta_z_radians));
mvMatrix = lookAt(eye, at , up);
if (orthoBool) {
pMatrix = ortho(left, right, bottom, ytop, near, far); }
else {
pMatrix=perspective(fovy , aspect , near , far); }
gl.uniformMatrix4fv( modelView, false, flatten(mvMatrix) );
gl.uniformMatrix4fv( projection, false, flatten(pMatrix) );
//*************************************
// ****************************************
// Point 1 --> Change and Toggle Rotation
if((direction)&&(!flag)) theta[axis] += -1.0;
if((!direction)&&(!flag)) theta[axis] += +1.0;
if(!direction) {theta[axis] += -1.0; }
if(direction) {theta[axis] += 1.0 ; }
// ****************************************
//gl.uniform3fv(thetaLoc, theta);
gl.drawArrays( gl.TRIANGLES, 0, numVertices );
requestAnimFrame(render);
}
HTML
<!DOCTYPE html>
<html>
<button id = "ButtonX">Rotate X</button>
<button id = "ButtonY">Rotate Y</button>
<button id = "ButtonZ">Rotate Z</button>
<button id = "ButtonT">Toggle Rotation</button>
<button id="Direction">Change Direction</button>
<button id="OrthoPersp">Change Parall/Persp</button>
<button id="ShadingButton">Change Shading</button>
<div>Traslation on X <input id="slideX" type="range"
min="-1" max="1" step="0.1" value="0" />
</div>
<div>Traslation on Y <input id="slideY" type="range"
min="-1" max="1" step="0.1" value="0" />
</div>
<div>Traslation on Z <input id="slideZ" type="range"
min="-1" max="1" step="0.1" value="0" />
</div>
<div>Scaling on X <input id="ScalingX" type="range"
min="0" max="1" step="0.1" value="0" />
</div>
<div>Scaling on Y <input id="ScalingY" type="range"
min="0" max="1" step="0.1" value="0" />
</div>
<div>Scaling on Z <input id="ScalingZ" type="range"
min="0" max="1" step="0.1" value="0" />
</div>
<div>
zNear Min<input id="zNearSlider" type="range" min="0.00" max="2.8" step="0.1" value="0.3">
Max
</div>
<div>
zFar Min<input id="zFarSlider" type="range" min="3" max="10" step="3.0" value="3">
Max
</div>
<script id="vertex-shader" type="x-shader/x-vertex">
precision mediump float;
attribute vec4 vPosition;
attribute vec4 vColor;
varying vec4 fColor;
//uniform vec3 theta;
// Point 2 -> Move the matrices
// Per spostare le matrici le abbiamo dovuto dichiarare nel file GLSL come uniform
// le matrici rx ry e rz sono rispettivamente le matrici di rotazione sugli assi
uniform mat4 rx;
uniform mat4 ry;
uniform mat4 rz;
// Points 3 -> Traslation Matrix
uniform mat4 traslation;
// Points 3 -> Scaling Matrix
uniform mat4 scaling;
//Point 4 -> MV and P matrices
uniform mat4 modelView;
uniform mat4 projection;
//Poinit 6 -> Light Source
attribute vec4 vNormal;
uniform vec4 ambientProduct, diffuseProduct, specularProduct;
uniform vec4 lightPosition;
uniform float shininess;
varying vec3 N,L,E;
uniform bool changeShading;
void main()
{
// Compute the sines and cosines of theta for each of
// the three axes in one computation.
//vec3 angles = radians( theta );
//vec3 c = cos( angles );
//vec3 s = sin( angles );
// Remember: the matrices are column-major
/*
mat4 rx = mat4( 1.0, 0.0, 0.0, 0.0,
0.0, c.x, s.x, 0.0,
0.0, -s.x, c.x, 0.0,
0.0, 0.0, 0.0, 1.0 );
mat4 ry = mat4( c.y, 0.0, -s.y, 0.0,
0.0, 1.0, 0.0, 0.0,
s.y, 0.0, c.y, 0.0,
0.0, 0.0, 0.0, 1.0 );
mat4 rz = mat4( c.z, s.z, 0.0, 0.0,
-s.z, c.z, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0 );
*/
//fColor = vColor;
// ORDINE : scaling -> rotazione -> traslation
//gl_Position = projection*modelView*scaling *rz * ry * rx * traslation *vPosition ;
//gl_Position.z = -gl_Position.z;
//Point 6
vec3 pos = -(modelView * vPosition).xyz;
if(changeShading) {
vec3 light = lightPosition.xyz;
vec3 L = normalize( light - pos );
vec3 E = normalize( -pos );
vec3 H = normalize( L + E );
vec3 N = normalize( (modelView*vNormal).xyz);
vec4 ambient = ambientProduct;
float Kd = max( dot(L, N), 0.0 );
vec4 diffuse = Kd*diffuseProduct;
float Ks = pow( max(dot(N, H), 0.0), shininess );
vec4 specular = Ks * specularProduct;
if( dot(L, N) < 0.0 ) {
specular = vec4(0.0, 0.0, 0.0, 1.0);
}
fColor = ambient + diffuse + specular;
fColor.a = 1.0;
gl_Position = projection*modelView*scaling *rz * ry * rx * traslation *vPosition ;
gl_Position.z = -gl_Position.z;
}
else {
vec3 light = lightPosition.xyz;
vec3 L = normalize( light - pos );
vec3 E = normalize( -pos );
vec3 H = normalize( L + E );
vec3 N = normalize( (modelView*vNormal).xyz);
gl_Position = projection*modelView*scaling *rz * ry * rx * traslation *vPosition ;
gl_Position.z = -gl_Position.z;
}
// *******************
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 vPosition;
varying vec4 vColor;
varying vec4 fColor;
uniform mat4 rx;
uniform mat4 ry;
uniform mat4 rz;
uniform mat4 traslation;
uniform mat4 scaling;
uniform mat4 modelView;
uniform mat4 projection;
varying vec4 vNormal;
uniform vec4 ambientProduct, diffuseProduct, specularProduct;
uniform vec4 lightPosition;
uniform float shininess;
varying vec3 N,L,E;
uniform bool changeShading;
void main()
{
if(changeShading) {gl_FragColor = fColor;}
else {vec4 fColor;
vec3 H = normalize( L + E );
vec4 ambient = ambientProduct;
float Kd = max( dot(L, N), 0.0 );
vec4 diffuse = Kd*diffuseProduct;
float Ks = pow( max(dot(N, H), 0.0), shininess );
vec4 specular = Ks * specularProduct;
if( dot(L, N) < 0.0 ) specular = vec4(0.0, 0.0, 0.0, 1.0);
fColor = ambient + diffuse +specular;
fColor.a = 1.0;
gl_FragColor = fColor;}
}
</script>
<script type="text/javascript" src="../Common/webgl-utils.js"></script>
<script type="text/javascript" src="../Common/initShaders.js"></script>
<script type="text/javascript" src="../Common/MV.js"></script>
<script type="text/javascript" src="Homework1.js"></script>
<body>
<canvas id="gl-canvas" width="1024" height="1024">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>
</body>
</html>