HW5
shader and shadow
by chaiche
HTML
<div id="info">
hw5 <br>GLSL
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js">
</script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5/dat.gui.min.js"></script>
<script id="myVertexShader" type="x-shader/x-vertex">
uniform int shading;
uniform int coordinate;
varying vec3 color;
varying vec4 pos;
varying float which;
void perVertexShading() {
which = 1.0;
if (pos.x > 0.0)
color = vec3 (1,1,1);
else
color = vec3 (0,0,0);
}
void perPixelShading() {
which = 2.0;
}
void main() {
gl_Position = projectionMatrix* modelViewMatrix * vec4( position, 1.0);
//posPixel = gl_Position;
if(coordinate == 0){
pos = vec4(position,1.0);
}
else if(coordinate == 1){
pos = modelMatrix* vec4( position, 1.0);
}
else if(coordinate == 2){
pos = modelViewMatrix * vec4( position, 1.0);
}
if (shading == 0) // per-vertex shading
perVertexShading();
else
perPixelShading();
}
</script>
<script id="myFragmentShader" type="x-shader/x-fragment">
varying vec3 color;
varying vec4 pos;
varying float which;
void main() {
if(which ==1.0){
gl_FragColor = vec4 (color, 1.0);
}
else if(which==2.0){
if (pos.x > 0.0)
gl_FragColor = vec4 (1.0,1.0,1.0, 1.0);
else
gl_FragColor = vec4 (0.0,0.0,0.0, 1.0);
}
}
</script>
CSS
#info {
position: absolute;
top: 2%;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
#gui {
position: absolute;
top: 30px;
right: 1%;
height: 350px;
width: 100px;
}
body {
overflow: hidden;
}
JavaScript
var scene, renderer, camera;
var controls;
var jsonModel, jsonModel2;
var angle = 0;
init();
animate();
function init() {
var width = window.innerWidth;
var height = window.innerHeight;
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(width, height);
renderer.setClearColor(0x888888);
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 10000);
camera.position.z = 200;
camera.lookAt(new THREE.Vector3(0, 0, 0));
controls = new THREE.OrbitControls(camera, renderer.domElement);
// var gridXZ = new THREE.GridHelper(100, 10);
// gridXZ.setColors(new THREE.Color(0xff0000), new THREE.Color(0xffffff));
// scene.add(gridXZ);
// pointLight = new THREE.PointLight(0xffffff);
// pointLight.position.set(200, 300, 200);
// scene.add(pointLight);
// var ambientLight = new THREE.AmbientLight(0x111111);
// scene.add(ambientLight);
/////////////////////////////////////////////
gcontrols = new function() {
this.shading = 'per-vertex';
this.coordinate = 'object';
this.floorMaterial = 'lambert';
}
var gui = new dat.GUI();
gui.domElement.id = 'gui';
var f1 = gui.addFolder("Coordinate System");
f1.add (gcontrols, 'coordinate', ['object', 'world', 'eye']);
var f2 = gui.addFolder('Shading Computation');
f2.add (gcontrols, 'shading', ['per-vertex', 'per-pixel']);
var f3 = gui.addFolder("floorMaterial");
f3.add (gcontrols, 'floorMaterial', ['lambert', 'phong']);
/////////////////////////////////////////////////////////////////
teapotMaterial = new THREE.ShaderMaterial({
uniforms: {
lightpos: {value: new THREE.Vector3(0, 30, 20) },
shading: {type : 'i',value: 0},
coordinate: {type: 'i',value: 0},
},
vertexShader: document.getElementById('myVertexShader').textContent,
fragmentShader: document.getElementById('myFragmentShader').textContent
});
var jsonLoader = new...