hw5-1 Basic GLSL
by jason870509
HTML
<div id="info">
hw5-1 Basic GLSL <br>
<select id='coords'>
<option value="obj" selected>Object Coordinate</option>
<option value="world">World Coordinate</option>
<option value="eye">Eye Coordinate</option>
</select>
<select id='shading'>
<option value='perVertex' selected> Per Vertex</option>
<option value='perPixel'> Per Pixel </option>
</select>
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/109/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://code.jquery.com/jquery-2.1.4.min.js"></script>
<script src="https://raw.githack.com/mrdoob/three.js/dev/examples/js/geometries/TeapotBufferGeometry.js"></script>
<script id="myVertexShader" type="x-shader/x-vertex">
uniform int shading;
uniform int coordinate;
varying vec3 color;
varying vec3 mypos;
varying vec4 eyepos;
varying vec4 worldpos;
void perVertexShading(vec3 objpos, vec3 worldpos) {
vec4 eyepos = modelViewMatrix * vec4 (position, 1.0);
if (coordinate == 0) {
if (objpos.x > 0.0)
color = vec3 (1,1,1);
else
color = vec3 (0,0,0);
} else if (coordinate == 1) {
if (worldpos.x > 0.0)
color = vec3 (1,1,1);
else
color = vec3 (0,0,0);
} else if (coordinate == 2){
if(eyepos.x > 0.0)
color = vec3 (1,1,1);
else
color = vec3 (0,0,0);
}
}
void perPixelShading(vec3 objpos, vec3 worldpos, vec3 mycolor) {
}
void main() {
mypos = position;
gl_Position = projectionMatrix* modelViewMatrix * vec4( position, 1.0);
worldpos = modelMatrix * vec4 (position, 1.0);
eyepos = modelViewMatrix * vec4 (position, 1.0);
if (shading == 0) // per-vertex shading
perVertexShading(position, worldpos.xyz);
}
</script>
<script id="myFragmentShader" type="x-shader/x-fragment">
uniform int coordinate;
uniform int shading;
varying vec3 color;
varying vec3...
CSS
#info {
position: absolute;
top: 1%;
width: 100%;
padding: 10px;
text-align: center;
color: #ffee12;
}
body {
overflow: hidden;
}
JavaScript
$('#coords').change(function() {
console.log($(this).val());
let objType = $(this).val();
if (objType === 'obj') {
teapotMaterial.uniforms.coordinate.value = 0;
} else if (objType === 'world') {
teapotMaterial.uniforms.coordinate.value = 1;
} else {
teapotMaterial.uniforms.coordinate.value = 2;
}
});
$('#shading').change(function() {
let objType = $(this).val();
if (objType === 'perVertex') {
teapotMaterial.uniforms.shading.value = 0;
} else {
teapotMaterial.uniforms.shading.value = 1;
}
console.log(teapotMaterial.uniforms.shading)
});
var scene, renderer, camera;
var movingTeapot;
var angle = 0;
var teapotMaterial;
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(200, 20, 'red', 'white');
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);
/////////////////////////////////////////////////////////////////
teapotMaterial = new THREE.ShaderMaterial({
uniforms: {
lightpos: {
type: 'v3',
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
...