HW5
GLSL
by KUO YOU-TING
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="//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 positionTmp;
void perVertexShading() {
if (positionTmp.x > 0.0)
color = vec3 (1, 1, 1);
else
color = vec3 (0, 0, 0);
}
void perPixelShading() {}
void main() {
gl_Position = projectionMatrix* modelViewMatrix * vec4(position, 1.0);
if(coordinate == 0)
positionTmp = vec4(position, 1.0);
else if(coordinate == 1)
positionTmp = modelMatrix * vec4(position, 1.0);
else
positionTmp = modelViewMatrix * vec4(position, 1.0);
if (shading == 0) // per-vertex shading
perVertexShading();
else
perPixelShading();
}
</script>
<script id="myFragmentShader" type="x-shader/x-fragment">
uniform int shading;
varying vec3 color;
varying vec4 positionTmp;
void main() {
if(shading == 0)
gl_FragColor = vec4 (color, 1.0);
else {
if (positionTmp.x > 0.0)
gl_FragColor = vec4 (1, 1, 1, 1.0);
else
gl_FragColor = vec4 (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;
var floor;
var light = new THREE.Object3D();
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.set(0, 100, 200);
camera.lookAt(new THREE.Vector3(0, 0, 0));
controls = new THREE.OrbitControls(camera, renderer.domElement);
floor = new THREE.Mesh(new THREE.PlaneGeometry(200, 200, 32), new THREE.MeshLambertMaterial({color: 0x4761c9, side: THREE.DoubleSide}));
floor.rotation.x = Math.PI/2;
floor.receiveShadow = true;
scene.add(floor);
// spotlight
light1 = new THREE.SpotLight(0xffffff, 1.5);
light1.position.set(-100, 200, 100);
light1.angle = Math.PI/4;
light1.exponent = 10;
light.add(light1);
scene.add(light);
// shadow map settings
light1.castShadow = true;
light1.shadowMapWidth = 1024;
light1.shadowMapHeight = 1024;
light1.shadowCameraNear = 10;
light1.shadowCameraFar = 4000;
light1.shadowCameraFov = light1.angle / Math.PI * 180;
/////////////////////////////////////////////
gcontrols = new function() {
this.floor = 'Lambert';
this.shading = 0;
this.coordinate = 0;
}
var gui = new dat.GUI();
gui.domElement.id = 'gui';
var f1 = gui.addFolder("Floor Geometry");
f1.add (gcontrols, 'floor', ['Lambert', 'Phong']);
var f2 = gui.addFolder("Coordinate System");
f2.add (gcontrols, 'coordinate', {'object': 0, 'world': 1, 'eye': 2});
var f3 = gui.addFolder('Shading Computation');
f3.add (gcontrols, 'shading', {'per-vertex':0, 'per-pixel':1});
/////////////////////////////////////////////////////////////////
teapotMaterial = new THREE.ShaderMaterial({
...