window.onload = function()
{
console.log("entry");
var lightXRange = document.getElementById("lightX");
var lightYRange = document.getElementById("lightY");
var canvas = document.getElementById('canvas');
// canvasのサイズは個々じゃないとダメ
canvas.width = canvas.height = 300;
var gl = canvas.getContext('webgl');
var vs = gl.createShader(gl.VERTEX_SHADER);
var fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(vs, document.getElementById('vs').text);
gl.shaderSource(fs, document.getElementById('fs').text);
gl.compileShader(vs);
gl.compileShader(fs);
var prog = gl.createProgram();
gl.attachShader(prog, vs);
gl.attachShader(prog, fs);
gl.linkProgram(prog);
if (gl.getProgramParameter(prog, gl.LINK_STATUS))
{
gl.useProgram(prog);
}else{
console.error(gl.getProgramInfoLog(prog));
return;
}
var mesh = new torus(50, 30, 0.5, 1.0);
// var mesh = new cube2();
console.log(mesh['position'].length);
console.log(mesh['index'].length);
console.log(mesh['normal'].length);
var attrList = [];
var strideList = [];
var uniformList = [];
attrList[0] = gl.getAttribLocation(prog, 'pos');
strideList[0] = 3;
attrList[1] = gl.getAttribLocation(prog, 'normal');
strideList[1] = 3;
uniformList[0] = gl.getUniformLocation(prog, 'mvpMatrix');
uniformList[1] = gl.getUniformLocation(prog, 'lightPos');
uniformList[2] = gl.getUniformLocation(prog, 'eyePos');
uniformList[3] = gl.getUniformLocation(prog, 'invMMatrix');
// position
var vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(mesh['position']), gl.STATIC_DRAW);
gl.enableVertexAttribArray(attrList[0]);
gl.vertexAttribPointer(attrList[0], strideList[0], gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
// normal
var vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(mesh['normal']), gl.STATIC_DRAW);
gl.enableVertexAttribArray(attrList[1]);
gl.vertexAttribPointer(attrList[1], strideList[1], gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
// ibo
var ibo = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Int16Array(mesh['index']), gl.STATIC_DRAW);
// matrix
var m = new matIV();
var mMatrix = m.identity(m.create());
var vMatrix = m.identity(m.create());
var pMatrix = m.identity(m.create());
var vpMatrix = m.identity(m.create());
var mvpMatrix = m.identity(m.create());
var invMMatrix = m.identity(m.create());
gl.enable(gl.DEPTH_TEST);
var eyePos = [0, 0, 8];
var count = 0;
draw();
function draw()
{
var lightPos = [lightXRange.value, lightYRange.value, 0];
gl.clearColor(0.1,0.1,0.1,1);
gl.clear(gl.COLOR_BUFFER_BIT);
m.lookAt(eyePos, [0, 0, 0], [0, 1, 0], vMatrix);
m.perspective(60, 1, 0.1, 100, pMatrix);
m.multiply(pMatrix, vMatrix, vpMatrix);
m.identity(mMatrix);
m.translate(mMatrix, [0, 0,0], mMatrix);
m.rotate(mMatrix, 2*count++*Math.PI/180, [1,-0.5,0], mMatrix);
m.multiply(vpMatrix, mMatrix, mvpMatrix);
gl.uniformMatrix4fv(uniformList[0], false, mvpMatrix);
m.inverse(mMatrix, invMMatrix);
gl.uniform3fv(uniformList[1], lightPos);
gl.uniform3fv(uniformList[2], eyePos);
gl.uniformMatrix4fv(uniformList[3], false, invMMatrix);
gl.drawElements(gl.TRIANGLES, mesh['index'].length, gl.UNSIGNED_SHORT, false, 0);
m.identity(mMatrix);
m.translate(mMatrix, [3, 0, -10], mMatrix);
m.rotate(mMatrix, 2*count++*Math.PI/180, [1,-0.5,0], mMatrix);
m.multiply(vpMatrix, mMatrix, mvpMatrix);
m.inverse(mMatrix, invMMatrix);
gl.uniformMatrix4fv(uniformList[0], false, mvpMatrix);
gl.uniformMatrix4fv(uniformList[3], false, invMMatrix);
gl.drawElements(gl.TRIANGLES, mesh['index'].length, gl.UNSIGNED_SHORT, false, 0);
setTimeout(draw, 1000/30);
}
};
<!DOCTYPE html>
<html>
<head>
<title>鏡面反射</title>
<meta charset="UTF-8">
<script src="mesh.js"></script>
<script src="minMatrix.js"></script>
<script src="script.js"></script>
<script id="vs" type="x-shader/vertex">
attribute vec3 pos;
attribute vec3 normal;
uniform mat4 mvpMatrix;
varying vec3 vNormal;
varying vec4 vPos;
void main()
{
vNormal = normalize(normal);
vPos = mvpMatrix * vec4(pos, 1.0);
gl_Position = vPos;
// gl_Position = vec4(1.0);
}
</script>
<script id="fs" type="x-shader/fragment">
precision mediump float;
uniform vec3 lightPos;
uniform vec3 eyePos;
uniform mat4 invMMatrix;
varying vec3 vNormal;
varying vec4 vPos;
void main ()
{
// ライト方向
vec3 lightDir = normalize(lightPos - vPos.xyz);
// モデル変換逆行列で変換後の正規化済みライトベクトル
vec3 nInvLightDir = normalize(
invMMatrix * vec4(lightDir, 0.0)
).xyz;
// モデル変換逆行列で変換後の正規化済み視線ベクトル
vec3 nInvEyeDir = normalize(
invMMatrix * vec4(normalize(eyePos), 0.0)
).xyz;
// ここの正規化も必ず必要
vec3 halfVector = normalize(nInvLightDir + nInvEyeDir);
// 拡散光
float diffuse = dot(vNormal, nInvLightDir);
vec4 diffuseColor = vec4(vec3(diffuse), 1.0);
float specular = pow(
clamp(
dot(vNormal, halfVector), 0.0, 1.0
), 50.0);
gl_FragColor = diffuseColor + specular;
// gl_FragColor = vec4(1.0);
}
</script>
</head>
<body>
<canvas id="canvas"></canvas>
<!-- <div class="slidecontainer">
<input type="range" min="1" max="100" value="50" class="slider" id="range">
specular
</div>-->
<div class="slidecontainer">
<input type="range" min="-20" max="20" value="0" class="slider" id="lightX">
lightX
</div>
<div class="slidecontainer">
<input type="range" min="-20" max="20" value="0" class="slider" id="lightY">
lightY
</div>
</body>
</html>
function torus(row, column, irad, orad)
{
var pos = new Array(), nor = new Array(),
col = new Array(), idx = new Array();
for(var i = 0; i <= row; i++){
var r = Math.PI * 2 / row * i;
var rr = Math.cos(r);
var ry = Math.sin(r);
for(var ii = 0; ii <= column; ii++){
var tr = Math.PI * 2 / column * ii;
var tx = (rr * irad + orad) * Math.cos(tr);
var ty = ry * irad;
var tz = (rr * irad + orad) * Math.sin(tr);
var rx = rr * Math.cos(tr);
var rz = rr * Math.sin(tr);
pos.push(tx, ty, tz);
nor.push(rx, ry, rz);
var tc = hsva(360 / column * ii, 1, 1, 1);
col.push(tc[0], tc[1], tc[2], tc[3]);
}
}
for(i = 0; i < row; i++){
for(ii = 0; ii < column; ii++){
r = (column + 1) * i + ii;
idx.push(r, r + column + 1, r + 1);
idx.push(r + column + 1, r + column + 2, r + 1);
}
}
return {
"position" : pos,
"color" : col,
"index" : idx,
"normal" : nor
};
}
function cube(size)
{
var len = size * 0.5;
var pos = [
-len, len, len,
len, len, len,
len, -len, len,
-len, -len, len,
-len, len, -len,
len, len, -len,
len, -len, -len,
-len, -len, -len
];
var index = [
0, 1, 3,
1, 2, 3,
1, 5, 2,
5, 6, 2,
4, 0,7,
0, 3, 7,
5, 4, 6,
4, 7, 6,
0, 4, 5,
1, 0, 5,
3, 2, 7,
2, 6, 7
];
var color = [
1, 1, 1, 1,
1, 0, 0, 1,
0, 1, 0, 1,
0, 0, 1, 1,
0, 1, 0, 1,
0, 0, 1, 1,
1, 1, 1, 1,
1, 0, 0, 1
];
return {
"position":pos,
"index" : index,
"color" : color,
"normal" : pos
};
}
function cube2()
{
var pos = [
-0.5, 0, 0.5,
0.5, -0, 0.5,
-0.5, 0, -0.5,
0.5, 0, -0.5
];
var index = [0,1,3,2,1,0];
var normal = [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1];
return {
"position":pos,
"index" : index,
"normal" : pos
};
}
// HSVカラー取得用関数
function hsva(h, s, v, a){
if(s > 1 || v > 1 || a > 1){return;}
var th = h % 360;
var i = Math.floor(th / 60);
var f = th / 60 - i;
var m = v * (1 - s);
var n = v * (1 - s * f);
var k = v * (1 - s * (1 - f));
var color = new Array();
if(!s > 0 && !s < 0){
color.push(v, v, v, a);
} else {
var r = new Array(v, n, m, m, k, v);
var g = new Array(k, v, v, n, m, m);
var b = new Array(m, m, k, v, v, n);
color.push(r[i], g[i], b[i], a);
}
return color;
}
// ------------------------------------------------------------------------------------------------
// minMatrix.js
// version 0.0.1
// Copyright (c) doxas
// ------------------------------------------------------------------------------------------------
function matIV(){
this.create = function(){
return new Float32Array(16);
};
this.identity = function(dest){
dest[0] = 1; dest[1] = 0; dest[2] = 0; dest[3] = 0;
dest[4] = 0; dest[5] = 1; dest[6] = 0; dest[7] = 0;
dest[8] = 0; dest[9] = 0; dest[10] = 1; dest[11] = 0;
dest[12] = 0; dest[13] = 0; dest[14] = 0; dest[15] = 1;
return dest;
};
this.multiply = function(mat1, mat2, dest){
var a = mat1[0], b = mat1[1], c = mat1[2], d = mat1[3],
e = mat1[4], f = mat1[5], g = mat1[6], h = mat1[7],
i = mat1[8], j = mat1[9], k = mat1[10], l = mat1[11],
m = mat1[12], n = mat1[13], o = mat1[14], p = mat1[15],
A = mat2[0], B = mat2[1], C = mat2[2], D = mat2[3],
E = mat2[4], F = mat2[5], G = mat2[6], H = mat2[7],
I = mat2[8], J = mat2[9], K = mat2[10], L = mat2[11],
M = mat2[12], N = mat2[13], O = mat2[14], P = mat2[15];
dest[0] = A * a + B * e + C * i + D * m;
dest[1] = A * b + B * f + C * j + D * n;
dest[2] = A * c + B * g + C * k + D * o;
dest[3] = A * d + B * h + C * l + D * p;
dest[4] = E * a + F * e + G * i + H * m;
dest[5] = E * b + F * f + G * j + H * n;
dest[6] = E * c + F * g + G * k + H * o;
dest[7] = E * d + F * h + G * l + H * p;
dest[8] = I * a + J * e + K * i + L * m;
dest[9] = I * b + J * f + K * j + L * n;
dest[10] = I * c + J * g + K * k + L * o;
dest[11] = I * d + J * h + K * l + L * p;
dest[12] = M * a + N * e + O * i + P * m;
dest[13] = M * b + N * f + O * j + P * n;
dest[14] = M * c + N * g + O * k + P * o;
dest[15] = M * d + N * h + O * l + P * p;
return dest;
};
this.scale = function(mat, vec, dest){
dest[0] = mat[0] * vec[0];
dest[1] = mat[1] * vec[0];
dest[2] = mat[2] * vec[0];
dest[3] = mat[3] * vec[0];
dest[4] = mat[4] * vec[1];
dest[5] = mat[5] * vec[1];
dest[6] = mat[6] * vec[1];
dest[7] = mat[7] * vec[1];
dest[8] = mat[8] * vec[2];
dest[9] = mat[9] * vec[2];
dest[10] = mat[10] * vec[2];
dest[11] = mat[11] * vec[2];
dest[12] = mat[12];
dest[13] = mat[13];
dest[14] = mat[14];
dest[15] = mat[15];
return dest;
};
this.translate = function(mat, vec, dest){
dest[0] = mat[0]; dest[1] = mat[1]; dest[2] = mat[2]; dest[3] = mat[3];
dest[4] = mat[4]; dest[5] = mat[5]; dest[6] = mat[6]; dest[7] = mat[7];
dest[8] = mat[8]; dest[9] = mat[9]; dest[10] = mat[10]; dest[11] = mat[11];
dest[12] = mat[0] * vec[0] + mat[4] * vec[1] + mat[8] * vec[2] + mat[12];
dest[13] = mat[1] * vec[0] + mat[5] * vec[1] + mat[9] * vec[2] + mat[13];
dest[14] = mat[2] * vec[0] + mat[6] * vec[1] + mat[10] * vec[2] + mat[14];
dest[15] = mat[3] * vec[0] + mat[7] * vec[1] + mat[11] * vec[2] + mat[15];
return dest;
};
this.rotate = function(mat, angle, axis, dest){
var sq = Math.sqrt(axis[0] * axis[0] + axis[1] * axis[1] + axis[2] * axis[2]);
if(!sq){return null;}
var a = axis[0], b = axis[1], c = axis[2];
if(sq != 1){sq = 1 / sq; a *= sq; b *= sq; c *= sq;}
var d = Math.sin(angle), e = Math.cos(angle), f = 1 - e,
g = mat[0], h = mat[1], i = mat[2], j = mat[3],
k = mat[4], l = mat[5], m = mat[6], n = mat[7],
o = mat[8], p = mat[9], q = mat[10], r = mat[11],
s = a * a * f + e,
t = b * a * f + c * d,
u = c * a * f - b * d,
v = a * b * f - c * d,
w = b * b * f + e,
x = c * b * f + a * d,
y = a * c * f + b * d,
z = b * c * f - a * d,
A = c * c * f + e;
if(angle){
if(mat != dest){
dest[12] = mat[12]; dest[13] = mat[13];
dest[14] = mat[14]; dest[15] = mat[15];
}
} else {
dest = mat;
}
dest[0] = g * s + k * t + o * u;
dest[1] = h * s + l * t + p * u;
dest[2] = i * s + m * t + q * u;
dest[3] = j * s + n * t + r * u;
dest[4] = g * v + k * w + o * x;
dest[5] = h * v + l * w + p * x;
dest[6] = i * v + m * w + q * x;
dest[7] = j * v + n * w + r * x;
dest[8] = g * y + k * z + o * A;
dest[9] = h * y + l * z + p * A;
dest[10] = i * y + m * z + q * A;
dest[11] = j * y + n * z + r * A;
return dest;
};
this.lookAt = function(eye, center, up, dest){
var eyeX = eye[0], eyeY = eye[1], eyeZ = eye[2],
upX = up[0], upY = up[1], upZ = up[2],
centerX = center[0], centerY = center[1], centerZ = center[2];
if(eyeX == centerX && eyeY == centerY && eyeZ == centerZ){return this.identity(dest);}
var x0, x1, x2, y0, y1, y2, z0, z1, z2, l;
z0 = eyeX - center[0]; z1 = eyeY - center[1]; z2 = eyeZ - center[2];
l = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
z0 *= l; z1 *= l; z2 *= l;
x0 = upY * z2 - upZ * z1;
x1 = upZ * z0 - upX * z2;
x2 = upX * z1 - upY * z0;
l = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
if(!l){
x0 = 0; x1 = 0; x2 = 0;
} else {
l = 1 / l;
x0 *= l; x1 *= l; x2 *= l;
}
y0 = z1 * x2 - z2 * x1; y1 = z2 * x0 - z0 * x2; y2 = z0 * x1 - z1 * x0;
l = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
if(!l){
y0 = 0; y1 = 0; y2 = 0;
} else {
l = 1 / l;
y0 *= l; y1 *= l; y2 *= l;
}
dest[0] = x0; dest[1] = y0; dest[2] = z0; dest[3] = 0;
dest[4] = x1; dest[5] = y1; dest[6] = z1; dest[7] = 0;
dest[8] = x2; dest[9] = y2; dest[10] = z2; dest[11] = 0;
dest[12] = -(x0 * eyeX + x1 * eyeY + x2 * eyeZ);
dest[13] = -(y0 * eyeX + y1 * eyeY + y2 * eyeZ);
dest[14] = -(z0 * eyeX + z1 * eyeY + z2 * eyeZ);
dest[15] = 1;
return dest;
};
this.perspective = function(fovy, aspect, near, far, dest){
var t = near * Math.tan(fovy * Math.PI / 360);
var r = t * aspect;
var a = r * 2, b = t * 2, c = far - near;
dest[0] = near * 2 / a;
dest[1] = 0;
dest[2] = 0;
dest[3] = 0;
dest[4] = 0;
dest[5] = near * 2 / b;
dest[6] = 0;
dest[7] = 0;
dest[8] = 0;
dest[9] = 0;
dest[10] = -(far + near) / c;
dest[11] = -1;
dest[12] = 0;
dest[13] = 0;
dest[14] = -(far * near * 2) / c;
dest[15] = 0;
return dest;
};
this.transpose = function(mat, dest){
dest[0] = mat[0]; dest[1] = mat[4];
dest[2] = mat[8]; dest[3] = mat[12];
dest[4] = mat[1]; dest[5] = mat[5];
dest[6] = mat[9]; dest[7] = mat[13];
dest[8] = mat[2]; dest[9] = mat[6];
dest[10] = mat[10]; dest[11] = mat[14];
dest[12] = mat[3]; dest[13] = mat[7];
dest[14] = mat[11]; dest[15] = mat[15];
return dest;
};
this.inverse = function(mat, dest){
var a = mat[0], b = mat[1], c = mat[2], d = mat[3],
e = mat[4], f = mat[5], g = mat[6], h = mat[7],
i = mat[8], j = mat[9], k = mat[10], l = mat[11],
m = mat[12], n = mat[13], o = mat[14], p = mat[15],
q = a * f - b * e, r = a * g - c * e,
s = a * h - d * e, t = b * g - c * f,
u = b * h - d * f, v = c * h - d * g,
w = i * n - j * m, x = i * o - k * m,
y = i * p - l * m, z = j * o - k * n,
A = j * p - l * n, B = k * p - l * o,
ivd = 1 / (q * B - r * A + s * z + t * y - u * x + v * w);
dest[0] = ( f * B - g * A + h * z) * ivd;
dest[1] = (-b * B + c * A - d * z) * ivd;
dest[2] = ( n * v - o * u + p * t) * ivd;
dest[3] = (-j * v + k * u - l * t) * ivd;
dest[4] = (-e * B + g * y - h * x) * ivd;
dest[5] = ( a * B - c * y + d * x) * ivd;
dest[6] = (-m * v + o * s - p * r) * ivd;
dest[7] = ( i * v - k * s + l * r) * ivd;
dest[8] = ( e * A - f * y + h * w) * ivd;
dest[9] = (-a * A + b * y - d * w) * ivd;
dest[10] = ( m * u - n * s + p * q) * ivd;
dest[11] = (-i * u + j * s - l * q) * ivd;
dest[12] = (-e * z + f * x - g * w) * ivd;
dest[13] = ( a * z - b * x + c * w) * ivd;
dest[14] = (-m * t + n * r - o * q) * ivd;
dest[15] = ( i * t - j * r + k * q) * ivd;
return dest;
};
}