Solution
Sandeep Kumar answered on
Nov 25 2021
3.js"use strict";
let cubeRotation = 0.0;
function main() {
/** @type {HTMLCanvasElement} *
const canvas = document.getElementById("canvas");
/** @type {WebGL2RenderingContext} *
const gl = canvas.getContext("webgl");
if (!gl) {
alert("Please use a modern web
owser, as your cu
ent one does not support WebGL.");
}
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
const vertexShaderSource = `
attribute vec4 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uNormalMatrix;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
varying highp vec2 vTextureCoord;
varying highp vec3 vLighting;
void main(void) {
gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
vTextureCoord = aTextureCoord;
Apply lighting
highp vec3 ambientLight = vec3(0.3, 0.3, 0.3);
highp vec3 directionalLightColor = vec3(1, 1, 1);
highp vec3 directionalVector = normalize(vec3(0.85, 0.8, 0.75));
highp vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);
highp float directional = max(dot(transformedNormal.xyz, directionalVector), 0.0);
vLighting = ambientLight + (directionalLightColor * directional);
}
`;
const fragmentShaderSource = `
varying highp vec2 vTextureCoord;
varying highp vec3 vLighting;
uniform sampler2D uSampler;
void main(void) {
highp vec4 texelColor = texture2D(uSampler, vTextureCoord);
gl_FragColor = vec4(texelColor.rgb * vLighting, texelColor.a);
}
`;
Initialize shader program
const shaderProgram = initShaderProgram(gl, vertexShaderSource, fragmentShaderSource);
const programInfo = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram, "aVertexPosition"),
vertexNormal: gl.getAttribLocation(shaderProgram, "aVertexNormal"),
textureCoord: gl.getAttribLocation(shaderProgram, "aTextureCoord"),
},
uniformLocations: {
modelViewMatrix: gl.getUniformLocation(shaderProgram, "uModelViewMatrix"),
projectionMatrix: gl.getUniformLocation(shaderProgram, "uProjectionMatrix"),
normalMatrix: gl.getUniformLocation(shaderProgram, "uNormalMatrix"),
uSampler: gl.getUniformLocation(shaderProgram, "uSampler"),
}
};
const buffers = initBuffers(gl);
const texture = loadTexture(gl, "./assets/wood-texture.jpg");
let then = 0;
Draw the scene repeatedly to the gl canvas
function render(now) {
now *= 0.001;
convert to seconds
const deltaTime = now - then;
then = now;
drawScene(gl, programInfo, buffers, texture, deltaTime);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
function initBuffers(/** @type {WebGL2RenderingContext} */gl) {
Create a buffer for the square's positions.
const positionBuffer = gl.createBuffer();
Select the positionBuffer as the one to apply buffer operations to from here on.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
Now, create an a
ay of positions for the square.
const positions = [
Front face
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
Back face
-1.0, -1.0, -1.0,
-1.0, 1.0, -1.0,
1.0, 1.0, -1.0,
1.0, -1.0, -1.0,
Top face
-1.0, 1.0, -1.0,
-1.0, 1.0, 1.0,
1.0, 1.0, 1.0,
1.0, 1.0, -1.0,
Bottom face
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, -1.0, 1.0,
-1.0, -1.0, 1.0,
Right face
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
1.0, 1.0, 1.0,
1.0, -1.0, 1.0,
Left face
-1.0, -1.0, -1.0,
-1.0, -1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, 1.0, -1.0,
];
/*
Now, pass the list of positions into WebGL to build
the shape. We do this by creating a Float32A
ay from the
JS a
ay, then use it to fill the cu
ent buffer.
*
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32A
ay(positions),
gl.STATIC_DRAW
);
Set up the normals for the vertices, so that we can compute lighting.
const normalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
const vertexNormals = [
Front
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
Back
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
Top
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
Bottom
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
Right
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
Left
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0
];
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32A
ay(vertexNormals),
...