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index.html
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index.html
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<!doctype html>
<html lang="eng">
<!-- Local -> Global -> View -> Projection -->
<!-- M * Transf => local Transformation -->
<!-- Transf * M => global Transformation -->
<!-- ################# -->
<!-- #### Shapes ##### -->
<!-- ################# -->
<script type="text/javascript" src="objects/boundingBox.js"></script>
<script type="text/javascript" src="objects/grid3D.js"></script>
<script type="text/javascript" src="objects/tetracube.js"></script>
<script type="text/javascript" src="objects/cube.js"></script>
<script type="text/javascript" src="objects/shapeI.js"></script>
<script type="text/javascript" src="objects/shapeL.js"></script>
<script type="text/javascript" src="objects/shapeN.js"></script>
<script type="text/javascript" src="objects/shapeO.js"></script>
<script type="text/javascript" src="objects/shapeT.js"></script>
<script type="text/javascript" src="objects/shapeTowerLeft.js"></script>
<script type="text/javascript" src="objects/shapeTowerRight.js"></script>
<script type="text/javascript" src="objects/shapeTripod.js"></script>
<!-- Utilities -->
<script type="text/javascript" src="utils/gl-matrix.js"></script>
<script type="text/javascript" src="utils/initShaders.js"></script>
<!-- Application -->
<script type="text/javascript" src="gameLogic.js"></script>
<script type="text/javascript" src="userInput.js"></script>
<script type="text/javascript" src="main.js"></script>
<!-- ################# -->
<!-- #### Website #### -->
<!-- ################# -->
<body>
<h2>Web 3D Tetris</h2>
<div class="slider">
<label for="materialKa">Ambient</label>
<input type="range" min="0" max="100" value="10" class="slider" id="materialKa">
<label for="materialKd">Diffuse</label>
<input type="range" min="0" max="100" value="100" class="slider" id="materialKd">
<label for="materialKs">Specular</label>
<input type="range" min="0" max="100" value="100" class="slider" id="materialKs">
</div>
</body>
<!-- ################# -->
<!-- #### Shaders #### -->
<!-- ################# -->
<!-- GLSL Source Code -->
<script id="vertexShaderNoShading" type="x-shader/x-vertex">
attribute vec4 vPosition;
attribute vec4 vColor;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
varying lowp vec4 fColor;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vPosition; // Final position in the clip space.
fColor = vColor;
}
</script>
<!-- GLSL Source Code -->
<script id="fragmentShaderNoShading" type="x-shader/x-fragment">
varying lowp vec4 fColor;
void main() {
gl_FragColor = fColor;
}
</script>
<!-- GLSL Source Code -->
<script id="vertexShaderGouraud" type="x-shader/x-vertex">
attribute vec4 vPosition;
attribute vec4 vColor;
attribute vec3 vNormal;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat3 normalMatrix;
uniform vec4 ambientProduct;
uniform vec4 diffuseProduct;
uniform vec4 specularProduct;
uniform float shininess;
varying mediump vec4 fColor;
void main() {
vec4 vertexPosition = modelViewMatrix * vPosition;
gl_Position = projectionMatrix * vertexPosition;
// ### Calculations for Shading & Lighting ###
vec3 L = normalize(vec3(1, 1, 1)); // Light Vector
vec3 E = normalize(-vertexPosition.xyz); // Eye Vector
vec3 N = normalize(normalMatrix * vNormal); // Normal Vector
vec3 R = reflect(-L, N); // Reflection Vector
// ### Ambient Light ###
vec4 ambient = ambientProduct * vColor;
fColor = ambient;
// ### Diffuse Light ###
float Kd = max(dot(L, N), 0.0);
vec4 diffuse = Kd * diffuseProduct * vColor;
fColor += diffuse;
// ### Specular Light ###
vec4 specular;
// Check if light is on the right side of the surface
if(dot(L, N) <= 0.0) {
specular = vec4(0.0, 0.0, 0.0, 1.0);
}
else {
float Ks = pow(max(dot(E, R), 0.0), shininess);
specular = Ks * specularProduct;
}
fColor += specular;
fColor.a = 1.0; // Set Alpha value to 1
}
</script>
<!-- GLSL Source Code -->
<script id="fragmentShaderGouraud" type="x-shader/x-fragment">
varying mediump vec4 fColor;
void main() {
gl_FragColor = fColor;
}
</script>
<!-- GLSL Source Code -->
<script id="vertexShaderPhong" type="x-shader/x-vertex">
attribute vec4 vPosition;
attribute vec4 vColor;
attribute vec3 vNormal;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat3 normalMatrix;
varying mediump vec3 L;
varying mediump vec3 E;
varying mediump vec3 N;
varying mediump vec4 objectColor;
void main() {
vec4 vertexPosition = modelViewMatrix * vPosition;
gl_Position = projectionMatrix * vertexPosition;
// ### Calculations for Shading & Lighting ###
L = vec3(1, 1, 1); // Light Vector
E = -vertexPosition.xyz; // Eye Vector
N = normalMatrix * vNormal; // Normal Vector
objectColor = vColor;
}
</script>
<!-- GLSL Source Code -->
<script id="fragmentShaderPhong" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 ambientProduct;
uniform vec4 diffuseProduct;
uniform vec4 specularProduct;
uniform float shininess;
varying vec3 L;
varying vec3 E;
varying vec3 N;
varying vec4 objectColor;
void main() {
// Normalize values after interpolating
vec3 normalL = normalize(L);
vec3 normalE = normalize(E);
vec3 normalN = normalize(N);
vec3 R = reflect(-normalL, normalN); // Relection Vector
// ### Ambient Light ###
vec4 ambient = ambientProduct * objectColor;
vec4 fColor = ambient;
// ### Diffuse Light ###
float Kd = max(dot(normalL, normalN), 0.0);
vec4 diffuse = Kd * diffuseProduct * objectColor;
fColor += diffuse;
// ### Specular Light ###
vec4 specular;
// Check if light is on the right side of the surface
if(dot(normalL, normalN) <= 0.0) {
specular = vec4(0.0, 0.0, 0.0, 1.0);
}
else {
float Ks = pow(max(dot(normalE, R), 0.0), shininess);
specular = Ks * specularProduct;
}
fColor += specular;
fColor.a = 1.0; // Set Alpha value to 1
gl_FragColor = fColor;
}
</script>
</html>