Interactive_Computer_Graphi.../Abgabe_6/normalMappingTODOs/main.js
2024-01-18 00:36:37 +01:00

197 lines
4.3 KiB
JavaScript

let gl;
let defaultProgram,
waterProgram;
let objects = [];
let viewMatrix,
projectionMatrix;
let eye,
target,
up;
let keyPressed = {
KeyW: false,
KeyA: false,
KeyS: false,
KeyD: false
};
const speed = 0.005;
function main() {
// Get canvas and setup WebGL context
const canvas = document.getElementById("gl-canvas");
gl = canvas.getContext('webgl2');
// Configure viewport
gl.viewport(0,0,canvas.width,canvas.height);
gl.clearColor(0.75,0.8,1.0,1.0);
gl.enable(gl.DEPTH_TEST);
// Init shader program via additional function and bind it
defaultProgram = initShaders(gl, "vertex-shader", "fragment-shader");
waterProgram = initShaders(gl, "vertex-shader-water", "fragment-shader-water");
// Create object instances
let island = new Island();
objects.push(island);
let tree1 = new Tree();
tree1.SetModelMatrix([1.3, 0, 0.6], [0, 45, 0], [0.3, 0.3, 0.3]);
objects.push(tree1);
let tree2 = new Tree();
tree2.SetModelMatrix([0.9, 0, 0.3], [0, 33, 0], [0.45, 0.45, 0.45]);
objects.push(tree2);
let tree3 = new Tree();
tree3.SetModelMatrix([0.45, 0, 0.75], [0, 0, 0], [0.4, 0.4, 0.4]);
objects.push(tree3);
let tree4 = new Tree();
tree4.SetModelMatrix([-1.1, 0, 0.5], [0, 222, 0], [0.42, 0.42, 0.42]);
objects.push(tree4);
let tree5 = new Tree();
tree5.SetModelMatrix([-0.65, 0, 0.7], [0, 79, 0], [0.32, 0.32, 0.32]);
objects.push(tree5);
let cloud1 = new Cloud();
cloud1.SetModelMatrix([-0.4, 1, -0.9], [0, 0, 0], [0.32, 0.32, 0.32]);
objects.push(cloud1);
let cloud2 = new Cloud();
cloud2.SetModelMatrix([0, 1.4, -1.6], [0, -90, 0], [0.2, 0.2, 0.2]);
objects.push(cloud2);
let cloud3 = new Cloud();
cloud3.SetModelMatrix([0.7, 0.9, -0.8], [0, 100, 0], [0.25, 0.25, 0.25]);
objects.push(cloud3);
let river = new River();
river.SetModelMatrix([0, 0.04, 1.8], [0, 185, 0], [0.11, 0.11, 0.11]);
objects.push(river);
let sea = new Sea();
objects.push(sea);
// Compute view matrix
eye = vec3.fromValues(0.0, 0.3, 4.0);
target = vec3.fromValues(0.0, 0.3, 0.0);
up = vec3.fromValues(0.0, 1.0, 0.0);
viewMatrix = mat4.create();
mat4.lookAt(viewMatrix, eye, target, up);
// Compute projection matrix
projectionMatrix = mat4.create();
mat4.perspective(projectionMatrix, Math.PI * 0.25, canvas.width / canvas.height, 0.5, 100);
for(let object of objects) {
gl.useProgram(object.shader);
// Set view and projection matrix
gl.uniformMatrix4fv(object.viewMatrixLoc, false, viewMatrix);
gl.uniformMatrix4fv(object.projectionMatrixLoc, false, projectionMatrix);
// Set position und intensity of the light source
gl.uniform3fv(object.lightPositionLoc, [1.0, 2.0, 1.0]);
gl.uniform4fv(object.IaLoc, [0.4, 0.4, 0.4, 1.0]);
gl.uniform4fv(object.IdLoc, [0.8, 0.8, 0.8, 1.0]);
gl.uniform4fv(object.IsLoc, [1.0, 1.0, 1.0, 1.0]);
}
document.addEventListener("keydown", keydown);
document.addEventListener("keyup", keyup);
document.addEventListener("mousemove", changeView);
canvas.onmousedown = function() {
canvas.requestPointerLock();
}
gameLoop();
};
function update()
{
let look = vec3.create();
vec3.sub(look, target, eye);
vec3.scale(look, look, speed);
if(keyPressed.KeyW) {
eye[0] += look[0];
eye[2] += look[2];
target[0] += look[0];
target[2] += look[2];
}
if(keyPressed.KeyS) {
eye[0] -= look[0];
eye[2] -= look[2];
target[0] -= look[0];
target[2] -= look[2];
}
if(keyPressed.KeyA) {
eye[0] += look[2];
eye[2] -= look[0];
target[0] += look[2];
target[2] -= look[0];
}
if(keyPressed.KeyD) {
eye[0] -= look[2];
eye[2] += look[0];
target[0] -= look[2];
target[2] += look[0];
}
mat4.lookAt(viewMatrix, eye, target, up);
for(let object of objects) {
gl.useProgram(object.shader);
gl.uniformMatrix4fv(object.viewMatrixLoc, false, viewMatrix);
}
}
function render() {
// Only clear once
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Call render function of each scene object
for(let object of objects) {
object.Render();
};
}
function gameLoop()
{
update();
render();
requestAnimationFrame(gameLoop);
}
function keydown(e)
{
keyPressed[e.code] = true;
}
function keyup(e)
{
keyPressed[e.code] = false;
}
function changeView(e)
{
vec3.rotateY(target, target, eye, -e.movementX * speed);
mat4.lookAt(viewMatrix, eye, target, up);
for(let object of objects) {
gl.useProgram(object.shader);
gl.uniformMatrix4fv(object.viewMatrixLoc, false, viewMatrix);
}
}
main();