alchemist/js/main.js

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JavaScript
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// Prénoms, noms et matricule des membres de l'équipe:
// - Prénom1 NOM1 (matricule1)
// - Prénom2 NOM2 (matricule2)
// déclaration d'une structure pour contenir toutes les variables globales
var glob = { };
addTransformation(null, "rotation");
addTransformation(null, "translation");
addTransformation(null, "scale");
function addTrans(event)
{
var div = document.createElement("div");
var text = document.createTextNode("Plopiloup");
var transdiv = document.getElementById("transformations");
div.appendChild(text);
transdiv.appendChild(div);
}
function addTransformation(event, type)
{
var table = document.getElementById("trans-list");
var glyphClass;
switch (type) {
case "rotation":
glyphClass = "glyphicon-repeat";
break;
case "translation":
glyphClass = "glyphicon-move";
break;
case "scale":
glyphClass = "glyphicon-resize-small";
break;
default:
glyphClass = "glyphicon-alert";
console.log("Unknown transformation type " + type);
break;
}
var tr = table.insertRow(-1);
tr.classList.add(type);
var span = document.createElement("span");
span.classList.add("glyphicon", glyphClass);
var td = tr.insertCell(-1);
td.appendChild(span);
var param = ["x", "y", "z", "𝜃"];
for (var i in param) {
td = tr.insertCell(-1);
if (param[i] === "𝜃" && type !== "rotation")
break;
var input = document.createElement("input");
input.setAttribute("type", "text");
input.setAttribute("value", type === "scale" ? "1" : "0");
input.setAttribute("name", param[i]);
input.setAttribute("class", "form-control");
input.addEventListener("change", updateTransformations, false);
input.addEventListener("keyup", updateTransformations, false);
td.appendChild(input);
}
var button = document.createElement('button');
button.classList.add("btn", "btn-danger", "btn-sm");
button.setAttribute("type", "button");
button.addEventListener("click", removeTransformation, false);
span = document.createElement("span");
span.classList.add("glyphicon", "glyphicon-trash");
button.appendChild(span);
tr.insertCell(-1).appendChild(button);
}
function removeTransformation(event)
{
var tr = event.target.parentNode.parentNode;
tr.parentNode.removeChild(tr);
updateTransformations(event);
}
function updateTransformations(event)
{
glob.transformations = [];
var table = document.getElementById("trans-list");
var x,y,z,𝜃,row,type;
for (var i = 1; i < table.rows.length; i++) {
row = table.rows[i];
x = row.querySelector('input[name="x"]').value;
y = row.querySelector('input[name="y"]').value;
z = row.querySelector('input[name="z"]').value;
𝜃 = row.querySelector('input[name="𝜃"]');
if (𝜃 !== null)
𝜃 = 𝜃.value;
type = row.className;
glob.transformations.push({type: type, x: x, y: y, z: z, 𝜃: 𝜃});
}
}
function handleMouseDown(event)
{
glob.mouseDown = true;
var rect = glob.canevas.getBoundingClientRect();
glob.positionSourisX = event.clientX - rect.left;
glob.positionSourisY = event.clientY - rect.top;
}
function handleMouseUp(event)
{
glob.mouseDown = false;
glob.positionSourisX = null;
glob.positionSourisY = null;
}
function handleMouseMove(event)
{
if (!glob.mouseDown) return;
var rect = glob.canevas.getBoundingClientRect();
glob.positionSourisX = event.clientX - rect.left;
glob.positionSourisY = event.clientY - rect.top;
}
//
// makeRepere
//
// Create a repere with vertices, normals and texCoords. Create VBOs for each as well as the index array.
// Return an object with the following properties:
//
// normalObject WebGLBuffer object for normals
// texCoordObject WebGLBuffer object for texCoords
// vertexObject WebGLBuffer object for vertices
// indexObject WebGLBuffer object for indices
// numIndices The number of indices in the indexObject
//
function makeRepere(ctx)
{
// box
// v2
// |
// |
// |
// v0 o------v1
// /
// v3
//
// vertex coords array
var vertices = new Float32Array(
[ 0, 0, 0, 1, 0, 0, // v0 -> v1 vec X
0, 0, 0, 0, 1, 0, // v0 -> v2 vec Y
0, 0, 0, 0, 0, 1 ]// v0 -> v3 vec Z
);
// colors array
var colors = new Float32Array(
[ 1, 0, 0, 1, 0, 0, // v0 -> v1 vec X
0, 1, 0, 0, 1, 0, // v0 -> v2 vec Y
0, 0, 1, 0, 0, 1 ]// v0 -> v3 vec Z
);
// index array
var indices = new Uint8Array(
[ 0, 1,
2, 3,
4, 5 ]
);
var retval = { };
retval.vertexObject = ctx.createBuffer();
ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.vertexObject);
ctx.bufferData(ctx.ARRAY_BUFFER, vertices, ctx.STATIC_DRAW);
retval.colorObject = ctx.createBuffer();
ctx.bindBuffer(ctx.ARRAY_BUFFER, retval.colorObject);
ctx.bufferData(ctx.ARRAY_BUFFER, colors, ctx.STATIC_DRAW);
ctx.bindBuffer(ctx.ARRAY_BUFFER, null);
retval.indexObject = ctx.createBuffer();
ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, retval.indexObject);
ctx.bufferData(ctx.ELEMENT_ARRAY_BUFFER, indices, ctx.STATIC_DRAW);
ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null);
retval.numIndices = indices.length;
return retval;
}
function TPchargerTextures()
{
// Charger une image utilisée comme texture. (Retourne un objet WebGLTexture)
//glob.texture1 = loadImageTexture( gl, "images/Brouillard.jpg" );
//glob.texture2 = loadImageTexture( gl, "images/Exploration.jpg" );
//glob.texture3 = loadImageTexture( gl, "images/Modelisation.jpg" );
}
function TPcreerModele()
{
// Créer une boîte. Au retour, 'glob.box' contient une structure avec
// les VBOs pour les sommets, normales, coordonnées de texture et connectivité.
glob.box = makeRepere( gl );
// Initialiser les attributs pour les sommets, les normales et les coordonnées de texture
// (dans le même ordre qu'à l'appel à simpleSetup() dans la fonction TPinitialiser())
gl.enableVertexAttribArray( 0 );
gl.bindBuffer( gl.ARRAY_BUFFER, glob.box.vertexObject );
gl.vertexAttribPointer( 0, 3, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( 1 );
gl.bindBuffer( gl.ARRAY_BUFFER, glob.box.colorObject );
gl.vertexAttribPointer( 1, 3, gl.FLOAT, false, 0, 0 );
// Lier le tableau de connectivité
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, glob.box.indexObject );
}
function TPinitialiser()
{
// Initialiser webgl
var gl = initWebGL( "tp-canevas" ); // L'identificateur du canevas
if (!gl) return;
glob.program = simpleSetup( gl,
// Les identificateurs des deux nuanceurs
"nuanceurSommets", "nuanceurFragments",
// Les attributs utilisés par les nuanceurs (donnés dans le même ordre que leur indice)
[ "vPosition", "vColor" ],
// La couleur de fond et la profondeur
[ 0x00/255, 0x2b/255, 0x36/255, 1 ], 100);
// Les angles courants de rotation
glob.angleRotX = 0, glob.angleRotY = 0, glob.angleRotZ = 0;
// Les incréments à chaque affichage
glob.incrRotX = 0.2; glob.incrRotY = 0.3; glob.incrRotZ = 0.4;
// Créer les matrices nécessaires et assigner les assigner dans le programme
glob.modelMatrix = mat4.create();
glob.viewMatrix = mat4.create();
glob.modelMatLoc = gl.getUniformLocation( glob.program, "mmodel" );
glob.viewMatLoc = gl.getUniformLocation( glob.program, "mview" );
glob.projMatLoc = gl.getUniformLocation( glob.program, "mproj" );
// terminer l'initialisation
TPchargerTextures();
TPcreerModele();
glob.mouseDown = false;
glob.positionSourisX = null;
glob.positionSourisY = null;
glob.canevas.onmousedown = handleMouseDown;
glob.canevas.onmouseup = handleMouseUp;
glob.canevas.onmousemove = handleMouseMove;
glob.transformations = [];
// Initialiser les variables uniformes pour les nuanceurs
gl.uniform3f( gl.getUniformLocation( glob.program, "lightDir" ), 0, 0, 1 );
gl.uniform1i( gl.getUniformLocation( glob.program, "laTexture" ), 0 );
gl.uniform2f( gl.getUniformLocation( glob.program, "positionSouris" ), glob.positionSourisX, glob.positionSourisY );
return gl;
}
function TPafficherModele( gl )
{
gl.uniform2f( gl.getUniformLocation( glob.program, "positionSouris" ), glob.positionSourisX, glob.canevas.height-glob.positionSourisY );
// Tracer le cube
gl.drawElements( gl.LINES, glob.box.numIndices, gl.UNSIGNED_BYTE, 0 );
}
function TPafficherScene(gl)
{
glob.perspectiveMatrix = mat4.create();
glob.perspectiveMatrix = mat4.perspective(glob.perspectiveMatrix, 70. * 3.14159 / 180., glob.canevas.width / glob.canevas.height, 0.01, 10 );
gl.uniformMatrix4fv(glob.projMatLoc, false, glob.perspectiveMatrix);
// Effacer le canevas
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
// Définir la clôture 1
gl.viewport( 0, 0, glob.canevas.width, glob.canevas.height );
// Incrémenter les angles de rotation
glob.angleRotX += glob.incrRotX; if ( glob.angleRotX >= 360.0 ) glob.angleRotX -= 360.0;
glob.angleRotY += glob.incrRotY; if ( glob.angleRotY >= 360.0 ) glob.angleRotY -= 360.0;
glob.angleRotZ += glob.incrRotZ; if ( glob.angleRotZ >= 360.0 ) glob.angleRotZ -= 360.0;
// Construire la matrice de modélisation
mat4.lookAt( glob.viewMatrix, [5, 5, 5], [0, 0, 0], [0, 1, 0] );
gl.uniformMatrix4fv(glob.viewMatLoc, false, glob.viewMatrix);
mat4.identity(glob.modelMatrix);
gl.uniformMatrix4fv(glob.modelMatLoc, false, glob.modelMatrix);
TPafficherModele( gl );
for (var i = 0; glob.transformations.length > i; i++) {
var t = glob.transformations[i];
var v = vec3.fromValues(t.x, t.y, t.z);
switch(t.type) {
case "rotation":
mat4.rotate(glob.modelMatrix, glob.modelMatrix, glMatrix.toRadian(t.𝜃), v);
break;
case "translation":
mat4.translate(glob.modelMatrix, glob.modelMatrix, v);
break;
case "scale":
mat4.scale(glob.modelMatrix, glob.modelMatrix, v);
break;
default:
console.log("Unknown transformation type : " + t.type);
break;
}
gl.uniformMatrix4fv(glob.modelMatLoc, false, glob.modelMatrix);
TPafficherModele( gl );
}
//glob.modelMatrix.rotate( glob.angleRotX, 1.0, 0.0, 0.0 );
//glob.modelMatrix.setUniform(gl, glob.modelMatLoc, false);
//TPafficherModele(gl);
//glob.modelMatrix.rotate( glob.angleRotY, 0.0, 1.0, 0.0 );
//glob.modelMatrix.setUniform(gl, glob.modelMatLoc, false);
//TPafficherModele(gl);
//glob.modelMatrix.rotate( glob.angleRotZ, 0.0, 0.0, 1.0 );
//glob.modelMatrix.setUniform(gl, glob.modelMatLoc, false);
//TPafficherModele( gl );
}
var requestId;
function TPdebut()
{
glob.canevas = document.getElementById('tp-canevas');
//glob.canevas = WebGLDebugUtils.makeLostContextSimulatingCanvas(c);
// indiquer de perdre le contexte afin de tester
//glob.canevas.loseContextInNCalls(15);
glob.canevas.addEventListener('webglcontextlost', handleContextLost, false);
glob.canevas.addEventListener('webglcontextrestored', handleContextRestored, false);
var gl = TPinitialiser();
if ( !gl ) return;
var displayFunc = function()
{
TPafficherScene(gl);
requestId = window.requestAnimFrame( displayFunc, glob.canevas );
};
displayFunc();
function handleContextLost(e)
{
e.preventDefault();
clearLoadingImages();
if ( requestId !== undefined )
{
window.cancelAnimFrame(requestId);
requestId = undefined;
}
}
function handleContextRestored()
{
TPinitialiser();
displayFunc();
}
}