(function loadscene() {
var gl, progDraw, vp_size;
var bufCube = {};
var diffuse_tex = 1;
var height_tex = 2;
var normal_tex = 3;
function render(deltaMS){
var height_scale = 0.3 * document.getElementById("height").value / 100.0;
// setup view projection and model
vp_size = [canvas.width, canvas.height];
camera.Update( vp_size );
var prjMat = camera.Perspective();
var viewMat = camera.LookAt();
var modelMat = camera.AutoModelMatrix();
gl.viewport( 0, 0, vp_size[0], vp_size[1] );
gl.enable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
gl.frontFace(gl.CCW)
gl.cullFace(gl.BACK)
gl.enable(gl.CULL_FACE)
// set up draw shader
ShProg.Use( progDraw );
ShProg.SetF3( progDraw, "u_view_pos", camera.pos )
ShProg.SetF3( progDraw, "u_light_pos", [0.0, 5.0, 5.0] )
ShProg.SetF1( progDraw, "u_height_scale", height_scale );
ShProg.SetI1( progDraw, "u_diffuse", diffuse_tex );
ShProg.SetI1( progDraw, "u_displacement_map", height_tex );
ShProg.SetI1( progDraw, "u_normal_map", normal_tex );
ShProg.SetM44( progDraw, "P", prjMat );
ShProg.SetM44( progDraw, "V", viewMat );
ShProg.SetM44( progDraw, "M", modelMat );
// draw scene
VertexBuffer.Draw( bufCube );
requestAnimationFrame(render);
}
function initScene() {
canvas = document.getElementById( "canvas");
gl = canvas.getContext( "experimental-webgl" );
var standard_derivatives = gl.getExtension("OES_standard_derivatives"); // dFdx, dFdy
if (!standard_derivatives)
alert('no standard derivatives support (no dFdx, dFdy)');
//gl = canvas.getContext( "webgl2" );
if ( !gl )
return null;
progDraw = ShProg.Create(
[ { source : "draw-shader-vs", stage : gl.VERTEX_SHADER },
{ source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER }
] );
if ( !progDraw.progObj )
return null;
progDraw.inPos = ShProg.AttrI( progDraw, "a_position" );
progDraw.inNV = ShProg.AttrI( progDraw, "a_normal" );
progDraw.inUV = ShProg.AttrI( progDraw, "a_texCoord" );
// create cube
let Pos = [ -1,-1,1, 1,-1,1, 1,1,1, -1,1,1, -1,-1,-1, 1,-1,-1, 1,1,-1, -1,1,-1 ];
let Col = [ 1,0,0, 1,0.5,0, 1,0,1, 1,1,0, 0,1,0, 0, 0, 1 ];
let NV = [ 0,0,1, 1,0,0, 0,0,-1, -1,0,0, 0,1,0, 0,-1,0 ];
let TV = [ 1,0,0, 0,0,-1, -1,0,0, 0,0,1, 1,0,0, -1,0,0 ];
var cubeHlpInx = [ 0,1,2,3, 1,5,6,2, 5,4,7,6, 4,0,3,7, 3,2,6,7, 1,0,4,5 ];
var cubePosData = [];
for ( var i = 0; i < cubeHlpInx.length; ++ i ) cubePosData.push(Pos[cubeHlpInx[i]*3], Pos[cubeHlpInx[i]*3+1], Pos[cubeHlpInx[i]*3+2] );
var cubeNVData = [];
for ( var i1 = 0; i1 < 6; ++ i1 ) {
for ( i2 = 0; i2 < 4; ++ i2 ) cubeNVData.push(NV[i1*3], NV[i1*3+1], NV[i1*3+2]);
}
var cubeTVData = [];
for ( var i1 = 0; i1 < 6; ++ i1 ) {
for ( i2 = 0; i2 < 4; ++ i2 ) cubeTVData.push(TV[i1*3], TV[i1*3+1], TV[i1*3+2]);
}
var cubeColData = [];
for ( var is = 0; is < 6; ++ is ) {
for ( var ip = 0; ip < 4; ++ ip ) cubeColData.push(Col[is*3], Col[is*3+1], Col[is*3+2]);
}
var cubeTexData = []
for ( var i = 0; i < 6; ++ i ) cubeTexData.push( 0, 0, 1, 0, 1, 1, 0, 1 );
var cubeInxData = [];
for ( var i = 0; i < cubeHlpInx.length; i += 4 ) cubeInxData.push( i, i+1, i+2, i, i+2, i+3 );
bufCube = VertexBuffer.Create(
[ { data : cubePosData, attrSize : 3, attrLoc : progDraw.inPos },
{ data : cubeNVData, attrSize : 3, attrLoc : progDraw.inNV },
//{ data : cubeTVData, attrSize : 3, attrLoc : progDraw.inTV },
{ data : cubeTexData, attrSize : 2, attrLoc : progDraw.inUV },
//{ data : cubeColData, attrSize : 3, attrLoc : progDraw.inCol },
],
cubeInxData, gl.TRIANGLES );
Texture.LoadTexture2D( diffuse_tex, "https://raw.githubusercontent.com/Rabbid76/graphics-snippets/master/resource/texture/woodtiles.jpg" );
Texture.LoadTexture2D( height_tex, "https://raw.githubusercontent.com/Rabbid76/graphics-snippets/master/resource/texture/toy_box_disp.png" );
Texture.LoadTexture2D( normal_tex, "https://raw.githubusercontent.com/Rabbid76/graphics-snippets/master/resource/texture/toy_box_normal.png" );
camera = new Camera( [0, 3, 0], [0, 0, 0], [0, 0, 1], 90, vp_size, 0.5, 100 );
window.onresize = resize;
resize();
requestAnimationFrame(render);
}
function resize() {
//vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];
vp_size = [window.innerWidth, window.innerHeight];
//vp_size = [256, 256];
canvas.width = vp_size[0];
canvas.height = vp_size[1];
}
function Fract( val ) {
return val - Math.trunc( val );
}
function CalcAng( deltaTime, interval ) {
return Fract( deltaTime / (1000*interval) ) * 2.0 * Math.PI;
}
function CalcMove( deltaTime, interval, range ) {
var pos = self.Fract( deltaTime / (1000*interval) ) * 2.0
var pos = pos < 1.0 ? pos : (2.0-pos)
return range[0] + (range[1] - range[0]) * pos;
}
function IdentM44() {
return [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ];
};
function RotateAxis(matA, angRad, axis) {
var aMap = [ [1, 2], [2, 0], [0, 1] ];
var a0 = aMap[axis][0], a1 = aMap[axis][1];
var sinAng = Math.sin(angRad), cosAng = Math.cos(angRad);
var matB = matA.slice(0);
for ( var i = 0; i < 3; ++ i ) {
matB[a0*4+i] = matA[a0*4+i] * cosAng + matA[a1*4+i] * sinAng;
matB[a1*4+i] = matA[a0*4+i] * -sinAng + matA[a1*4+i] * cosAng;
}
return matB;
}
function Rotate(matA, angRad, axis) {
var s = Math.sin(angRad), c = Math.cos(angRad);
var x = axis[0], y = axis[1], z = axis[2];
matB = [
x*x*(1-c)+c, x*y*(1-c)-z*s, x*z*(1-c)+y*s, 0,
y*x*(1-c)+z*s, y*y*(1-c)+c, y*z*(1-c)-x*s, 0,
z*x*(1-c)-y*s, z*y*(1-c)+x*s, z*z*(1-c)+c, 0,
0, 0, 0, 1 ];
return Multiply(matA, matB);
}
function Multiply(matA, matB) {
matC = IdentM44();
for (var i0=0; i0<4; ++i0 )
for (var i1=0; i1<4; ++i1 )
matC[i0*4+i1] = matB[i0*4+0] * matA[0*4+i1] + matB[i0*4+1] * matA[1*4+i1] + matB[i0*4+2] * matA[2*4+i1] + matB[i0*4+3] * matA[3*4+i1]
return matC;
}
function Cross( a, b ) { return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], 0.0 ]; }
function Dot( a, b ) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; }
function Normalize( v ) {
var len = Math.sqrt( v[0] * v[0] + v[1] * v[1] + v[2] * v[2] );
return [ v[0] / len, v[1] / len, v[2] / len ];
}
Camera = function( pos, target, up, fov_y, vp, near, far ) {
this.Time = function() { return Date.now(); }
this.pos = pos;
this.target = target;
this.up = up;
this.fov_y = fov_y;
this.vp = vp;
this.near = near;
this.far = far;
this.orbit_mat = this.current_orbit_mat = this.model_mat = this.current_model_mat = IdentM44();
this.mouse_drag = this.auto_spin = false;
this.auto_rotate = true;
this.mouse_start = [0, 0];
this.mouse_drag_axis = [0, 0, 0];
this.mouse_drag_angle = 0;
this.mouse_drag_time = 0;
this.drag_start_T = this.rotate_start_T = this.Time();
this.Ortho = function() {
var fn = this.far + this.near;
var f_n = this.far - this.near;
var w = this.vp[0];
var h = this.vp[1];
return [
2/w, 0, 0, 0,
0, 2/h, 0, 0,
0, 0, -2/f_n, 0,
0, 0, -fn/f_n, 1 ];
};
this.Perspective = function() {
var n = this.near;
var f = this.far;
var fn = f + n;
var f_n = f - n;
var r = this.vp[0] / this.vp[1];
var t = 1 / Math.tan( Math.PI * this.fov_y / 360 );
return [
t/r, 0, 0, 0,
0, t, 0, 0,
0, 0, -fn/f_n, -1,
0, 0, -2*f*n/f_n, 0 ];
};
this.LookAt = function() {
var mz = Normalize( [ this.pos[0]-this.target[0], this.pos[1]-this.target[1], this.pos[2]-this.target[2] ] );
var mx = Normalize( Cross( this.up, mz ) );
var my = Normalize( Cross( mz, mx ) );
var tx = Dot( mx, this.pos );
var ty = Dot( my, this.pos );
var tz = Dot( [-mz[0], -mz[1], -mz[2]], this.pos );
return [mx[0], my[0], mz[0], 0, mx[1], my[1], mz[1], 0, mx[2], my[2], mz[2], 0, tx, ty, tz, 1];
};
this.AutoModelMatrix = function() {
return this.auto_rotate ? Multiply(this.current_model_mat, this.model_mat) : this.model_mat;
};
this.Update = function(vp_size) {
if (vp_size)
this.vp = vp_size;
var current_T = this.Time();
this.current_model_mat = IdentM44()
var auto_angle_x = Fract( (current_T - this.rotate_start_T) / 13000.0 ) * 2.0 * Math.PI;
var auto_angle_y = Fract( (current_T - this.rotate_start_T) / 17000.0 ) * 2.0 * Math.PI;
this.current_model_mat = RotateAxis( this.current_model_mat, auto_angle_x, 0 );
this.current_model_mat = RotateAxis( this.current_model_mat, auto_angle_y, 1 );
};
}
var Texture = {};
Texture.HandleLoadedTexture2D = function( texture, flipY ) {
gl.activeTexture( gl.TEXTURE0 + texture.unit );
gl.bindTexture( gl.TEXTURE_2D, texture.obj );
gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, flipY != undefined && flipY == true );
gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT );
return texture;
}
Texture.LoadTexture2D = function( unit, name ) {
var texture = {};
texture.obj = gl.createTexture();
texture.unit = unit;
texture.image = new Image();
texture.image.setAttribute('crossorigin', 'anonymous');
texture.image.onload = function () {
Texture.HandleLoadedTexture2D( texture, false )
}
texture.image.src = name;
return texture;
}
var ShProg = {
Create: function (shaderList) {
var shaderObjs = [];
for (var i_sh = 0; i_sh < shaderList.length; ++i_sh) {
var shderObj = this.Compile(shaderList[i_sh].source, shaderList[i_sh].stage);
if (shderObj) shaderObjs.push(shderObj);
}
var prog = {}
prog.progObj = this.Link(shaderObjs)
if (prog.progObj) {
prog.attrInx = {};
var noOfAttributes = gl.getProgramParameter(prog.progObj, gl.ACTIVE_ATTRIBUTES);
for (var i_n = 0; i_n < noOfAttributes; ++i_n) {
var name = gl.getActiveAttrib(prog.progObj, i_n).name;
prog.attrInx[name] = gl.getAttribLocation(prog.progObj, name);
}
prog.uniLoc = {};
var noOfUniforms = gl.getProgramParameter(prog.progObj, gl.ACTIVE_UNIFORMS);
for (var i_n = 0; i_n < noOfUniforms; ++i_n) {
var name = gl.getActiveUniform(prog.progObj, i_n).name;
prog.uniLoc[name] = gl.getUniformLocation(prog.progObj, name);
}
}
return prog;
},
AttrI: function (prog, name) { return prog.attrInx[name]; },
UniformL: function (prog, name) { return prog.uniLoc[name]; },
Use: function (prog) { gl.useProgram(prog.progObj); },
SetI1: function (prog, name, val) { if (prog.uniLoc[name]) gl.uniform1i(prog.uniLoc[name], val); },
SetF1: function (prog, name, val) { if (prog.uniLoc[name]) gl.uniform1f(prog.uniLoc[name], val); },
SetF2: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform2fv(prog.uniLoc[name], arr); },
SetF3: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform3fv(prog.uniLoc[name], arr); },
SetF4: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform4fv(prog.uniLoc[name], arr); },
SetM33: function (prog, name, mat) { if (prog.uniLoc[name]) gl.uniformMatrix3fv(prog.uniLoc[name], false, mat); },
SetM44: function (prog, name, mat) { if (prog.uniLoc[name]) gl.uniformMatrix4fv(prog.uniLoc[name], false, mat); },
Compile: function (source, shaderStage) {
var shaderScript = document.getElementById(source);
if (shaderScript)
source = shaderScript.text;
var shaderObj = gl.createShader(shaderStage);
gl.shaderSource(shaderObj, source);
gl.compileShader(shaderObj);
var status = gl.getShaderParameter(shaderObj, gl.COMPILE_STATUS);
if (!status) alert(gl.getShaderInfoLog(shaderObj));
return status ? shaderObj : null;
},
Link: function (shaderObjs) {
var prog = gl.createProgram();
for (var i_sh = 0; i_sh < shaderObjs.length; ++i_sh)
gl.attachShader(prog, shaderObjs[i_sh]);
gl.linkProgram(prog);
status = gl.getProgramParameter(prog, gl.LINK_STATUS);
if ( !status ) alert(gl.getProgramInfoLog(prog));
return status ? prog : null;
} };
var VertexBuffer = {
Create: function(attribs, indices, type) {
var buffer = { buf: [], attr: [], inx: gl.createBuffer(), inxLen: indices.length, primitive_type: type ? type : gl.TRIANGLES };
for (var i=0; i<attribs.length; ++i) {
buffer.buf.push(gl.createBuffer());
buffer.attr.push({ size : attribs[i].attrSize, loc : attribs[i].attrLoc });
gl.bindBuffer(gl.ARRAY_BUFFER, buffer.buf[i]);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( attribs[i].data ), gl.STATIC_DRAW);
}
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer.inx);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( indices ), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
return buffer;
},
Draw: function(bufObj) {
for (var i=0; i<bufObj.buf.length; ++i) {
gl.bindBuffer(gl.ARRAY_BUFFER, bufObj.buf[i]);
gl.vertexAttribPointer(bufObj.attr[i].loc, bufObj.attr[i].size, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray( bufObj.attr[i].loc);
}
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufObj.inx);
gl.drawElements(bufObj.primitive_type, bufObj.inxLen, gl.UNSIGNED_SHORT, 0);
for (var i=0; i<bufObj.buf.length; ++i)
gl.disableVertexAttribArray(bufObj.attr[i].loc);
gl.bindBuffer( gl.ARRAY_BUFFER, null );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
} };
initScene();
})();
html,body { margin: 0; overflow: hidden; }
#gui { position : absolute; top : 0; left : 0; }
<script id="draw-shader-vs" type="x-shader/x-vertex">
precision highp float;
attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_texCoord;
varying vec3 w_pos;
varying vec3 w_nv;
varying vec2 o_uv;
uniform mat4 P;
uniform mat4 V;
uniform mat4 M;
void main()
{
o_uv = a_texCoord;
w_nv = normalize(mat3(M) * a_normal);
vec4 worldPos = M * vec4(a_position, 1.0);
w_pos = worldPos.xyz;
gl_Position = P * V * worldPos;
}
</script>
<script id="draw-shader-fs" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives : enable
precision mediump float;
varying vec3 w_pos;
varying vec3 w_nv;
varying vec2 o_uv;
uniform float u_height_scale;
uniform vec3 u_light_pos;
uniform vec3 u_view_pos;
uniform sampler2D u_diffuse;
uniform sampler2D u_normal_map;
uniform sampler2D u_displacement_map;
vec2 ParallaxMapping (vec2 texCoord, vec3 viewDir)
{
float numLayers = 32.0 - 31.0 * abs(dot(vec3(0.0, 0.0, 1.0), viewDir));
float layerDepth = 1.0 / numLayers;
vec2 P = viewDir.xy / viewDir.z * u_height_scale;
vec2 deltaTexCoords = P / numLayers;
vec2 currentTexCoords = texCoord;
float currentLayerDepth = 0.0;
float currentDepthMapValue = texture2D(u_displacement_map, currentTexCoords).r;
for (int i=0; i<32; ++ i)
{
if (currentLayerDepth >= currentDepthMapValue)
break;
currentTexCoords -= deltaTexCoords;
currentDepthMapValue = texture2D(u_displacement_map, currentTexCoords).r;
currentLayerDepth += layerDepth;
}
vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
float afterDepth = currentDepthMapValue - currentLayerDepth;
float beforeDepth = texture2D(u_displacement_map, prevTexCoords).r - currentLayerDepth + layerDepth;
float weight = afterDepth / (afterDepth - beforeDepth);
return prevTexCoords * weight + currentTexCoords * (1.0 - weight);
}
void main()
{
vec3 N = normalize(w_nv);
vec3 dp1 = dFdx( w_pos );
vec3 dp2 = dFdy( w_pos );
vec2 duv1 = dFdx( o_uv );
vec2 duv2 = dFdy( o_uv );
vec3 dp2perp = cross(dp2, N);
vec3 dp1perp = cross(N, dp1);
vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;
float invmax = inversesqrt(max(dot(T, T), dot(B, B)));
mat3 tm = mat3(T * invmax, B * invmax, N);
mat3 tbn_inv = mat3(vec3(tm[0].x, tm[1].x, tm[2].x), vec3(tm[0].y, tm[1].y, tm[2].y), vec3(tm[0].z, tm[1].z, tm[2].z));
vec3 view_dir = tbn_inv * normalize(w_pos - u_view_pos);
vec2 uv = ParallaxMapping(o_uv, view_dir);
if (uv.x > 1.0 || uv.y > 1.0 || uv.x < 0.0 || uv.y < 0.0)
discard;
vec3 L = tbn_inv * normalize(u_light_pos - w_pos);
vec3 mapN = normalize(texture2D(u_normal_map, uv.st).xyz * 2.0 - 1.0);
float kd = max(0.0, dot(mapN, L));
vec3 color = texture2D(u_diffuse, uv.st).rgb;
vec3 light_col = (0.1 + kd) * color.rgb;
gl_FragColor = vec4(clamp(light_col, 0.0, 1.0), 1.0);
}
</script>
<body>
<div>
<form id="gui" name="inputs">
<table>
<tr>
<td> <font color=#CCF>height scale</font> </td>
<td> <input type="range" id="height" min="0" max="100" value="50"/></td>
</tr>
</table>
</form>
</div>
<canvas id="canvas" style="border: none;" width="100%" height="100%"></canvas>