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Jooseppi

webgl common light rotates with object

4 posts in this topic

Hi,

 

Long time On/Off lurker here and now I'm here with a question that seems to be so common that I just can't find an answer.

Light appears to rotate around the left sphere even thou it should be fixed like on the right sphere.

 

It seems not to be a shader problem, which I don't have knowhow (yet) to fix, but rather the time when I should send my normals to vertex shader?

 

Here is the main code form the webpage. I guess the problem lies in drawSphere functions.

http://webgl.hol.es

<html>

<head>
<title>WEBGL</title>
<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">

<link href='css/smoothness/jquery-ui-1.8.13.custom.css' type='text/css' rel='stylesheet'/>
<script type="text/javascript" src="js/gl/glMatrix-0.9.5.min.js"></script>
<script type="text/javascript" src="js/jquery-1.5.1.min.js"></script>
<script type="text/javascript" src="js/jquery-ui-1.8.13.custom.min.js"></script>
<script type="text/javascript" src="js/gl/webgl-utils.js"></script>
<script type="text/javascript" src="js/gl/webgl-debug.js"></script>


<script type="text/javascript">
    var gl;

    var shaderProgram = null;
    var x = 0;
    var y = 0;
    var z = 0;
    var angle = 0;

    var mvMatrix = mat4.create();
    var pMatrix = mat4.create();
    var nMatrix = mat4.create();

    var distance = -200;
    var mesh = null;
    var mvMatrixStack = [];



</script>


<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;

uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat4 uNMatrix;

uniform vec3 uLightPosition;

varying vec3 vNormal;
varying vec3 vLightRay;
varying vec3 vEyeVec;

void main(void) {

 //Transformed vertex position
 vec4 vertex = uMVMatrix * vec4(aVertexPosition, 1.0);

 //Transformed normal position
 vNormal = vec3(uNMatrix * vec4(aVertexNormal, 1.0));

 //Transformed light position
 vec4 light = uMVMatrix * vec4(uLightPosition,1.0);

 //Light position
 vLightRay = vertex.xyz-light.xyz;

 //Vector Eye
 vEyeVec = -vec3(vertex.xyz);

 //Final vertex position
 gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);

}

</script>

<script id="shader-fs" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif


uniform vec4 uLightAmbient;
uniform vec4 uLightDiffuse;
uniform vec4 uLightSpecular;

uniform vec4 uMaterialAmbient;
uniform vec4 uMaterialDiffuse;
uniform vec4 uMaterialSpecular;
uniform float uShininess;

varying vec3 vNormal;
varying vec3 vLightRay;
varying vec3 vEyeVec;

void main(void)
{

    vec3 L = normalize(vLightRay);
    vec3 N = normalize(vNormal);

    //Lambert's cosine law
    float lambertTerm = dot(N,-L);

    //Ambient Term
    vec4 Ia = uLightAmbient * uMaterialAmbient;

    //Diffuse Term
    vec4 Id = vec4(0.0,0.0,0.0,1.0);

    //Specular Term
    vec4 Is = vec4(0.0,0.0,0.0,1.0);

    if(lambertTerm > 0.0)
    {
        Id = uLightDiffuse * uMaterialDiffuse * lambertTerm;
        vec3 E = normalize(vEyeVec);
        vec3 R = reflect(L, N);
        float specular = pow( max(dot(R, E), 0.0), uShininess);
        Is = uLightSpecular * uMaterialSpecular * specular;
    }

    //Final color
    vec4 finalColor = Ia + Id + Is;
    finalColor.a = 1.0;

    gl_FragColor = finalColor;

}

</script>
<script type="text/javascript">

function createShaderProgram() {
    var fragmentShader = getShader(gl, "shader-fs");
    var vertexShader = getShader(gl, "shader-vs");

    shaderProgram = gl.createProgram();
    gl.attachShader(shaderProgram, vertexShader);
    gl.attachShader(shaderProgram, fragmentShader);
    gl.linkProgram(shaderProgram);

    if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
        alert("Could not initialise shaders");
    }

    gl.useProgram(shaderProgram);

    shaderProgram.aVertexPosition = gl.getAttribLocation(shaderProgram, "aVertexPosition");
    shaderProgram.aVertexNormal = gl.getAttribLocation(shaderProgram, "aVertexNormal");

    shaderProgram.uPMatrix = gl.getUniformLocation(shaderProgram, "uPMatrix");
    shaderProgram.uMVMatrix = gl.getUniformLocation(shaderProgram, "uMVMatrix");
    shaderProgram.uNMatrix = gl.getUniformLocation(shaderProgram, "uNMatrix");


    shaderProgram.uMaterialAmbient = gl.getUniformLocation(shaderProgram, "uMaterialAmbient");
    shaderProgram.uMaterialDiffuse = gl.getUniformLocation(shaderProgram, "uMaterialDiffuse");
    shaderProgram.uMaterialSpecular = gl.getUniformLocation(shaderProgram, "uMaterialSpecular");
    shaderProgram.uShininess = gl.getUniformLocation(shaderProgram, "uShininess");


    shaderProgram.uLightPosition = gl.getUniformLocation(shaderProgram, "uLightPosition");
    shaderProgram.uLightAmbient = gl.getUniformLocation(shaderProgram, "uLightAmbient");
    shaderProgram.uLightDiffuse = gl.getUniformLocation(shaderProgram, "uLightDiffuse");
    shaderProgram.uLightSpecular = gl.getUniformLocation(shaderProgram, "uLightSpecular");


    //Light uniforms
    gl.uniform3fv(shaderProgram.uLightPosition, [25.0, 2.0, -15]);
    gl.uniform4f(shaderProgram.uLightAmbient, 1.0, 1.0, 1.0, 1.0);
    gl.uniform4f(shaderProgram.uLightDiffuse, 1.0, 1.0, 1.0, 1.0);
    gl.uniform4f(shaderProgram.uLightSpecular, 1.0, 1.0, 1.0, 1.0);


    //Object Uniforms
    gl.uniform4f(shaderProgram.uMaterialAmbient, 0.1, 0.1, 0.1, 1.0);
    gl.uniform4f(shaderProgram.uMaterialDiffuse, 0.5, 0.8, 0.1, 1.0);
    gl.uniform4f(shaderProgram.uMaterialSpecular, 0.6, 0.6, 0.6, 1.0);
    gl.uniform1f(shaderProgram.uShininess, 200.0);


}


function initShaders() {
    createShaderProgram("shader-vs", "shader-fs");
}

function getShader(gl, id) {

    var shaderScript = document.getElementById(id);
    if (!shaderScript) {
        return null;
    }

    var str = "";
    var k = shaderScript.firstChild;
    while (k) {
        if (k.nodeType == 3) {
            str += k.textContent;
        }
        k = k.nextSibling;
    }

    var shader;
    if (shaderScript.type == "x-shader/x-fragment") {
        shader = gl.createShader(gl.FRAGMENT_SHADER);
    } else if (shaderScript.type == "x-shader/x-vertex") {
        shader = gl.createShader(gl.VERTEX_SHADER);
    } else {
        return null;
    }

    gl.shaderSource(shader, str);
    gl.compileShader(shader);

    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
        alert(gl.getShaderInfoLog(shader));
        return null;
    }
    return shader;
}

function init(canvas) {
    initGL(canvas);
    initShaders();

    mesh = new Model('sphere');

    tick();

}


function mvPushMatrix() {
    var copy = mat4.create();
    mat4.set(mvMatrix, copy);
    mvMatrixStack.push(copy);
}

function mvPopMatrix() {
    if (mvMatrixStack.length == 0) {
        throw "Invalid popMatrix!";
    }
    mvMatrix = mvMatrixStack.pop();

}


function uploadModelViewMatrixToShader() {
    gl.uniformMatrix4fv(shaderProgram.uMVMatrix, false, mvMatrix);
}

function uploadProjectionMatrixToShader() {
    gl.uniformMatrix4fv(shaderProgram.uPMatrix, false, pMatrix);
}

function uploadNormalMatrixToShader() {

    mat4.set(mvMatrix, nMatrix);
    mat4.inverse(nMatrix);
    mat4.transpose(nMatrix);
    gl.uniformMatrix4fv(shaderProgram.uNMatrix, false, nMatrix);

}


function drawStaticSphere() {

    mvPushMatrix();

    uploadModelViewMatrixToShader();

    gl.uniform4fv(shaderProgram.uMaterialAmbient, mesh.ambient);
    gl.uniform4fv(shaderProgram.uMaterialDiffuse, mesh.diffuse);
    gl.uniform4fv(shaderProgram.uMaterialSpecular, mesh.specular);

    gl.bindBuffer(gl.ARRAY_BUFFER, mesh.vertexPositionBuffer);
    gl.vertexAttribPointer(shaderProgram.aVertexPosition, 3, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(shaderProgram.aVertexPosition);

    gl.bindBuffer(gl.ARRAY_BUFFER, mesh.normalPositionBuffer);
    gl.vertexAttribPointer(shaderProgram.aVertexNormal, 3, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(shaderProgram.aVertexNormal);

    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, mesh.indexPositionBuffer);
    gl.drawElements(gl.TRIANGLES, mesh.indexPositionBuffer.numItems, gl.UNSIGNED_SHORT, 0);

    gl.bindBuffer(gl.ARRAY_BUFFER, null);
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);

    mvPopMatrix();

}


function drawSphere() {

    mvPushMatrix();

    mat4.rotate(mvMatrix, degToRad(angle), [1, 0, 0]);
    mat4.translate(mvMatrix, [2, 0.0, 0.0], mvMatrix);

    uploadModelViewMatrixToShader();

    gl.uniform4fv(shaderProgram.uMaterialAmbient, mesh.ambient);
    gl.uniform4fv(shaderProgram.uMaterialDiffuse, mesh.diffuse);
    gl.uniform4fv(shaderProgram.uMaterialSpecular, mesh.specular);

    gl.bindBuffer(gl.ARRAY_BUFFER, mesh.vertexPositionBuffer);
    gl.vertexAttribPointer(shaderProgram.aVertexPosition, 3, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(shaderProgram.aVertexPosition);

    gl.bindBuffer(gl.ARRAY_BUFFER, mesh.normalPositionBuffer);
    gl.vertexAttribPointer(shaderProgram.aVertexNormal, 3, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(shaderProgram.aVertexNormal);


    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, mesh.indexPositionBuffer);
    gl.drawElements(gl.TRIANGLES, mesh.indexPositionBuffer.numItems, gl.UNSIGNED_SHORT, 0);

    gl.bindBuffer(gl.ARRAY_BUFFER, null);
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);

    mvPopMatrix();

}

function drawScene() {

    gl.clearColor(0.3, 0.3, 0.3, 1.0);
    gl.clearDepth(100.0);
    gl.enable(gl.DEPTH_TEST);
    gl.depthFunc(gl.LEQUAL);

    gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    mat4.perspective(60, gl.viewportWidth / gl.viewportHeight, 0.1, 1000.0, pMatrix);

    gl.enableVertexAttribArray(shaderProgram.aVertexPosition);
    gl.enableVertexAttribArray(shaderProgram.aVertexNormal);
    mat4.identity(mvMatrix);
    mat4.lookAt([0, 0, -10], [0, 0, 0], [0, 1, 0], mvMatrix);
    uploadModelViewMatrixToShader();
    uploadProjectionMatrixToShader();
    uploadNormalMatrixToShader();

    drawStaticSphere();
    drawSphere();


}

var lastTime = 0;
var angle = 0;
var animateFlag = false;
function animate() {
    var timeNow = new Date().getTime();
    if (lastTime != 0) {
        var elapsed = timeNow - lastTime;
        if (true) angle += (90 * elapsed) / 5000.0;
    }
    lastTime = timeNow;
}


function tick() {

    requestAnimFrame(function () {
        tick()
    });
    drawScene();
    animate();

}


function initGL(canvas) {
    try {
        //gl = canvas.getContext("webgl");
        gl = WebGLDebugUtils.makeDebugContext(canvas.getContext("webgl"));
        //gl = WebGLDebugUtils.makeDebugContext(gl, undefined, logGLCall);
        gl.viewportWidth = canvas.width;
        gl.viewportHeight = canvas.height;
    } catch (e) {

    }
    if (!gl) {
        alert("Could not initialise WebGL, sorry :-(");
    }
}

function degToRad(degrees) {
    return degrees * Math.PI / 180;
}

function logGLCall(functionName, args) {
    console.log("gl." + functionName + "(" +
            WebGLDebugUtils.glFunctionArgsToString(functionName, args) + ")");
}


function webGLStart() {
    var canvas = document.getElementById("canvas");

    init(canvas);

}


</script>
<script type="text/javascript" src="js/Texture.js"></script>
<script type="text/javascript" src="js/Model.js"></script>
</head>
<body onload="webGLStart();">


<canvas id="canvas" style="border: none;" width="480" height="400"></canvas>


<div id="bottom">
    <table style="padding=0px">
        <tr>
            <td>light X:</td>
            <td id='slider-x-value' width='30px'>25</td>
            <td width="150px">
                <div id="slider-x"/>
            </td>
        </tr>
        <tr>
            <td>light Y:</td>
            <td id="slider-y-value" width="30px">2</td>
            <td width="150px">
                <div id="slider-y"/>
            </td>
        </tr>
        <tr>
            <td>light Z:</td>
            <td id="slider-z-value" width="30px">-15</td>
            <td width="150px">
                <div id="slider-z"/>
            </td>
        </tr>
    </table>
</div>
<script>

    $('#slider-x').slider({value: 25.0, min: -100, max: 100, step: 0.1, slide: updateLightPosition, change: updateLightPosition});
    $('#slider-y').slider({value: 2.0, min: -100, max: 100, step: 0.1, slide: updateLightPosition, change: updateLightPosition});
    $('#slider-z').slider({value: -15, min: -100, max: 100, step: 0.1, slide: updateLightPosition, change: updateLightPosition});


    function updateLightPosition() {
        var x = $('#slider-x').slider("value");
        var y = $('#slider-y').slider("value");
        var z = $('#slider-z').slider("value");
        gl.uniform3fv(shaderProgram.uLightPosition, [x, y, z]);
        $('#slider-x-value').html(x);
        $('#slider-y-value').html(y);
        $('#slider-z-value').html(z);
    }


</script>
</body>
</html>
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If you want the light to be fixed on the first sphere why don't you just draw it with the same function that you're using to create the static one? The only difference I can see between the two functions is that these lines are added to the moving sphere draw functions. I'm probably coming off as a complete retard since I don't know anything about this but I noticed this difference in the functions.

mat4.rotate(mvMatrix, degToRad(angle), [1, 0, 0]);
mat4.translate(mvMatrix, [2, 0.0, 0.0], mvMatrix);

When you draw the scene this rotate function is called every time. So in this case you are rotating your sphere around the x-axis every time the screen is rendered? I don't completely understand the question though since I am completely new to 3d rendering. Is the light being projected onto the sphere from a fixed spot, and do you want the light to remain in the same position as only the sphere rotates?

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If you want the light to be fixed on the first sphere why don't you just draw it with the same function that you're using to create the static one? The only difference I can see between the two functions is that these lines are added to the moving sphere draw functions. I'm probably coming off as a complete retard since I don't know anything about this but I noticed this difference in the functions.

mat4.rotate(mvMatrix, degToRad(angle), [1, 0, 0]);
mat4.translate(mvMatrix, [2, 0.0, 0.0], mvMatrix);

When you draw the scene this rotate function is called every time. So in this case you are rotating your sphere around the x-axis every time the screen is rendered? I don't completely understand the question though since I am completely new to 3d rendering. Is the light being projected onto the sphere from a fixed spot, and do you want the light to remain in the same position as only the sphere rotates?

I'm just rotating and translating to make it differ from the sphere at the origin. Without the rotation it seems to work fine.The angle of light should not change and should come from same direction regardless if the sphere is moving. Currently the light rotates with the sphere which is not intended.

This is just a simplified example but the same problem exists in my current code.

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I'm confused. Why would you apply the objects transformation to the light position in the shader in the first place? Since the light position doesn't usually change during a frame, it shouldn't be touched in the shader at all.

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Not really sure what I did but I managed to fix the problem with this tutorial: http://learningwebgl.com/blog/?p=1658
AFAIK it was just a problem with calling things in the wrong order.

Thanx for all that tried.
Here is the new code if someone needs it someday.
 

<html>

<head>
<title>WEBGL</title>
<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">

<link href='css/smoothness/jquery-ui-1.8.13.custom.css' type='text/css' rel='stylesheet'/>
<script type="text/javascript" src="js/gl/glMatrix-0.9.5.min.js"></script>
<script type="text/javascript" src="js/jquery-1.5.1.min.js"></script>
<script type="text/javascript" src="js/jquery-ui-1.8.13.custom.min.js"></script>
<script type="text/javascript" src="js/gl/webgl-utils.js"></script>
<script type="text/javascript" src="js/gl/webgl-debug.js"></script>


<script type="text/javascript">
    var gl;

    var shaderProgram = null;

    var angle = 0;

    var mvMatrix = mat4.create();
    var pMatrix = mat4.create();
    //var nMatrix = mat3.create();

    var distance = -20;
    var mesh = null;
    var plane = null;
    var mvMatrixStack = [];



</script>


<script id="per-fragment-lighting-fs" type="x-shader/x-fragment">
    precision mediump float;

    //varying vec2 vTextureCoord;
    varying vec3 vTransformedNormal;
    varying vec4 vPosition;

    uniform float uMaterialShininess;

    //uniform bool uShowSpecularHighlights;
    //uniform bool uUseLighting;
    //uniform bool uUseTextures;

    uniform vec3 uLightAmbient;

    uniform vec3 uLightPosition;
    uniform vec3 uLightSpecular;
    uniform vec3 uLightDiffuse;

   // uniform sampler2D uSampler;


    void main(void) {
        vec3 lightWeighting;
       // if (!uUseLighting) {
       //     lightWeighting = vec3(1.0, 1.0, 1.0);
       // } else {
            vec3 lightDirection = normalize(uLightPosition - vPosition.xyz);
            vec3 normal = normalize(vTransformedNormal);

            float specularLightWeighting = 0.0;
            //if (uShowSpecularHighlights) {
                vec3 eyeDirection = normalize(-vPosition.xyz);
                vec3 reflectionDirection = reflect(-lightDirection, normal);

                specularLightWeighting = pow(max(dot(reflectionDirection, eyeDirection), 0.0), uMaterialShininess);
            //}

            float diffuseLightWeighting = max(dot(normal, lightDirection), 0.0);
            lightWeighting = uLightAmbient + uLightSpecular * specularLightWeighting + uLightDiffuse * diffuseLightWeighting;
       // }

        vec4 fragmentColor;
        //if (uUseTextures) {
        //    fragmentColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
        //} else {
            fragmentColor = vec4(1.0, 1.0, 1.0, 1.0);
        //}
        gl_FragColor = vec4(fragmentColor.rgb * lightWeighting, fragmentColor.a);
    }
</script>

<script id="per-fragment-lighting-vs" type="x-shader/x-vertex">
    attribute vec3 aVertexPosition;
    attribute vec3 aVertexNormal;
    //attribute vec2 aTextureCoord;

    uniform mat4 uMVMatrix;
    uniform mat4 uPMatrix;
    uniform mat3 uNMatrix;

    //varying vec2 vTextureCoord;
    varying vec3 vTransformedNormal;
    varying vec4 vPosition;


    void main(void) {
        vPosition = uMVMatrix * vec4(aVertexPosition, 1.0);
        gl_Position = uPMatrix * vPosition;
        //vTextureCoord = aTextureCoord;
        vTransformedNormal = uNMatrix * aVertexNormal;
    }
</script>




<script type="text/javascript">

function createShaderProgram() {



    //Object Uniforms
    //gl.uniform3f(shaderProgram.uMaterialAmbient, 0.1, 0.1, 0.1);
    //gl.uniform3f(shaderProgram.uMaterialDiffuse, 0.5, 0.8, 0.1);
    //gl.uniform3f(shaderProgram.uMaterialSpecular, 0.6, 0.6, 0.6);



}


function initShaders() {
    var fragmentShader = getShader(gl, "per-fragment-lighting-fs");
    var vertexShader = getShader(gl, "per-fragment-lighting-vs");

    shaderProgram = gl.createProgram();
    gl.attachShader(shaderProgram, vertexShader);
    gl.attachShader(shaderProgram, fragmentShader);
    gl.linkProgram(shaderProgram);

    if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
        alert("Could not initialise shaders");
    }

    gl.useProgram(shaderProgram);

    shaderProgram.aVertexPosition = gl.getAttribLocation(shaderProgram, "aVertexPosition");
    gl.enableVertexAttribArray(shaderProgram.aVertexPosition);

    shaderProgram.aVertexNormal = gl.getAttribLocation(shaderProgram, "aVertexNormal");
    gl.enableVertexAttribArray(shaderProgram.aVertexNormal);


    shaderProgram.uPMatrix = gl.getUniformLocation(shaderProgram, "uPMatrix");
    shaderProgram.uMVMatrix = gl.getUniformLocation(shaderProgram, "uMVMatrix");
    shaderProgram.uNMatrix = gl.getUniformLocation(shaderProgram, "uNMatrix");

    shaderProgram.uMaterialShininess = gl.getUniformLocation(shaderProgram, "uMaterialShininess");
    shaderProgram.uAmbient = gl.getUniformLocation(shaderProgram, "uAmbient");
    //shaderProgram.uMaterialDiffuse = gl.getUniformLocation(shaderProgram, "uMaterialDiffuse");
    //shaderProgram.uMaterialSpecular = gl.getUniformLocation(shaderProgram, "uMaterialSpecular");



    shaderProgram.uLightPosition = gl.getUniformLocation(shaderProgram, "uLightPosition");
    shaderProgram.uLightAmbient = gl.getUniformLocation(shaderProgram, "uLightAmbient");
    shaderProgram.uLightDiffuse = gl.getUniformLocation(shaderProgram, "uLightDiffuse");
    shaderProgram.uLightSpecular = gl.getUniformLocation(shaderProgram, "uLightSpecular");



}

function getShader(gl, id) {

    var shaderScript = document.getElementById(id);
    if (!shaderScript) {
        return null;
    }

    var str = "";
    var k = shaderScript.firstChild;
    while (k) {
        if (k.nodeType == 3) {
            str += k.textContent;
        }
        k = k.nextSibling;
    }

    var shader;
    if (shaderScript.type == "x-shader/x-fragment") {
        shader = gl.createShader(gl.FRAGMENT_SHADER);
    } else if (shaderScript.type == "x-shader/x-vertex") {
        shader = gl.createShader(gl.VERTEX_SHADER);
    } else {
        return null;
    }

    gl.shaderSource(shader, str);
    gl.compileShader(shader);

    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
        alert(gl.getShaderInfoLog(shader));
        return null;
    }
    return shader;
}

function init(canvas) {
    initGL(canvas);
    initShaders();

    mesh = new Model('sphere');
    //plane = new Model('plane');


    gl.clearColor(0.3, 0.3, 0.3, 1.0);
    //gl.clearDepth(100.0);
    gl.enable(gl.DEPTH_TEST);
    //gl.depthFunc(gl.LEQUAL);

    tick();

}

function mvPushMatrix() {
    var copy = mat4.create();
    mat4.set(mvMatrix, copy);
    mvMatrixStack.push(copy);
}

function mvPopMatrix() {
    if (mvMatrixStack.length == 0) {
        throw "Invalid popMatrix!";
    }
    mvMatrix = mvMatrixStack.pop();

}


/*
function drawPlane() {





    mvPushMatrix();


    uploadModelViewMatrixToShader();
    uploadNormalMatrixToShader();
    uploadProjectionMatrixToShader();
    mvPopMatrix();


    //gl.uniform4fv(shaderProgram.uMaterialAmbient, plane.ambient);
    //gl.uniform4fv(shaderProgram.uMaterialDiffuse, plane.diffuse);
    //gl.uniform4fv(shaderProgram.uMaterialSpecular, plane.specular);

    gl.bindBuffer(gl.ARRAY_BUFFER, plane.vertexPositionBuffer);
    gl.vertexAttribPointer(shaderProgram.aVertexPosition, 3, gl.FLOAT, false, 0, 0);


    gl.bindBuffer(gl.ARRAY_BUFFER, plane.normalPositionBuffer);
    gl.vertexAttribPointer(shaderProgram.aVertexNormal, 3, gl.FLOAT, false, 0, 0);



    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, plane.indexPositionBuffer);
    gl.drawElements(gl.TRIANGLES, plane.indexPositionBuffer.numItems, gl.UNSIGNED_SHORT, 0);

    gl.bindBuffer(gl.ARRAY_BUFFER, null);
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);



}
*/


function drawSphere2() {





    mvPushMatrix();

    mat4.rotate(mvMatrix, degToRad(angle), [1, 0, 0]);
    mat4.translate(mvMatrix, [-5, 0.0, 0.0], mvMatrix);


    gl.uniform1f(shaderProgram.uMaterialShininess,200.0);


    gl.bindBuffer(gl.ARRAY_BUFFER, mesh.vertexPositionBuffer);
    gl.vertexAttribPointer(shaderProgram.aVertexPosition, 3, gl.FLOAT, false, 0, 0);

    gl.bindBuffer(gl.ARRAY_BUFFER, mesh.normalPositionBuffer);
    gl.vertexAttribPointer(shaderProgram.aVertexNormal, 3, gl.FLOAT, false, 0, 0);


    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, mesh.indexPositionBuffer);
    setMatrixUniforms();
    gl.drawElements(gl.TRIANGLES, mesh.indexPositionBuffer.numItems, gl.UNSIGNED_SHORT, 0);

    mvPopMatrix();




}


function drawSphere() {





    mvPushMatrix();

    mat4.rotate(mvMatrix, degToRad(angle), [1, 0, 0]);
    mat4.translate(mvMatrix, [5, 0.0, 0.0], mvMatrix);


    gl.uniform1f(shaderProgram.uMaterialShininess,200.0);


    //gl.uniform4fv(shaderProgram.uAmbient, mesh.ambient);
    //gl.uniform4fv(shaderProgram.uMaterialDiffuse, mesh.diffuse);
    //gl.uniform4fv(shaderProgram.uMaterialSpecular, mesh.specular);

    gl.bindBuffer(gl.ARRAY_BUFFER, mesh.vertexPositionBuffer);
    gl.vertexAttribPointer(shaderProgram.aVertexPosition, 3, gl.FLOAT, false, 0, 0);
    //gl.enableVertexAttribArray(shaderProgram.aVertexPosition);

    gl.bindBuffer(gl.ARRAY_BUFFER, mesh.normalPositionBuffer);
    gl.vertexAttribPointer(shaderProgram.aVertexNormal, 3, gl.FLOAT, false, 0, 0);
    //gl.enableVertexAttribArray(shaderProgram.aVertexNormal);


    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, mesh.indexPositionBuffer);
    setMatrixUniforms();
    gl.drawElements(gl.TRIANGLES, mesh.indexPositionBuffer.numItems, gl.UNSIGNED_SHORT, 0);

    mvPopMatrix();
    //gl.bindBuffer(gl.ARRAY_BUFFER, null);
    //gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);



}

function setMatrixUniforms() {
    gl.uniformMatrix4fv(shaderProgram.uPMatrix, false, pMatrix);
    gl.uniformMatrix4fv(shaderProgram.uMVMatrix, false, mvMatrix);

    var normalMatrix = mat3.create();
    mat4.toInverseMat3(mvMatrix, normalMatrix);
    mat3.transpose(normalMatrix);
    gl.uniformMatrix3fv(shaderProgram.uNMatrix, false, normalMatrix);
}

function drawScene() {



    gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);



    mat4.perspective(40, gl.viewportWidth / gl.viewportHeight, 0.1, 1000.0, pMatrix);


    //Light uniforms
    var x = $('#slider-x').slider("value");
    var y = $('#slider-y').slider("value");
    var z = $('#slider-z').slider("value");
    gl.uniform3f(shaderProgram.uLightPosition, x, y, z);
    gl.uniform3f(shaderProgram.uLightAmbient, 0.2, 0.2, 0.2);
    gl.uniform3f(shaderProgram.uLightDiffuse, 7, 0.8, 0.8);
    gl.uniform3f(shaderProgram.uLightSpecular, 7.0, 0.8, 0.8);





    mat4.identity(mvMatrix);
    //mat4.lookAt([0, 0, -10], [0, 0, 0], [0, 1, 0], mvMatrix);

    mat4.translate(mvMatrix, [0, 0, distance]);




    drawSphere();
    drawSphere2();
    //drawPlane();






















}

var lastTime = 0;
var angle = 0;
var animateFlag = false;
function animate() {
    var timeNow = new Date().getTime();
    if (lastTime != 0) {
        var elapsed = timeNow - lastTime;
        angle += (90 * elapsed) / 5000.0;
    }
    lastTime = timeNow;
}


function tick() {

    requestAnimFrame(function () {
        tick()
    });
    drawScene();
    animate();

}


function initGL(canvas) {
    try {
        //gl = canvas.getContext("webgl");
        gl = WebGLDebugUtils.makeDebugContext(canvas.getContext("webgl"));
        //gl = WebGLDebugUtils.makeDebugContext(gl, undefined, logGLCall);
        gl.viewportWidth = canvas.width;
        gl.viewportHeight = canvas.height;
    } catch (e) {

    }
    if (!gl) {
        alert("Could not initialise WebGL, sorry :-(");
    }
}

function degToRad(degrees) {
    return degrees * Math.PI / 180;
}

function logGLCall(functionName, args) {
    console.log("gl." + functionName + "(" +
            WebGLDebugUtils.glFunctionArgsToString(functionName, args) + ")");
}


function webGLStart() {
    var canvas = document.getElementById("canvas");

    init(canvas);

}


</script>
<script type="text/javascript" src="js/Texture.js"></script>
<script type="text/javascript" src="js/Model.js"></script>
</head>
<body onload="webGLStart();">


<canvas id="canvas" style="border: none;" width="480" height="400"></canvas>


<div id="bottom">
    <table style="padding=0px">
        <tr>
            <td>light X:</td>
            <td id='slider-x-value' width='30px'>25</td>
            <td width="150px">
                <div id="slider-x"/>
            </td>
        </tr>
        <tr>
            <td>light Y:</td>
            <td id="slider-y-value" width="30px">2</td>
            <td width="150px">
                <div id="slider-y"/>
            </td>
        </tr>
        <tr>
            <td>light Z:</td>
            <td id="slider-z-value" width="30px">-15</td>
            <td width="150px">
                <div id="slider-z"/>
            </td>
        </tr>
    </table>
</div>
<script>

    $('#slider-x').slider({value: 25.0, min: -100, max: 100, step: 0.1, slide: updateLightPosition, change: updateLightPosition});
    $('#slider-y').slider({value: 2.0, min: -100, max: 100, step: 0.1, slide: updateLightPosition, change: updateLightPosition});
    $('#slider-z').slider({value: -15, min: -100, max: 100, step: 0.1, slide: updateLightPosition, change: updateLightPosition});


    function updateLightPosition() {
        var x = $('#slider-x').slider("value");
        var y = $('#slider-y').slider("value");
        var z = $('#slider-z').slider("value");
        gl.uniform3f(shaderProgram.uLightPosition, x, y, z);
        $('#slider-x-value').html(x);
        $('#slider-y-value').html(y);
        $('#slider-z-value').html(z);
    }


</script>


</body>
</html>

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