In this MP you will
This MP is core, with no elective components. It assumes you have already completed the Terrain MP.
You will submit a webpage that has
Submit an HTML file and any number of js, glsl, json, css, and image files.
You are welcome to use a JavaScript math library, such as the one used in in-class examples or others you might know.
This MP is an extension of the Terrain MP; it should have all the inputs, algorithms, and operations of that MP.
Add one more <input type="text" ...>
in your HTML.
Support three types of entry:
Blank (value == ''
)
Use the color (1,1,1,0.3) and the non-texture shader program. This should also be the initial state of the program before the text has ever changed.
#
followed by 8 hexadecimal digits (/^#[0-9a-f]{8}$/i.test(value)
)
Parse this as a hex color string: the first two hex digits are the red channel on a 0–255 scale, the next two green, then blue, then alpha. Use this with the non-texture shader program.
The .substr(i,n)
method extracts n
characters from a string starting at
index i
. The built-in Number
function can
convert hex numbers to numeric values if the hex is preceded by
0x
. Combining these, you might do something like blue = Number('0x' + value.substr(5,2))
.
Any string ending either .jpg
or .png
(/[.](jpg|png)$/.test(value)
)
Treat this as the URL of an image. If the loading the image fails
(which you can detect with img.addEventListener('error', callback)
),
use the color (1,0,1,0) and the
non-texture shader program. If it succeeds (which you can detect with
img.addEventListener('load', callback)
),
send it as a texture to the GPU and use the with-texture shader
program.
We have a guide to using textures with example code.
Respond to changes in the text entry field as soon as they occur
(i.e., without waiting for a button event). Do this by parsing the
material test in a change
event listener on the text entry
input; leave the terrain generation on the click
event
listener you already have on the button input.
Compile and link two different shader programs during setup, picking between them each frame based on the results of the last material entry change listener.
The non-texture shader program should use a uniform vec4
RGBA color and have both diffuse and specular light. The alpha channel
in the color should be treated as a an amount of specular shine to add,
not as opacity, and should not be copied into the output image. Instead,
have the specular intensity (computed via either the Phong or
Blinn-Phong model) by multiplied by 3\alpha. In the real world light that is used
to create a shine is not available to create diffuse light; simulate
this by multiplying the diffuse intensity by (1-\alpha).
The with-texture shader program should use a uniform sampler2D
texture and in vec2
texture coordinate. It should have diffuse light only with the diffuse
color coming from the texture, no specular light at all. You should
modify your terrain generation to place a texture coordinate with every
vertex, with (0,0) in one corner and (1,1) in the other. Because the
non-texture shader will ignore attributes it doesn’t have an in
variable for,
you can use this same modified geometry for both shaders.
On both your development machine and when submitted to the submission server and then viewed by clicking the HTML link, the resulting page should show a random terrain. One example might be the following: