-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathPhongMaterial.js
executable file
·235 lines (224 loc) · 8.55 KB
/
PhongMaterial.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
// 2015.03.08 courtesy Alex Ayerdi
//------------------------------------------------------------------------------
// These emissive, ambient, diffuse, specular components were chosen for
// least-squares best-fit to measured BRDFs of actual material samples.
// (values copied from pg. 51, "Advanced Graphics Programming"
// Tom McReynolds, David Blythe Morgan-Kaufmann Publishers (c)2005).
//
// They demonstrate both the strengths and the weaknesses of Phong lighting:
// if their appearance makes you ask "how could we do better than this?"
// then look into 'Cook-Torrance' shading methods, texture maps, bump maps,
// and beyond.
//
// Define names for each of our Phong Material Types:
var MATL_RED_PLASTIC = 1;
var MATL_GRN_PLASTIC = 2;
var MATL_BLU_PLASTIC = 3;
var MATL_BLACK_PLASTIC = 4;
var MATL_BLACK_RUBBER = 5;
var MATL_BRASS = 6;
var MATL_BRONZE_DULL = 7;
var MATL_BRONZE_SHINY = 8;
var MATL_CHROME = 9;
var MATL_COPPER_DULL = 10;
var MATL_COPPER_SHINY = 11;
var MATL_GOLD_DULL = 12;
var MATL_GOLD_SHINY = 13;
var MATL_PEWTER = 14;
var MATL_SILVER_DULL = 15;
var MATL_SILVER_SHINY = 16;
var MATL_EMERALD = 17;
var MATL_JADE = 18;
var MATL_OBSIDIAN = 19;
var MATL_PEARL = 20;
var MATL_RUBY = 21;
var MATL_TURQUOISE = 22;
var DEFAULT = 23; // (used for unrecognized material names)
/*
Create a material object by writing:
(where 'materialType' is one of the following MATL_*** above)
var material = new Material(materialType);
Access emissive, ambience, specular, diffuse, and shiny attributes by accessing the object
material.emissive[0] material.emissive[1] ....
material.ambient[0] material.ambient[1] ....
material.specular[0] material.specular[1] ....
material.diffuse[0] material.diffuse[1] ....
material.shiny <- this is a single floating point value
Your javascript would then have something like the following to set your shader values for lighting...
gl.uniform3f(u_Ke, material.emissive[0], material.emissive[1], material.emissive[2]);
etc....
*/
function PhongMaterial(materialType)
{
var K_emit = [];
var K_ambi = [];
var K_spec = [];
var K_diff = [];
var K_shiny = 0.0;
switch(materialType)
{
case MATL_RED_PLASTIC: // 1
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.1, 0.1, 0.1, 1.0);
K_diff.push(0.6, 0.0, 0.0, 1.0);
K_spec.push(0.6, 0.6, 0.6, 1.0);
K_shiny = 100.0;
break;
case MATL_GRN_PLASTIC: // 2
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.05, 0.05, 0.05, 1.0);
K_diff.push(0.0, 0.6, 0.0, 1.0);
K_spec.push(0.2, 0.2, 0.2, 1.0);
K_shiny = 60.0;
break;
case MATL_BLU_PLASTIC: // 3
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.05, 0.05, 0.05, 1.0);
K_diff.push(0.0, 0.2, 0.6, 1.0);
K_spec.push(0.1, 0.2, 0.3, 1.0);
K_shiny = 5.0;
break;
case MATL_BLACK_PLASTIC:
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.0, 0.0, 0.0, 1.0);
K_diff.push(0.01, 0.01, 0.01, 1.0);
K_spec.push(0.5, 0.5, 0.5, 1.0);
K_shiny = 32.0;
break;
case MATL_BLACK_RUBBER:
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.02, 0.02, 0.02, 1.0);
K_diff.push(0.01, 0.01, 0.01, 1.0);
K_spec.push(0.4, 0.4, 0.4, 1.0);
K_shiny = 10.0;
break;
case MATL_BRASS:
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.329412, 0.223529, 0.027451, 1.0);
K_diff.push(0.780392, 0.568627, 0.113725, 1.0);
K_spec.push(0.992157, 0.941176, 0.807843, 1.0);
K_shiny = 27.8974;
break;
case MATL_BRONZE_DULL:
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.2125, 0.1275, 0.054, 1.0);
K_diff.push(0.714, 0.4284, 0.18144, 1.0);
K_spec.push(0.393548, 0.271906, 0.166721, 1.0);
K_shiny = 25.6;
break;
case MATL_BRONZE_SHINY:
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.25, 0.148, 0.06475, 1.0);
K_diff.push(0.4, 0.2368, 0.1036, 1.0);
K_spec.push(0.774597, 0.458561, 0.200621, 1.0);
K_shiny = 76.8;
break;
case MATL_CHROME:
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.25, 0.25, 0.25, 1.0);
K_diff.push(0.4, 0.4, 0.4, 1.0);
K_spec.push(0.774597, 0.774597, 0.774597, 1.0);
K_shiny = 76.8;
break;
case MATL_COPPER_DULL:
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.19125, 0.0735, 0.0225, 1.0);
K_diff.push(0.7038, 0.27048, 0.0828, 1.0);
K_spec.push(0.256777, 0.137622, 0.086014, 1.0);
K_shiny = 12.8;
break;
case MATL_COPPER_SHINY:
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.2295, 0.08825, 0.0275, 1.0);
K_diff.push(0.5508, 0.2118, 0.066, 1.0);
K_spec.push(0.580594, 0.223257, 0.0695701, 1.0);
K_shiny = 51.2;
break;
case MATL_GOLD_DULL:
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.24725, 0.1995, 0.0745, 1.0);
K_diff.push(0.75164, 0.60648, 0.22648, 1.0);
K_spec.push(0.628281, 0.555802, 0.366065, 1.0);
K_shiny = 51.2;
break;
case MATL_GOLD_SHINY:
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.24725, 0.2245, 0.0645, 1.0);
K_diff.push(0.34615, 0.3143, 0.0903, 1.0);
K_spec.push(0.797357, 0.723991, 0.208006, 1.0);
K_shiny = 83.2;
break;
case MATL_PEWTER:
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.105882, 0.058824, 0.113725, 1.0);
K_diff.push(0.427451, 0.470588, 0.541176, 1.0);
K_spec.push(0.333333, 0.333333, 0.521569, 1.0);
K_shiny = 9.84615;
break;
case MATL_SILVER_DULL:
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.19225, 0.19225, 0.19225, 1.0);
K_diff.push(0.50754, 0.50754, 0.50754, 1.0);
K_spec.push(0.508273, 0.508273, 0.508273, 1.0);
K_shiny = 51.2;
break;
case MATL_SILVER_SHINY:
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.23125, 0.23125, 0.23125, 1.0);
K_diff.push(0.2775, 0.2775, 0.2775, 1.0);
K_spec.push(0.773911, 0.773911, 0.773911, 1.0);
K_shiny = 89.6;
break;
case MATL_EMERALD:
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.0215, 0.1745, 0.0215, 0.55);
K_diff.push(0.07568, 0.61424, 0.07568, 0.55);
K_spec.push(0.633, 0.727811, 0.633, 0.55);
K_shiny = 76.8;
break;
case MATL_JADE:
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.135, 0.2225, 0.1575, 0.95);
K_diff.push(0.54, 0.89, 0.63, 0.95);
K_spec.push(0.316228, 0.316228, 0.316228, 0.95);
K_shiny = 12.8;
break;
case MATL_OBSIDIAN:
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.05375, 0.05, 0.06625, 0.82);
K_diff.push(0.18275, 0.17, 0.22525, 0.82);
K_spec.push(0.332741, 0.328634, 0.346435, 0.82);
K_shiny = 38.4;
break;
case MATL_PEARL:
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.25, 0.20725, 0.20725, 0.922);
K_diff.push(1.0, 0.829, 0.829, 0.922);
K_spec.push(0.296648, 0.296648, 0.296648, 0.922);
K_shiny = 11.264;
break;
case MATL_RUBY:
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.1745, 0.01175, 0.01175, 0.55);
K_diff.push(0.61424, 0.04136, 0.04136, 0.55);
K_spec.push(0.727811, 0.626959, 0.626959, 0.55);
K_shiny = 76.8;
break;
case MATL_TURQUOISE: // 22
K_emit.push(0.0, 0.0, 0.0, 1.0);
K_ambi.push(0.1, 0.18725, 0.1745, 0.8);
K_diff.push(0.396, 0.74151, 0.69102, 0.8);
K_spec.push(0.297254, 0.30829, 0.306678, 0.8);
K_shiny = 12.8;
break;
default:
// ugly featureless (emissive-only) red:
K_emit.push(0.5, 0.0, 0.0, 1.0); // DEFAULT: ugly RED emissive light only
K_ambi.push(0.0, 0.0, 0.0, 1.0); // r,g,b,alpha ambient reflectance
K_diff.push(0.0, 0.0, 0.0, 1.0); // diffuse reflectance
K_spec.push(0.0, 0.0, 0.0, 1.0); // specular reflectance
K_shiny = 1.0; // Default (don't set specular exponent to zero!)
break;
}
return {emissive: K_emit, ambient: K_ambi, diffuse: K_diff, specular: K_spec, shiny: K_shiny};
}