16、渲染到纹理

创建日期:2024-06-21
更新日期:2025-01-12

<!DOCTYPE html>

<html>

<head>
    <meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
    <title>16_渲染到纹理</title>

    <script type="text/javascript" src="Oak3D_v_0_5.js"></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 vec3 uMaterialAmbientColor;
        uniform vec3 uMaterialDiffuseColor;
        uniform vec3 uMaterialSpecularColor;
        uniform float uMaterialShininess;
        uniform vec3 uMaterialEmissiveColor;

        uniform bool uShowSpecularHighlights;
        uniform bool uUseTextures;

        uniform vec3 uAmbientLightingColor;

        uniform vec3 uPointLightingLocation;
        uniform vec3 uPointLightingDiffuseColor;
        uniform vec3 uPointLightingSpecularColor;

        uniform sampler2D uSampler;

        void main(void) {
        vec3 ambientLightWeighting = uAmbientLightingColor;

        vec3 lightDirection = normalize(uPointLightingLocation - vPosition.xyz);
        vec3 normal = normalize(vTransformedNormal);

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

        float specularLightBrightness = pow(max(dot(reflectionDirection, eyeDirection), 0.0), uMaterialShininess);
        specularLightWeighting = uPointLightingSpecularColor * specularLightBrightness;
        }

        float diffuseLightBrightness = max(dot(normal, lightDirection), 0.0);
        vec3 diffuseLightWeighting = uPointLightingDiffuseColor * diffuseLightBrightness;

        vec3 materialAmbientColor = uMaterialAmbientColor;
        vec3 materialDiffuseColor = uMaterialDiffuseColor;
        vec3 materialSpecularColor = uMaterialSpecularColor;
        vec3 materialEmissiveColor = uMaterialEmissiveColor;
        float alpha = 1.0;
        if (uUseTextures) {
        vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
        materialAmbientColor = materialAmbientColor * textureColor.rgb;
        materialDiffuseColor = materialDiffuseColor * textureColor.rgb;
        materialEmissiveColor = materialEmissiveColor * textureColor.rgb;
        alpha = textureColor.a;
        }
        gl_FragColor = vec4(
        materialAmbientColor * ambientLightWeighting
        + materialDiffuseColor * diffuseLightWeighting
        + materialSpecularColor * specularLightWeighting
        + materialEmissiveColor,
        alpha
        );
        }
    </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 mat4 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 * vec4(aVertexNormal, 0.0)).xyz;
        }
    </script>

    <script type="text/javascript">

        var gl;

        function initGL(canvas) {
            try {
                gl = canvas.getContext("experimental-webgl");
                gl.viewportWidth = canvas.width;
                gl.viewportHeight = canvas.height;
            } catch (e) {
            }
            if (!gl) {
                alert("Could not initialise WebGL, sorry :-(");
            }
        }

        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;
        }

        var shaderProgram;

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

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

            shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
            gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);

            shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
            shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
            shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, "uNMatrix");
            shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");

            shaderProgram.materialAmbientColorUniform = gl.getUniformLocation(shaderProgram, "uMaterialAmbientColor");
            shaderProgram.materialDiffuseColorUniform = gl.getUniformLocation(shaderProgram, "uMaterialDiffuseColor");
            shaderProgram.materialSpecularColorUniform = gl.getUniformLocation(shaderProgram, "uMaterialSpecularColor");
            shaderProgram.materialShininessUniform = gl.getUniformLocation(shaderProgram, "uMaterialShininess");
            shaderProgram.materialEmissiveColorUniform = gl.getUniformLocation(shaderProgram, "uMaterialEmissiveColor");
            shaderProgram.showSpecularHighlightsUniform = gl.getUniformLocation(shaderProgram, "uShowSpecularHighlights");
            shaderProgram.useTexturesUniform = gl.getUniformLocation(shaderProgram, "uUseTextures");
            shaderProgram.ambientLightingColorUniform = gl.getUniformLocation(shaderProgram, "uAmbientLightingColor");
            shaderProgram.pointLightingLocationUniform = gl.getUniformLocation(shaderProgram, "uPointLightingLocation");
            shaderProgram.pointLightingSpecularColorUniform = gl.getUniformLocation(shaderProgram, "uPointLightingSpecularColor");
            shaderProgram.pointLightingDiffuseColorUniform = gl.getUniformLocation(shaderProgram, "uPointLightingDiffuseColor");
        }

        function handleLoadedTexture(texture) {
            gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
            gl.bindTexture(gl.TEXTURE_2D, texture);
            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_MIPMAP_NEAREST);
            gl.generateMipmap(gl.TEXTURE_2D);

            gl.bindTexture(gl.TEXTURE_2D, null);
        }

        var moonTexture;
        var crateTexture;

        function initTextures() {
            moonTexture = gl.createTexture();
            moonTexture.image = new Image();
            moonTexture.image.onload = function () {
                handleLoadedTexture(moonTexture)
            }
            moonTexture.image.src = "moon.gif";

            crateTexture = gl.createTexture();
            crateTexture.image = new Image();
            crateTexture.image.onload = function () {
                handleLoadedTexture(crateTexture)
            }
            crateTexture.image.src = "crate.gif";
        }

        var mvMatrix = new okMat4();
        var mvMatrixStack = [];
        var pMatrix = new okMat4();

        function mvPushMatrix() {
            var copy = new okMat4();
            mvMatrix.clone(copy);
            mvMatrixStack.push(copy);
        }

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

        function setMatrixUniforms() {
            gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix.toArray());
            gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix.toArray());

            var normalMatrix = mvMatrix.inverse().transpose();
            gl.uniformMatrix4fv(shaderProgram.nMatrixUniform, false, normalMatrix.toArray());
        }

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

        var rttFramebuffer;
        var rttTexture;

        function initTextureFramebuffer() {
            rttFramebuffer = gl.createFramebuffer();
            gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);
            rttFramebuffer.width = 512;
            rttFramebuffer.height = 512;

            rttTexture = gl.createTexture();
            gl.bindTexture(gl.TEXTURE_2D, rttTexture);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
            gl.generateMipmap(gl.TEXTURE_2D);

            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, rttFramebuffer.width, rttFramebuffer.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);

            var renderbuffer = gl.createRenderbuffer();
            gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
            gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, rttFramebuffer.width, rttFramebuffer.height);

            gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, rttTexture, 0);
            gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);

            gl.bindTexture(gl.TEXTURE_2D, null);
            gl.bindRenderbuffer(gl.RENDERBUFFER, null);
            gl.bindFramebuffer(gl.FRAMEBUFFER, null);
        }

        var cubeVertexPositionBuffer;
        var cubeVertexNormalBuffer;
        var cubeVertexTextureCoordBuffer;
        var cubeVertexIndexBuffer;

        var moonVertexPositionBuffer;
        var moonVertexNormalBuffer;
        var moonVertexTextureCoordBuffer;
        var moonVertexIndexBuffer;

        var laptopScreenVertexPositionBuffer;
        var laptopScreenVertexNormalBuffer;
        var laptopScreenVertexTextureCoordBuffer;

        function initBuffers() {
            cubeVertexPositionBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
            vertices = [
                // Front face
                -1.0, -1.0, 1.0,
                 1.0, -1.0, 1.0,
                 1.0, 1.0, 1.0,
                -1.0, 1.0, 1.0,

                // Back face
                -1.0, -1.0, -1.0,
                -1.0, 1.0, -1.0,
                 1.0, 1.0, -1.0,
                 1.0, -1.0, -1.0,

                // Top face
                -1.0, 1.0, -1.0,
                -1.0, 1.0, 1.0,
                 1.0, 1.0, 1.0,
                 1.0, 1.0, -1.0,

                // Bottom face
                -1.0, -1.0, -1.0,
                 1.0, -1.0, -1.0,
                 1.0, -1.0, 1.0,
                -1.0, -1.0, 1.0,

                // Right face
                 1.0, -1.0, -1.0,
                 1.0, 1.0, -1.0,
                 1.0, 1.0, 1.0,
                 1.0, -1.0, 1.0,

                // Left face
                -1.0, -1.0, -1.0,
                -1.0, -1.0, 1.0,
                -1.0, 1.0, 1.0,
                -1.0, 1.0, -1.0,
            ];
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
            cubeVertexPositionBuffer.itemSize = 3;
            cubeVertexPositionBuffer.numItems = 24;

            cubeVertexNormalBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexNormalBuffer);
            var vertexNormals = [
                // Front face
                 0.0, 0.0, 1.0,
                 0.0, 0.0, 1.0,
                 0.0, 0.0, 1.0,
                 0.0, 0.0, 1.0,

                // Back face
                 0.0, 0.0, -1.0,
                 0.0, 0.0, -1.0,
                 0.0, 0.0, -1.0,
                 0.0, 0.0, -1.0,

                // Top face
                 0.0, 1.0, 0.0,
                 0.0, 1.0, 0.0,
                 0.0, 1.0, 0.0,
                 0.0, 1.0, 0.0,

                // Bottom face
                 0.0, -1.0, 0.0,
                 0.0, -1.0, 0.0,
                 0.0, -1.0, 0.0,
                 0.0, -1.0, 0.0,

                // Right face
                 1.0, 0.0, 0.0,
                 1.0, 0.0, 0.0,
                 1.0, 0.0, 0.0,
                 1.0, 0.0, 0.0,

                // Left face
                -1.0, 0.0, 0.0,
                -1.0, 0.0, 0.0,
                -1.0, 0.0, 0.0,
                -1.0, 0.0, 0.0,
            ];
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
            cubeVertexNormalBuffer.itemSize = 3;
            cubeVertexNormalBuffer.numItems = 24;

            cubeVertexTextureCoordBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer);
            var textureCoords = [
                // Front face
                0.0, 0.0,
                1.0, 0.0,
                1.0, 1.0,
                0.0, 1.0,

                // Back face
                1.0, 0.0,
                1.0, 1.0,
                0.0, 1.0,
                0.0, 0.0,

                // Top face
                0.0, 1.0,
                0.0, 0.0,
                1.0, 0.0,
                1.0, 1.0,

                // Bottom face
                1.0, 1.0,
                0.0, 1.0,
                0.0, 0.0,
                1.0, 0.0,

                // Right face
                1.0, 0.0,
                1.0, 1.0,
                0.0, 1.0,
                0.0, 0.0,

                // Left face
                0.0, 0.0,
                1.0, 0.0,
                1.0, 1.0,
                0.0, 1.0
            ];
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
            cubeVertexTextureCoordBuffer.itemSize = 2;
            cubeVertexTextureCoordBuffer.numItems = 24;

            cubeVertexIndexBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
            var cubeVertexIndices = [
                0, 1, 2, 0, 2, 3,    // Front face
                4, 5, 6, 4, 6, 7,    // Back face
                8, 9, 10, 8, 10, 11,  // Top face
                12, 13, 14, 12, 14, 15, // Bottom face
                16, 17, 18, 16, 18, 19, // Right face
                20, 21, 22, 20, 22, 23  // Left face
            ];
            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeVertexIndices), gl.STATIC_DRAW);
            cubeVertexIndexBuffer.itemSize = 1;
            cubeVertexIndexBuffer.numItems = 36;

            var latitudeBands = 30;
            var longitudeBands = 30;
            var radius = 1;

            var vertexPositionData = [];
            var normalData = [];
            var textureCoordData = [];
            for (var latNumber = 0; latNumber <= latitudeBands; latNumber++) {
                var theta = latNumber * Math.PI / latitudeBands;
                var sinTheta = Math.sin(theta);
                var cosTheta = Math.cos(theta);

                for (var longNumber = 0; longNumber <= longitudeBands; longNumber++) {
                    var phi = longNumber * 2 * Math.PI / longitudeBands;
                    var sinPhi = Math.sin(phi);
                    var cosPhi = Math.cos(phi);

                    var x = cosPhi * sinTheta;
                    var y = cosTheta;
                    var z = sinPhi * sinTheta;
                    var u = 1 - (longNumber / longitudeBands);
                    var v = 1 - (latNumber / latitudeBands);

                    normalData.push(x);
                    normalData.push(y);
                    normalData.push(z);
                    textureCoordData.push(u);
                    textureCoordData.push(v);
                    vertexPositionData.push(radius * x);
                    vertexPositionData.push(radius * y);
                    vertexPositionData.push(radius * z);
                }
            }

            var indexData = [];
            for (var latNumber = 0; latNumber < latitudeBands; latNumber++) {
                for (var longNumber = 0; longNumber < longitudeBands; longNumber++) {
                    var first = (latNumber * (longitudeBands + 1)) + longNumber;
                    var second = first + longitudeBands + 1;
                    indexData.push(first);
                    indexData.push(second);
                    indexData.push(first + 1);

                    indexData.push(second);
                    indexData.push(second + 1);
                    indexData.push(first + 1);
                }
            }

            moonVertexNormalBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexNormalBuffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normalData), gl.STATIC_DRAW);
            moonVertexNormalBuffer.itemSize = 3;
            moonVertexNormalBuffer.numItems = normalData.length / 3;

            moonVertexTextureCoordBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexTextureCoordBuffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordData), gl.STATIC_DRAW);
            moonVertexTextureCoordBuffer.itemSize = 2;
            moonVertexTextureCoordBuffer.numItems = textureCoordData.length / 2;

            moonVertexPositionBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexPositionBuffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPositionData), gl.STATIC_DRAW);
            moonVertexPositionBuffer.itemSize = 3;
            moonVertexPositionBuffer.numItems = vertexPositionData.length / 3;

            moonVertexIndexBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, moonVertexIndexBuffer);
            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData), gl.STREAM_DRAW);
            moonVertexIndexBuffer.itemSize = 1;
            moonVertexIndexBuffer.numItems = indexData.length;

            laptopScreenVertexPositionBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, laptopScreenVertexPositionBuffer);
            vertices = [
                 0.580687, 0.659, 0.813106,
                -0.580687, 0.659, 0.813107,
                 0.580687, 0.472, 0.113121,
                -0.580687, 0.472, 0.113121,
            ];
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
            laptopScreenVertexPositionBuffer.itemSize = 3;
            laptopScreenVertexPositionBuffer.numItems = 4;

            laptopScreenVertexNormalBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, laptopScreenVertexNormalBuffer);
            var vertexNormals = [
                 0.000000, -0.965926, 0.258819,
                 0.000000, -0.965926, 0.258819,
                 0.000000, -0.965926, 0.258819,
                 0.000000, -0.965926, 0.258819,
            ];
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
            laptopScreenVertexNormalBuffer.itemSize = 3;
            laptopScreenVertexNormalBuffer.numItems = 4;

            laptopScreenVertexTextureCoordBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, laptopScreenVertexTextureCoordBuffer);
            var textureCoords = [
                1.0, 1.0,
                0.0, 1.0,
                1.0, 0.0,
                0.0, 0.0,
            ];
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
            laptopScreenVertexTextureCoordBuffer.itemSize = 2;
            laptopScreenVertexTextureCoordBuffer.numItems = 4;
        }

        var laptopVertexPositionBuffer;
        var laptopVertexNormalBuffer;
        var laptopVertexTextureCoordBuffer;
        var laptopVertexIndexBuffer;

        function handleLoadedLaptop(laptopData) {
            laptopVertexNormalBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, laptopVertexNormalBuffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(laptopData.vertexNormals), gl.STATIC_DRAW);
            laptopVertexNormalBuffer.itemSize = 3;
            laptopVertexNormalBuffer.numItems = laptopData.vertexNormals.length / 3;

            laptopVertexTextureCoordBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, laptopVertexTextureCoordBuffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(laptopData.vertexTextureCoords), gl.STATIC_DRAW);
            laptopVertexTextureCoordBuffer.itemSize = 2;
            laptopVertexTextureCoordBuffer.numItems = laptopData.vertexTextureCoords.length / 2;

            laptopVertexPositionBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, laptopVertexPositionBuffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(laptopData.vertexPositions), gl.STATIC_DRAW);
            laptopVertexPositionBuffer.itemSize = 3;
            laptopVertexPositionBuffer.numItems = laptopData.vertexPositions.length / 3;

            laptopVertexIndexBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, laptopVertexIndexBuffer);
            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(laptopData.indices), gl.STREAM_DRAW);
            laptopVertexIndexBuffer.itemSize = 1;
            laptopVertexIndexBuffer.numItems = laptopData.indices.length;
        }

        function loadLaptop() {
            var request = new XMLHttpRequest();
            request.open("GET", "macbook.json");
            request.onreadystatechange = function () {
                if (request.readyState == 4) {
                    handleLoadedLaptop(JSON.parse(request.responseText));
                }
            }
            request.send();
        }

        var laptopScreenAspectRatio = 1.66;

        var moonAngle = 180;
        var cubeAngle = 0;

        function drawSceneOnLaptopScreen() {
            gl.viewport(0, 0, rttFramebuffer.width, rttFramebuffer.height);
            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

            pMatrix = okMat4Proj(45, laptopScreenAspectRatio, 0.1, 100.0);

            gl.uniform1i(shaderProgram.showSpecularHighlightsUniform, false);
            gl.uniform3f(shaderProgram.ambientLightingColorUniform, 0.2, 0.2, 0.2);
            gl.uniform3f(shaderProgram.pointLightingLocationUniform, 0, 0, -5);
            gl.uniform3f(shaderProgram.pointLightingDiffuseColorUniform, 0.8, 0.8, 0.8);

            gl.uniform1i(shaderProgram.showSpecularHighlightsUniform, false);
            gl.uniform1i(shaderProgram.useTexturesUniform, true);

            gl.uniform3f(shaderProgram.materialAmbientColorUniform, 1.0, 1.0, 1.0);
            gl.uniform3f(shaderProgram.materialDiffuseColorUniform, 1.0, 1.0, 1.0);
            gl.uniform3f(shaderProgram.materialSpecularColorUniform, 0.0, 0.0, 0.0);
            gl.uniform1f(shaderProgram.materialShininessUniform, 0);
            gl.uniform3f(shaderProgram.materialEmissiveColorUniform, 0.0, 0.0, 0.0);

            mvMatrix.identity();

            mvMatrix.translate(OAK.SPACE_LOCAL, 0, 0, -5, true);
            mvMatrix.rotX(OAK.SPACE_LOCAL, 30, true);

            mvPushMatrix();
            mvMatrix.rotY(OAK.SPACE_LOCAL, moonAngle, true);
            mvMatrix.translate(OAK.SPACE_LOCAL, 2, 0, 0, true);

            gl.activeTexture(gl.TEXTURE0);
            gl.bindTexture(gl.TEXTURE_2D, moonTexture);
            gl.uniform1i(shaderProgram.samplerUniform, 0);

            gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexPositionBuffer);
            gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, moonVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);

            gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexTextureCoordBuffer);
            gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, moonVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);

            gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexNormalBuffer);
            gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, moonVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);

            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, moonVertexIndexBuffer);
            setMatrixUniforms();
            gl.drawElements(gl.TRIANGLES, moonVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
            mvPopMatrix();

            mvPushMatrix();
            mvMatrix.rotY(OAK.SPACE_LOCAL, cubeAngle, true);
            mvMatrix.translate(OAK.SPACE_LOCAL, 1.25, 0, 0, true);

            gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
            gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, cubeVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);

            gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexNormalBuffer);
            gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, cubeVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);

            gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer);
            gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, cubeVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);

            gl.activeTexture(gl.TEXTURE0);
            gl.bindTexture(gl.TEXTURE_2D, crateTexture);
            gl.uniform1i(shaderProgram.samplerUniform, 0);

            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
            setMatrixUniforms();
            gl.drawElements(gl.TRIANGLES, cubeVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
            mvPopMatrix();

            gl.bindTexture(gl.TEXTURE_2D, rttTexture);
            gl.generateMipmap(gl.TEXTURE_2D);
            gl.bindTexture(gl.TEXTURE_2D, null);
        }

        var laptopAngle = 0;

        function drawScene() {
            gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);
            drawSceneOnLaptopScreen();

            gl.bindFramebuffer(gl.FRAMEBUFFER, null);

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

            pMatrix = okMat4Proj(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0);

            mvMatrix.identity();

            mvPushMatrix();

            mvMatrix.translate(OAK.SPACE_LOCAL, 0, -0.4, -2.2, true);
            mvMatrix.rotY(OAK.SPACE_LOCAL, laptopAngle, true);
            mvMatrix.rotX(OAK.SPACE_LOCAL, -90, true);

            gl.uniform1i(shaderProgram.showSpecularHighlightsUniform, true);
            gl.uniform3f(shaderProgram.pointLightingLocationUniform, -1, 2, -1);

            gl.uniform3f(shaderProgram.ambientLightingColorUniform, 0.2, 0.2, 0.2);
            gl.uniform3f(shaderProgram.pointLightingDiffuseColorUniform, 0.8, 0.8, 0.8);
            gl.uniform3f(shaderProgram.pointLightingSpecularColorUniform, 0.8, 0.8, 0.8);

            // The laptop body is quite shiny and has no texture.  It reflects lots of specular light
            gl.uniform3f(shaderProgram.materialAmbientColorUniform, 1.0, 1.0, 1.0);
            gl.uniform3f(shaderProgram.materialDiffuseColorUniform, 1.0, 1.0, 1.0);
            gl.uniform3f(shaderProgram.materialSpecularColorUniform, 1.5, 1.5, 1.5);
            gl.uniform1f(shaderProgram.materialShininessUniform, 5);
            gl.uniform3f(shaderProgram.materialEmissiveColorUniform, 0.0, 0.0, 0.0);
            gl.uniform1i(shaderProgram.useTexturesUniform, false);

            if (laptopVertexPositionBuffer) {
                gl.bindBuffer(gl.ARRAY_BUFFER, laptopVertexPositionBuffer);
                gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, laptopVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);

                gl.bindBuffer(gl.ARRAY_BUFFER, laptopVertexTextureCoordBuffer);
                gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, laptopVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);

                gl.bindBuffer(gl.ARRAY_BUFFER, laptopVertexNormalBuffer);
                gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, laptopVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);

                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, laptopVertexIndexBuffer);
                setMatrixUniforms();
                gl.drawElements(gl.TRIANGLES, laptopVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
            }

            gl.uniform3f(shaderProgram.materialAmbientColorUniform, 0.0, 0.0, 0.0);
            gl.uniform3f(shaderProgram.materialDiffuseColorUniform, 0.0, 0.0, 0.0);
            gl.uniform3f(shaderProgram.materialSpecularColorUniform, 0.5, 0.5, 0.5);
            gl.uniform1f(shaderProgram.materialShininessUniform, 20);
            gl.uniform3f(shaderProgram.materialEmissiveColorUniform, 1.5, 1.5, 1.5);
            gl.uniform1i(shaderProgram.useTexturesUniform, true);

            gl.bindBuffer(gl.ARRAY_BUFFER, laptopScreenVertexPositionBuffer);
            gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, laptopScreenVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);

            gl.bindBuffer(gl.ARRAY_BUFFER, laptopScreenVertexNormalBuffer);
            gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, laptopScreenVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);

            gl.bindBuffer(gl.ARRAY_BUFFER, laptopScreenVertexTextureCoordBuffer);
            gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, laptopScreenVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);

            gl.activeTexture(gl.TEXTURE0);
            gl.bindTexture(gl.TEXTURE_2D, rttTexture);
            gl.uniform1i(shaderProgram.samplerUniform, 0);

            setMatrixUniforms();
            gl.drawArrays(gl.TRIANGLE_STRIP, 0, laptopScreenVertexPositionBuffer.numItems);

            mvPopMatrix();
        }

        var lastTime = 0;

        function animate() {
            var timeNow = new Date().getTime();
            if (lastTime != 0) {
                var elapsed = timeNow - lastTime;

                moonAngle += 0.05 * elapsed;
                cubeAngle += 0.05 * elapsed;

                laptopAngle -= 0.005 * elapsed;
            }
            lastTime = timeNow;
        }

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

        function webGLStart() {
            var canvas = document.getElementById("lesson16-canvas");
            initGL(canvas);
            initTextureFramebuffer();
            initShaders();
            initBuffers();
            initTextures();
            loadLaptop();

            gl.clearColor(0.0, 0.0, 0.0, 1.0);
            gl.enable(gl.DEPTH_TEST);

            tick();
        }
    </script>
</head>

<body onload="webGLStart();">
    <canvas id="lesson16-canvas" style="border: none;" width="500" height="500"></canvas>
</body>

</html>