Problem: Lighting a textured cube

Hi everybody,
I’m new on WebGL so I have some problems doing my task. I have a textured cube and I have to light it.
There are the HTML and JS.


<!DOCTYPE html>
<html>

<button id = "ButtonX">Rotate X</button>
<button id = "ButtonY">Rotate Y</button>
<button id = "ButtonZ">Rotate Z</button>
<button id = "ButtonT">Toggle Rotation</button>


<script id="vertex-shader" type="x-shader/x-vertex">

attribute  vec4 vPosition;
//attribute  vec4 vColor;
attribute  vec2 vTexCoord;
attribute  vec3 vNormal;

varying vec4 fColor;
varying vec2 fTexCoord;

uniform vec3 theta;
uniform vec4 ambientProduct, diffuseProduct, specularProduct;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec4 lightPosition;
uniform float shininess;

void main()
{
    // Compute the sines and cosines of theta for each of
    //   the three axes in one computation.
    vec3 angles = radians( theta );
    vec3 c = cos( angles );
    vec3 s = sin( angles );

    // Remeber: thse matrices are column-major
    mat4 rx = mat4( 1.0,  0.0,  0.0, 0.0,
		    0.0,  c.x,  s.x, 0.0,
		    0.0, -s.x,  c.x, 0.0,
		    0.0,  0.0,  0.0, 1.0 );

    mat4 ry = mat4( c.y, 0.0, -s.y, 0.0,
		    0.0, 1.0,  0.0, 0.0,
		    s.y, 0.0,  c.y, 0.0,
		    0.0, 0.0,  0.0, 1.0 );


    mat4 rz = mat4( c.z, s.z, 0.0, 0.0,
		    -s.z,  c.z, 0.0, 0.0,
		    0.0,  0.0, 1.0, 0.0,
		    0.0,  0.0, 0.0, 1.0 );

	
	
	vec3 pos = -(modelViewMatrix * vPosition).xyz;
    vec3 light = lightPosition.xyz;
    vec3 L = normalize( light - pos );

	
    vec3 E = normalize( -pos );
    vec3 H = normalize( L + E );
    
    vec4 NN = vec4(vNormal,0);

    // Transform vertex normal into eye coordinates
       
    vec3 N = normalize( (modelViewMatrix*NN).xyz);

    // Compute terms in the illumination equation
    vec4 ambient = ambientProduct;

    float Kd = max( dot(L, N), 0.0 );
    vec4  diffuse = Kd*diffuseProduct;

    float Ks = pow( max(dot(N, H), 0.0), shininess );
    vec4  specular = Ks * specularProduct;
    
    if( dot(L, N) < 0.0 ) {
	specular = vec4(0.0, 0.0, 0.0, 1.0);
    } 
	
	
//    fColor = vColor;
    fTexCoord = vTexCoord;
 //   gl_Position = rz * ry * rx * vPosition;
//    gl_Position.z = -gl_Position.z;
	
	
	gl_Position = projectionMatrix * modelViewMatrix * vPosition;
	fColor = ambient + diffuse + specular;
	fColor.a = 1.0;
}
</script>

<script id="fragment-shader" type="x-shader/x-fragment">

precision mediump float;

varying vec4 fColor;
varying  vec2 fTexCoord;

uniform sampler2D Tex0;
uniform sampler2D Tex1;

void
main()
{
    gl_FragColor = fColor*(texture2D(Tex0, fTexCoord)*texture2D(Tex1, fTexCoord));

}
</script>

<script type="text/javascript" src="../Common/webgl-utils.js"></script>
<script type="text/javascript" src="../Common/initShaders.js"></script>
<script type="text/javascript" src="../Common/MV.js"></script>
<script type="text/javascript" src="Homework1.js"></script>

<body>
<canvas id="gl-canvas" width="1024" height="1024">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>
</body>
</html>



"use strict";

var canvas;
var gl;

var numVertices  = 36;

var texSize = 256;
var numChecks = 8;

var program;

var texture1, texture2;
var t1, t2;

var c;

var flag = true;

var image1 = new Uint8Array(4*texSize*texSize);

    for ( var i = 0; i < texSize; i++ ) {
        for ( var j = 0; j <texSize; j++ ) {
            var patchx = Math.floor(i/(texSize/numChecks));
            var patchy = Math.floor(j/(texSize/numChecks));
            if(patchx%2 ^ patchy%2) c = 255;
            else c = 0;
            //c = 255*(((i & 0x8) == 0) ^ ((j & 0x8)  == 0))
            image1[4*i*texSize+4*j] = c;
            image1[4*i*texSize+4*j+1] = c;
            image1[4*i*texSize+4*j+2] = c;
            image1[4*i*texSize+4*j+3] = 255;
        }
    }

var image2 = new Uint8Array(4*texSize*texSize);

    // Create a checkerboard pattern
    for ( var i = 0; i < texSize; i++ ) {
        for ( var j = 0; j <texSize; j++ ) {
            image2[4*i*texSize+4*j] = 127+127*Math.sin(0.1*i*j);
            image2[4*i*texSize+4*j+1] = 127+127*Math.sin(0.1*i*j);
            image2[4*i*texSize+4*j+2] = 127+127*Math.sin(0.1*i*j);
            image2[4*i*texSize+4*j+3] = 255;
           }
    }

var pointsArray = [];
var colorsArray = [];
var texCoordsArray = [];
var normalsArray = [];

var texCoord = [
    vec2(0, 0),
    vec2(0, 1),
    vec2(1, 1),
    vec2(1, 0)
];

var vertices = [
    vec4( -0.5, -0.5,  0.5, 1.0 ),
    vec4( -0.5,  0.5,  0.5, 1.0 ),
    vec4( 0.5,  0.5,  0.5, 1.0 ),
    vec4( 0.5, -0.5,  0.5, 1.0 ),
    vec4( -0.5, -0.5, -0.5, 1.0 ),
    vec4( -0.5,  0.5, -0.5, 1.0 ),
    vec4( 0.5,  0.5, -0.5, 1.0 ),
    vec4( 0.5, -0.5, -0.5, 1.0 )
];

var vertexColors = [
    vec4( 0.0, 0.0, 0.0, 1.0 ),  // black
    vec4( 1.0, 0.0, 0.0, 1.0 ),  // red
    vec4( 1.0, 1.0, 0.0, 1.0 ),  // yellow
    vec4( 0.0, 1.0, 0.0, 1.0 ),  // green
    vec4( 0.0, 0.0, 1.0, 1.0 ),  // blue
    vec4( 1.0, 0.0, 1.0, 1.0 ),  // magenta
    vec4( 0.0, 1.0, 1.0, 1.0 ),  // white
    vec4( 0.0, 1.0, 1.0, 1.0 )   // cyan
];

var lightPosition = vec4(1.0, 1.0, 1.0, 0.0 );
var lightAmbient = vec4(0.2, 0.2, 0.2, 1.0 );
var lightDiffuse = vec4( 1.0, 1.0, 1.0, 1.0 );
var lightSpecular = vec4( 1.0, 1.0, 1.0, 1.0 );

var materialAmbient = vec4( 1.0, 0.0, 1.0, 1.0 );
var materialDiffuse = vec4( 1.0, 0.8, 0.0, 1.0);
var materialSpecular = vec4( 1.0, 0.8, 0.0, 1.0 );
var materialShininess = 100.0;

var ambientColor, diffuseColor, specularColor;
var modelView, projection;
var viewerPos;
var xAxis = 0;
var yAxis = 1;
var zAxis = 2;
var axis = xAxis;

var theta = [45.0, 45.0, 45.0];

var thetaLoc;

function configureTexture() {
    texture1 = gl.createTexture();
    gl.bindTexture( gl.TEXTURE_2D, texture1 );
    gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, image1);
    gl.generateMipmap( gl.TEXTURE_2D );
    gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER,
                      gl.NEAREST_MIPMAP_LINEAR );
    gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);

    texture2 = gl.createTexture();
    gl.bindTexture( gl.TEXTURE_2D, texture2 );
    gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, image2);
    gl.generateMipmap( gl.TEXTURE_2D );
    gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER,
                      gl.NEAREST_MIPMAP_LINEAR );
    gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
}

function quad(a, b, c, d) {
     
	 var t1 = subtract(vertices[b], vertices[a]);
     var t2 = subtract(vertices[c], vertices[b]);
     var normal = cross(t1, t2);
     var normal = vec3(normal);
     normal = normalize(normal);
	 
	 pointsArray.push(vertices[a]);
     colorsArray.push(vertexColors[a]);
     texCoordsArray.push(texCoord[0]);
	 normalsArray.push(normal);

     pointsArray.push(vertices[b]);
     colorsArray.push(vertexColors[a]);
     texCoordsArray.push(texCoord[1]);
	 normalsArray.push(normal);

     pointsArray.push(vertices[c]);
     colorsArray.push(vertexColors[a]);
     texCoordsArray.push(texCoord[2]);
	 normalsArray.push(normal);

     pointsArray.push(vertices[a]);
     colorsArray.push(vertexColors[a]);
     texCoordsArray.push(texCoord[0]);
	 normalsArray.push(normal);

     pointsArray.push(vertices[c]);
     colorsArray.push(vertexColors[a]);
     texCoordsArray.push(texCoord[2]);
	 normalsArray.push(normal);

     pointsArray.push(vertices[d]);
     colorsArray.push(vertexColors[a]);
     texCoordsArray.push(texCoord[3]);
	 normalsArray.push(normal);

}

function colorCube()
{
    quad( 1, 0, 3, 2 );
    quad( 2, 3, 7, 6 );
    quad( 3, 0, 4, 7 );
    quad( 6, 5, 1, 2 );
    quad( 4, 5, 6, 7 );
    quad( 5, 4, 0, 1 );
}


window.onload = function init() {

    canvas = document.getElementById( "gl-canvas" );
	
    gl = WebGLUtils.setupWebGL( canvas );
    if ( !gl ) { alert( "WebGL isn't available" ); }

    gl.viewport( 0, 0, canvas.width, canvas.height );
    gl.clearColor( 1.0, 1.0, 1.0, 1.0 );

    gl.enable(gl.DEPTH_TEST);

    //
    //  Load shaders and initialize attribute buffers
    //
    program = initShaders( gl, "vertex-shader", "fragment-shader" );
    gl.useProgram( program );

    colorCube();

    var nBuffer = gl.createBuffer();
    gl.bindBuffer( gl.ARRAY_BUFFER, nBuffer );
    gl.bufferData( gl.ARRAY_BUFFER, flatten(normalsArray), gl.STATIC_DRAW );

    var vNormal = gl.getAttribLocation( program, "vNormal" );
    gl.vertexAttribPointer( vNormal, 3, gl.FLOAT, false, 0, 0 );
    gl.enableVertexAttribArray( vNormal );
	
	var cBuffer = gl.createBuffer();
    gl.bindBuffer( gl.ARRAY_BUFFER, cBuffer );
    gl.bufferData( gl.ARRAY_BUFFER, flatten(colorsArray), gl.STATIC_DRAW );

    var vColor = gl.getAttribLocation( program, "vColor" );
    gl.vertexAttribPointer( vColor, 4, gl.FLOAT, false, 0, 0 );
    gl.enableVertexAttribArray( vColor );

    var vBuffer = gl.createBuffer();
    gl.bindBuffer( gl.ARRAY_BUFFER, vBuffer);
    gl.bufferData( gl.ARRAY_BUFFER, flatten(pointsArray), gl.STATIC_DRAW );

    var vPosition = gl.getAttribLocation( program, "vPosition" );
    gl.vertexAttribPointer( vPosition, 4, gl.FLOAT, false, 0, 0 );
    gl.enableVertexAttribArray( vPosition );

    var tBuffer = gl.createBuffer();
    gl.bindBuffer( gl.ARRAY_BUFFER, tBuffer);
    gl.bufferData( gl.ARRAY_BUFFER, flatten(texCoordsArray), gl.STATIC_DRAW );

    var vTexCoord = gl.getAttribLocation( program, "vTexCoord" );
    gl.vertexAttribPointer( vTexCoord, 2, gl.FLOAT, false, 0, 0 );
    gl.enableVertexAttribArray( vTexCoord );




    configureTexture();

    gl.activeTexture( gl.TEXTURE0 );
    gl.bindTexture( gl.TEXTURE_2D, texture1 );
    gl.uniform1i(gl.getUniformLocation( program, "Tex0"), 0);

    gl.activeTexture( gl.TEXTURE1 );
    gl.bindTexture( gl.TEXTURE_2D, texture2 );
    gl.uniform1i(gl.getUniformLocation( program, "Tex1"), 1);

    thetaLoc = gl.getUniformLocation(program, "theta");
	
	viewerPos = vec3(0.0, 0.0, -20.0 );

    projection = ortho(-1, 1, -1, 1, -100, 100);

    var ambientProduct = mult(lightAmbient, materialAmbient);
    var diffuseProduct = mult(lightDiffuse, materialDiffuse);
    var specularProduct = mult(lightSpecular, materialSpecular);


 document.getElementById("ButtonX").onclick = function(){axis = xAxis;};
 document.getElementById("ButtonY").onclick = function(){axis = yAxis;};
 document.getElementById("ButtonZ").onclick = function(){axis = zAxis;};
 document.getElementById("ButtonT").onclick = function(){flag = !flag;};
 
	
	gl.uniform4fv(gl.getUniformLocation(program, "ambientProduct"),
       flatten(ambientProduct));
    gl.uniform4fv(gl.getUniformLocation(program, "diffuseProduct"),
       flatten(diffuseProduct) );
    gl.uniform4fv(gl.getUniformLocation(program, "specularProduct"),
       flatten(specularProduct) );
    gl.uniform4fv(gl.getUniformLocation(program, "lightPosition"),
       flatten(lightPosition) );

    gl.uniform1f(gl.getUniformLocation(program,
       "shininess"),materialShininess);

    gl.uniformMatrix4fv( gl.getUniformLocation(program, "projectionMatrix"),
       false, flatten(projection));

	   
    render();
}

var render = function() {
    gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    if(flag) theta[axis] += 2.0;
    gl.uniform3fv(thetaLoc, theta);
    gl.drawArrays( gl.TRIANGLES, 0, numVertices );
    requestAnimFrame(render);
}


There are some errors that I’m not understanding…infact in this case I don’t see nothing (but there are also other errors…), but the original cube is this:


<!DOCTYPE html>
<html>

<button id = "ButtonX">Rotate X</button>
<button id = "ButtonY">Rotate Y</button>
<button id = "ButtonZ">Rotate Z</button>
<button id = "ButtonT">Toggle Rotation</button>


<script id="vertex-shader" type="x-shader/x-vertex">

attribute  vec4 vPosition;
attribute  vec4 vColor;
attribute  vec2 vTexCoord;

varying vec4 fColor;
varying vec2 fTexCoord;

uniform vec3 theta;

void main()
{
    // Compute the sines and cosines of theta for each of
    //   the three axes in one computation.
    vec3 angles = radians( theta );
    vec3 c = cos( angles );
    vec3 s = sin( angles );

    // Remeber: thse matrices are column-major
    mat4 rx = mat4( 1.0,  0.0,  0.0, 0.0,
		    0.0,  c.x,  s.x, 0.0,
		    0.0, -s.x,  c.x, 0.0,
		    0.0,  0.0,  0.0, 1.0 );

    mat4 ry = mat4( c.y, 0.0, -s.y, 0.0,
		    0.0, 1.0,  0.0, 0.0,
		    s.y, 0.0,  c.y, 0.0,
		    0.0, 0.0,  0.0, 1.0 );


    mat4 rz = mat4( c.z, s.z, 0.0, 0.0,
		    -s.z,  c.z, 0.0, 0.0,
		    0.0,  0.0, 1.0, 0.0,
		    0.0,  0.0, 0.0, 1.0 );

    fColor = vColor;
    fTexCoord = vTexCoord;
    gl_Position = rz * ry * rx * vPosition;
    gl_Position.z = -gl_Position.z;
}
</script>

<script id="fragment-shader" type="x-shader/x-fragment">

precision mediump float;

varying vec4 fColor;
varying  vec2 fTexCoord;

uniform sampler2D Tex0;
uniform sampler2D Tex1;

void
main()
{
    gl_FragColor = fColor*(texture2D(Tex0, fTexCoord)*texture2D(Tex1, fTexCoord));

}
</script>

<script type="text/javascript" src="../Common/webgl-utils.js"></script>
<script type="text/javascript" src="../Common/initShaders.js"></script>
<script type="text/javascript" src="../Common/MV.js"></script>
<script type="text/javascript" src="textureCubev4.js"></script>

<body>
<canvas id="gl-canvas" width="1024" height="1024">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>
</body>
</html>


N.B.
If you want I can also attach the JS of the original codes of the only textured cube.
Thank you very much for your help.