index.vert
#version 300 es
in vec3 aVertexPosition;
in vec3 aVertexNormal;
in vec4 aVertexColor;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
uniform vec3 uLightDirection;
uniform mat4 uInvModelMatrix;
out vec4 vColor;
void main() {
vec3 invLight = normalize(uInvModelMatrix * vec4(uLightDirection, 0.0)).xyz;
float diffuse = clamp(dot(aVertexNormal, invLight), 0.1, 1.0);
gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(aVertexPosition, 1.0);
vColor = aVertexColor * vec4(vec3(diffuse), 1.0);
}
render.ts
import { Space } from "@/lib/canvas/index"
import { Program } from "@/lib/webgl/program"
import vertexSource from "./index.vert?raw"
import fragmentSource from "./index.frag?raw"
import { Scene } from "@/lib/webgl/scene"
import { Camera } from "@/lib/webgl/camera"
import { Transforms } from "@/lib/webgl/transforms"
import { Matrix4 } from "@/lib/math/matrix"
import { torus } from "@/lib/shape/torus"
import { Vector3 } from "@/lib/math/vector"
import { Clock } from "@/lib/event/clock"
import { Light } from "@/lib/webgl/light"
export const onload = () => {
const space = new Space("gl-canvas")
const canvas = space.canvas
const gl = space.gl
if (!canvas || !gl) return
let scene: Scene
let camera: Camera
let transforms: Transforms
let clock: Clock
let light: Light
let count = 0
const rotateAxis = new Vector3(0.0, 1.0, 1.0).normalize()
const onResize = () => {
space.fitScreen()
render()
}
const configure = () => {
space.fitScreenSquare()
gl.enable(gl.DEPTH_TEST)
gl.depthFunc(gl.LEQUAL)
gl.enable(gl.CULL_FACE)
gl.clearColor(0.0, 0.0, 0.0, 1.0)
gl.clearDepth(1.0)
const program = new Program(gl, vertexSource, fragmentSource)
scene = new Scene(gl, program)
clock = new Clock()
camera = new Camera()
camera.position = [0.0, 0.0, 20.0]
camera.fov = 45
camera.near = 0.1
camera.far = 100
camera.update()
transforms = new Transforms(gl, program, camera, canvas)
light = new Light(gl, program)
light.direction = [-0.5, 0.5, 0.5]
space.onResize = onResize
}
const regiisterGeometry = () => {
const { indices, vertices, colors, normals } = torus(2.0, 1.0, 50, 50)
scene.add({ vertices, indices, colors, normals })
}
const render = () => {
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height)
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
count++
const rad = ((count % 360) * Math.PI) / 180
const model = Matrix4.identity().rotateAround(rotateAxis, rad)
transforms.push(model)
light.model = model
scene.tranverse((obj) => {
if (obj.hidden) return
gl.bindVertexArray(obj.vao ?? null)
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, obj.ibo ?? null)
transforms.pop()
transforms.setMatrixUniforms()
light.reflect()
gl.drawElements(gl.TRIANGLES, obj.indices.length, gl.UNSIGNED_SHORT, 0)
gl.bindVertexArray(null)
gl.bindBuffer(gl.ARRAY_BUFFER, null)
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null)
})
}
const init = () => {
configure()
regiisterGeometry()
clock.on("tick", render)
}
init()
}