index.vert
#version 300 es
in vec3 aVertexPosition;
in vec3 aVertexNormal;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
uniform mat4 uNormalMatrix;
uniform vec3 uLightDirection;
uniform vec4 uLightDiffuse;
uniform vec4 uMaterialDiffuse;
out vec4 vVertexColor;
void main() {
vec3 N = normalize(vec3(uNormalMatrix * vec4(aVertexNormal, 1.0)));
vec3 light = vec3(uModelViewMatrix * vec4(uLightDirection, 0.0));
vec3 L = normalize(light);
float lambertTerm = dot(N, -L);
vec4 Id = uMaterialDiffuse * uLightDiffuse * lambertTerm;
vVertexColor = vec4(vec3(Id), 1.0);
gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(aVertexPosition, 1.0);
}
render.ts
import type { RawVector3 } from "@/lib/math/raw-vector"
import { Space } from "@/lib/canvas/index"
import { Program } from "@/lib/webgl/program"
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 { Clock } from "@/lib/event/clock"
import { sphere } from "@/lib/shape/sphere"
import { LambertModel } from "@/lib/light/lambert-model"
import { ControlUi } from "@/lib/gui/control-ui"
import { Timer } from "@/lib/control/timer"
import { toRad } from "@/lib/math/radian"
import vertexSource from "./index.vert?raw"
import fragmentSource from "./index.frag?raw"
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: LambertModel
let timer: Timer
let angle = 0
let lightDiffuseColor: RawVector3 = [1, 1, 1]
let lightDirection: RawVector3 = [0, -1, -1]
let sphereColor: RawVector3 = [0.5, 0.8, 0.1]
const initGuiControls = () => {
const ui = new ControlUi()
ui.rgb("Material Diffuse", sphereColor, (v) => (sphereColor = v))
ui.rgb("Light Diffuse", lightDiffuseColor, (v) => (lightDiffuseColor = v))
ui.xyz("Light Direction", lightDirection, -10, 10, -0.1, ({ idx, value }) => {
lightDirection[idx] = idx < 2 ? -value : value
})
}
const onResize = () => {
space.fitScreenSquare()
render()
}
const startAnimate = () => {
timer = new Timer()
timer.start()
}
const configure = () => {
space.fitScreenSquare()
gl.enable(gl.DEPTH_TEST)
gl.clearColor(0.9, 0.9, 0.9, 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 = 10000
camera.update()
transforms = new Transforms(gl, program, camera, canvas)
light = new LambertModel(gl, program)
space.onResize = onResize
}
const registerGeometry = () => {
const sphereGeometry = sphere(5.0, 64, 64, [...sphereColor, 1.0])
scene.add({ alias: "sphere", ...sphereGeometry, diffuse: sphereColor })
}
const animate = () => {
angle = (90 * timer.elapsed) / 1000.0
}
const draw = () => {
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height)
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
const model = Matrix4.identity().translate(0.0, 0.0, -1.5).rotateY(toRad(angle))
transforms.push(model)
light.updateNormalMatrixFrom(model)
light.direction = lightDirection
light.diffuse = [...lightDiffuseColor, 1.0]
scene.traverseDraw((obj) => {
obj.bind()
if (obj.material) {
obj.material.diffuse = sphereColor
obj.material.setUniforms()
}
transforms.pop()
transforms.setMatrixUniforms()
light.setUniforms()
gl.drawElements(gl.TRIANGLES, obj.indices.length, gl.UNSIGNED_SHORT, 0)
obj.cleanup()
})
}
const render = () => {
animate()
draw()
}
const init = () => {
configure()
registerGeometry()
startAnimate()
clock.on("tick", render)
initGuiControls()
}
init()
}