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 uLightAmbient;
uniform vec4 uLightDiffuse;
uniform vec4 uLightSpecular;
uniform vec4 uMaterialAmbient;
uniform vec4 uMaterialDiffuse;
uniform vec4 uMaterialSpecular;
uniform float uShininess;
out vec4 vVertexColor;
void main() {
vec4 vertex = uModelViewMatrix * vec4(aVertexPosition, 1.0);
vec3 N = vec3(uNormalMatrix * vec4(aVertexNormal, 1.0));
vec3 L = normalize(uLightDirection);
float lambertTerm = dot(N, -L);
vec4 Ia = uLightAmbient * uMaterialAmbient;
vec4 Id = vec4(0.0, 0.0, 0.0, 1.0);
vec4 Is = vec4(0.0, 0.0, 0.0, 1.0);
if (lambertTerm > 0.0) {
Id = uLightDiffuse * uMaterialDiffuse * lambertTerm;
vec3 eyeVec = -vec3(vertex.xyz);
vec3 E = normalize(eyeVec);
vec3 R = reflect(L, N);
float specular = pow(max(dot(R, E), 0.0), uShininess);
Is = uLightSpecular * uMaterialSpecular * specular;
}
vVertexColor = vec4(vec3(Ia + Id + Is), 1.0);
gl_Position = uProjectionMatrix * vertex;
}
render.ts
import type { RawVector3, RawVector4 } from "@/lib/math/raw-vector"
import type { RawMaterial } from "@/lib/webgl/material"
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 { ControlUi } from "@/lib/gui/control-ui"
import { PhongModel } from "@/lib/light/phong-model"
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: PhongModel
let timer: Timer
let wireframe = false
let angle = 0
let clearColor: RawVector4 = [0.9, 0.9, 0.9, 1.0]
let shininess = 10.0
let lightDiffuse: RawVector4 = [1.0, 1.0, 1.0, 1.0]
let lightAmbient: RawVector4 = [0.03, 0.03, 0.03, 1.0]
let lightSpecular: RawVector4 = [1.0, 1.0, 1.0, 1.0]
let lightDirection: RawVector3 = [-0.25, -0.25, -0.25]
let material: RawMaterial = {
diffuse: [46.0 / 256.0, 99.0 / 256.0, 191.0 / 256.0, 1.0],
ambient: [1.0, 1.0, 1.0, 1.0],
specular: [1.0, 1.0, 1.0, 1.0]
}
const initGuiControls = () => {
const ui = new ControlUi()
ui.rgba("Light Diffuse", lightDiffuse, (v) => (lightDiffuse = v))
ui.number("Light Ambient", lightAmbient[0], 0, 1, 0.01, (v) => (lightAmbient = [v, v, v, 1.0]))
ui.number("Light Specular", lightSpecular[0], 0, 1, 0.01, (v) => (lightSpecular = [v, v, v, 1.0]))
ui.xyz("Light Direction", lightDirection, -10, 10, -0.1, ({ idx, value }) => {
lightDirection[idx] = idx < 2 ? -value : value
})
ui.rgba("Material Diffuse", material.diffuse, (v) => (material.diffuse = v))
ui.number("Material Ambient", material.ambient[0], 0, 1, 0.01, (v) => (material.ambient = [v, v, v, 1.0]))
ui.number("Material Specular", material.specular[0], 0, 1, 0.01, (v) => (material.specular = [v, v, v, 1.0]))
ui.number("Shininess", shininess, 0, 50, 0.1, (v) => (shininess = v))
ui.rgba("Clear Color", clearColor, (v) => (clearColor = v))
ui.boolean("Wireframe", wireframe, (v) => (wireframe = v))
}
const startAnimate = () => {
timer = new Timer()
timer.start()
}
const onResize = () => {
space.fitScreenSquare()
render()
}
const configure = () => {
space.fitScreenSquare()
gl.enable(gl.DEPTH_TEST)
gl.depthFunc(gl.LEQUAL)
gl.clearDepth(100)
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 PhongModel(gl, program)
space.onResize = onResize
}
const registerGeometry = () => {
const sphereGeometry = sphere(5.0, 64, 64, [1.0, 1.0, 1.0, 1.0])
scene.add({ alias: "sphere", ...sphereGeometry, ...material })
}
const animate = () => {
angle = (90 * timer.elapsed) / 10000.0
}
const draw = () => {
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height)
gl.clearColor(...clearColor)
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 = lightDiffuse
light.ambient = lightAmbient
light.specular = lightSpecular
light.shininess = shininess
const renderMode = wireframe ? gl.LINES : gl.TRIANGLES
scene.traverseDraw((obj) => {
obj.bind()
obj.setMaterial(material)
obj.material?.setUniforms()
transforms.pop()
transforms.setMatrixUniforms()
light.setUniforms()
gl.drawElements(renderMode, obj.indices.length, gl.UNSIGNED_SHORT, 0)
obj.cleanup()
})
}
const render = () => {
animate()
draw()
}
const init = () => {
configure()
registerGeometry()
startAnimate()
clock.on("tick", render)
initGuiControls()
}
init()
}