render.ts
import { Space } from "@/lib/canvas/index"
import { Program } from "@/lib/webgl/program"
import { Scene } from "@/lib/webgl/scene"
import { Transforms } from "@/lib/webgl/transforms"
import { Matrix4 } from "@/lib/math/matrix"
import { Clock } from "@/lib/event/clock"
import { ControlUi } from "@/lib/gui/control-ui"
import { PointLight } from "@/lib/light/point-light"
import { Floor } from "@/lib/shape/floor"
import { Axis } from "@/lib/shape/axis"
import { UniformLoader } from "@/lib/webgl/uniform-loader"
import { AngleCamera } from "@/lib/camera/angle-camera"
import { AngleCameraController } from "@/lib/control/angle-camera-controller"
import vertexSource from "./index.vert?raw"
import fragmentSource from "./index.frag?raw"
import coneModel from "@/lib/model/cone3.json" assert { type: "json" }
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 program: Program
let camera: AngleCamera
let transforms: Transforms
let clock: Clock
let light: PointLight
let matModel = Matrix4.identity()
const uniforms = new UniformLoader(gl, ["uWireframe"])
const initGuiControls = () => {
const ui = new ControlUi()
ui.select("Mode", "TRACK", ["TRACK", "ORBIT"], (mode) => {
camera.goHome()
camera.mode = mode
})
ui.xyz("Position", [0, 2, 50], -100, 100, 0.1, ({ idx, value }) => {
let pos = camera.position
pos[idx] = value
camera.position = pos
camera.update()
})
ui.number("Dolly", 0, -100, 100, 0.1, (v) => camera.dolly(v))
ui.number("Elevation", 0, -180, 180, 0.1, (v) => {
camera.elevation = v
camera.update()
})
ui.number("Azimuth", 0, -180, 180, 0.1, (v) => {
camera.azimuth = v
camera.update()
})
ui.action("Go Home", () => camera.goHome())
}
const onResize = () => {
space.fitHorizontal()
render()
}
const configure = () => {
space.fitHorizontal()
gl.enable(gl.DEPTH_TEST)
gl.depthFunc(gl.LEQUAL)
gl.clearColor(0.9, 0.9, 0.9, 1)
gl.clearDepth(100)
program = new Program(gl, vertexSource, fragmentSource)
scene = new Scene(gl, program)
clock = new Clock()
uniforms.init(program)
light = new PointLight(gl, program)
light.position = [0, 120, 120]
light.diffuse = [1, 1, 1, 1]
light.ambient = [0.2, 0.2, 0.2, 1]
camera = new AngleCamera("TRACK")
camera.fov = 45
camera.near = 0.1
camera.far = 1000
camera.home = [0, 2, 50]
camera.goHome()
new AngleCameraController(canvas, camera)
transforms = new Transforms(gl, program, camera, canvas)
space.onResize = onResize
}
const registerGeometry = () => {
const floor = new Floor(80, 2)
const axis = new Axis(82)
scene.add({ alias: "floor", ...floor.model, diffuse: [1, 1, 1, 1] })
scene.add({ alias: "axis", ...axis.model, diffuse: [1, 1, 1, 1] })
scene.add({ alias: "cone", ...coneModel })
}
const render = () => {
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height)
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
matModel = camera.View
light.updateNormalMatrixFrom(Matrix4.identity())
light.setUniforms()
transforms.ModelView = matModel
transforms.setMatrixUniforms()
scene.traverseDraw((obj) => {
uniforms.boolean("uWireframe", !!obj.wireframe)
obj.material?.setUniforms()
obj.bind()
const mode = obj.wireframe ? gl.LINES : gl.TRIANGLES
gl.drawElements(mode, obj.indices.length, gl.UNSIGNED_SHORT, 0)
obj.cleanup()
})
}
const init = () => {
configure()
registerGeometry()
clock.on("tick", render)
initGuiControls()
}
init()
}