index.vert
#version 300 es
in vec3 aVertexPosition;
in vec3 aVertexNormal;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
uniform mat4 uNormalMatrix;
uniform vec3 uLightPosition;
uniform vec4 uLightAmbient;
uniform vec4 uLightDiffuse;
uniform vec4 uMaterialDiffuse;
uniform bool uWireframe;
out vec4 vFinalColor;
void main() {
if (uWireframe) {
vFinalColor = uMaterialDiffuse;
} else {
vec3 N = vec3(uNormalMatrix * vec4(aVertexNormal, 0.0));
vec3 L = normalize(-uLightPosition);
float lambertTerm = dot(N, -L);
if (lambertTerm == 0.0) {
lambertTerm = 0.01;
}
vec4 Ia = uLightAmbient;
vec4 Id = uMaterialDiffuse * uLightDiffuse * lambertTerm;
vFinalColor = vec4(vec3(Ia + 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 { ControlUi } from "@/lib/gui/control-ui"
import { toRadMap3 } from "@/lib/math/radian"
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 { Vector3 } from "@/lib/math/vector"
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: Camera
let transforms: Transforms
let clock: Clock
let light: PointLight
const uniforms = new UniformLoader(gl, ["uWireframe"])
let coordinates: "WORLD" | "CAMERA" = "WORLD"
let home: RawVector3 = [0, -2, -50]
let position: RawVector3 = [0, -2, -50]
let rotation: RawVector3 = [0, 0, 0]
let modelMatrix = Matrix4.identity().translate(...home)
const initGuiControls = () => {
const ui = new ControlUi()
ui.select("coordinates", coordinates, ["WORLD", "CAMERA"], (v) => {
coordinates = v
position = position = v === "WORLD" ? home : Vector3.negate(...home).rawValues
rotation = [0, 0, 0]
})
ui.xyz("rotate", rotation, -180, 180, 0.1, ({ idx, value }) => (rotation[idx] = value))
}
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 Camera()
camera.fov = 45
camera.near = 0.1
camera.far = 1000
camera.update(modelMatrix)
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)
const transform = Matrix4.identity()
.translate(...position)
.rotateXYZ(toRadMap3(rotation))
if (coordinates === "WORLD") {
modelMatrix = transform
camera.update(transform.inverse())
}
if (coordinates === "CAMERA") {
camera.update(transform)
modelMatrix = transform.inverse()
}
light.updateNormalMatrixFrom(modelMatrix)
light.setUniforms()
transforms.ModelView = modelMatrix
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()
}