index.vert
#version 300 es
in vec3 aVertexPosition;
in vec3 aVertexNormal;
in vec4 aVertexColor;
in vec2 aVertexTextureCoords;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
uniform mat4 uNormalMatrix;
uniform vec3 uLightPosition;
uniform vec4 uLightAmbient;
uniform vec4 uLightDiffuse;
uniform vec4 uMaterialDiffuse;
uniform vec4 uMaterialAmbient;
uniform bool uUseVertexColor;
uniform bool uUseLambert;
uniform float uAlpha;
out vec4 vColor;
out vec2 vTextureCoords;
void main() {
vec4 vertex = uModelViewMatrix * vec4(aVertexPosition, 1.0);
float lambertTerm = 1.0;
if (uUseLambert) {
vec3 N = vec3(uNormalMatrix * vec4(aVertexNormal, 1.0));
vec3 L = normalize(-uLightPosition);
lambertTerm = max(dot(N, -L), 0.2);
}
vec4 Ia = uLightAmbient * uMaterialAmbient;
vec4 Id = vec4(0.0);
if (uUseVertexColor) {
Id = uLightDiffuse * aVertexColor * lambertTerm;
} else {
Id = uLightDiffuse * uMaterialDiffuse * lambertTerm;
}
vColor = vec4(vec3(Ia + Id), uAlpha);
vTextureCoords = aVertexTextureCoords;
gl_Position = uProjectionMatrix * vertex;
}
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 { Clock } from "@/lib/event/clock"
import { ControlUi } from "@/lib/gui/control-ui"
import { UniformLoader } from "@/lib/webgl/uniform-loader"
import { AngleCamera } from "@/lib/camera/angle-camera"
import { AngleCameraController } from "@/lib/control/angle-camera-controller"
import { Texture } from "@/lib/webgl/texture"
import { TextureParamsManager } from "@/lib/webgl/texture-params-manager"
import { Light } from "@/lib/light/light"
import vertexSource from "./index.vert?raw"
import fragmentSource from "./index.frag?raw"
import cubeModel from "@/lib/model/cube-texture.json" assert { type: "json" }
import image0 from "@/assets/256x256/tetra.png"
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: Light
let texture: Texture
const uniforms = new UniformLoader(gl, ["uAlpha", "uUseVertexColor", "uUseLambert"])
const initUseVertexColor = false
const initAlpha = 1
const initUseLambert = true
const initGuiControls = () => {
const ui = new ControlUi()
ui.boolean("Lambert項の使用", initUseLambert, (v) => uniforms.boolean("uUseLambert", v))
ui.boolean("頂点ごとの色付け", initUseVertexColor, (v) => uniforms.boolean("uUseVertexColor", v))
ui.number("Alpha", initAlpha, 0, 1, 0.1, (v) => uniforms.float("uAlpha", v))
}
const onResize = () => {
space.fitHorizontal()
render()
}
const configure = async () => {
space.fitHorizontal()
gl.clearColor(0.9, 0.9, 0.9, 1)
gl.clearDepth(100)
gl.enable(gl.DEPTH_TEST)
gl.depthFunc(gl.LESS)
gl.enable(gl.BLEND)
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
program = new Program(gl, vertexSource, fragmentSource)
scene = new Scene(gl, program)
uniforms.init(program)
uniforms.float("uAlpha", initAlpha)
uniforms.boolean("uUseLambert", initUseLambert)
uniforms.boolean("uUseVertexColor", initUseVertexColor)
light = new Light(gl, program)
light.position = [0, 5, 20]
light.diffuse = [1, 1, 1, 1]
light.ambient = [1, 1, 1, 1]
light.useMaterial = ["ambient", "diffuse"]
light.setUniformLocations()
light.setUniforms()
camera = new AngleCamera("ORBIT")
camera.goHome([0, 0, 4])
camera.azimuth = 45
camera.elevation = -30
camera.focus = [0, 0, 0]
camera.update()
new AngleCameraController(canvas, camera)
transforms = new Transforms(gl, program, camera, canvas)
clock = new Clock()
const textureConfig = new TextureParamsManager(gl)
textureConfig.MAG_FILTER = "NEAREST"
textureConfig.MIN_FILTER = "NEAREST"
texture = new Texture(gl, program, image0, 0, textureConfig)
await texture.load()
space.onResize = onResize
}
const registerGeometry = () => {
scene.add({ alias: "cube", ...cubeModel, ambient: [0.2, 0.2, 0.2, 1] })
}
const render = () => {
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height)
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
transforms.ModelView = camera.View
transforms.setMatrixUniforms()
scene.traverseDraw((obj) => {
obj.material?.setUniforms()
obj.bind()
texture.use()
gl.enable(gl.CULL_FACE)
gl.cullFace(gl.FRONT)
gl.drawElements(gl.TRIANGLES, obj.indices.length, gl.UNSIGNED_SHORT, 0)
gl.cullFace(gl.BACK)
gl.drawElements(gl.TRIANGLES, obj.indices.length, gl.UNSIGNED_SHORT, 0)
gl.disable(gl.CULL_FACE)
obj.cleanup()
})
}
const init = async () => {
await configure()
registerGeometry()
clock.on("tick", render)
initGuiControls()
}
init()
}