render.ts
import type { RawVector3, RawVector4 } from "@/lib/math/raw-vector"
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 { Floor } from "@/lib/shape/floor"
import { UniformLoader } from "@/lib/webgl/uniform-loader"
import { AngleCamera } from "@/lib/camera/angle-camera"
import { AngleCameraController } from "@/lib/control/angle-camera-controller"
import { LightGroup, LightItem } from "@/lib/light/light-group"
import vertexSource from "./index.vert?raw"
import fragmentSource from "./index.frag?raw"
import sphereModel from "@/lib/model/sphere3.json" assert { type: "json" }
import wallModel from "@/lib/model/wall.json" assert { type: "json" }
interface LightData {
id: string
name: string
position: RawVector3
direction: RawVector3
diffuse: RawVector4
}
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 lights: LightGroup
const uniforms = new UniformLoader(gl, ["uWireframe", "uLightSource", "uCutOff", "uExpFactor"])
const lightsData: LightData[] = [
{
id: "redLight",
name: "Red Light",
position: [0, 7, 3],
diffuse: [1, 0, 0, 1],
direction: [0, -2, -0.1]
},
{
id: "greenLight",
name: "Green Light",
position: [2.5, 3, 3],
diffuse: [0, 1, 0, 1],
direction: [-0.5, 1, -0.1]
},
{
id: "blueLight",
name: "Blue Light",
position: [-2.5, 3, 3],
diffuse: [0, 0, 1, 1],
direction: [0.5, 1, -0.1]
}
]
const initLightCutOff = 0.75
const initExpFactor = 10
const initGuiControls = () => {
const ui = new ControlUi()
ui.select("Camera Mode", "ORBIT", ["TRACK", "ORBIT"], (mode) => {
camera.goHome()
camera.mode = mode
})
lightsData.forEach((light) => {
ui.xyz(`${light.name} Position`, light.position, -15, 15, 0.1, ({ idx, value }) => {
const target = lights.get(light.id)
if (!target) return
const pos = target.position
if (!pos) return
pos[idx] = value
target.position = pos
lights.updateUniforms()
})
})
ui.number("Light Cone Cut Off", initLightCutOff, 0, 1, 0.01, (v) => uniforms.float("uCutOff", v))
ui.number("Exponent Factor", initExpFactor, 1, 100, 0.01, (v) => uniforms.float("uExpFactor", v))
ui.action("Go Home", () => {
camera.goHome()
camera.mode = "ORBIT"
})
}
const onResize = () => {
space.fitHorizontal()
render()
}
const configure = () => {
space.fitHorizontal()
gl.enable(gl.DEPTH_TEST)
gl.depthFunc(gl.LEQUAL)
gl.enable(gl.BLEND)
gl.blendEquation(gl.FUNC_ADD)
gl.clearColor(0.9, 0.9, 0.9, 1)
gl.clearDepth(1)
program = new Program(gl, vertexSource, fragmentSource)
scene = new Scene(gl, program)
uniforms.init(program)
lights = new LightGroup(gl, program)
lightsData.forEach((data) => {
const light = new LightItem(data.id)
light.position = data.position
light.diffuse = data.diffuse
light.direction = data.direction
lights.add(light)
})
lights.useMaterial = ["diffuse"]
lights.initUniforms()
camera = new AngleCamera("ORBIT")
camera.goHome([0, 5, 30])
camera.focus = [0, 0, 0]
camera.azimuth = 0
camera.elevation = -3
camera.update()
new AngleCameraController(canvas, camera)
transforms = new Transforms(gl, program, camera, canvas)
clock = new Clock()
uniforms.float("uCutOff", initLightCutOff)
uniforms.float("uExpFactor", initExpFactor)
space.onResize = onResize
}
const registerGeometry = () => {
const floor = new Floor(80, 2)
scene.add({ alias: "floor", ...floor.model, diffuse: [1, 1, 1, 1] })
scene.add({ alias: "wall", ...wallModel })
lightsData.forEach((light) => {
scene.add({ alias: light.id, ...sphereModel, diffuse: light.diffuse })
})
}
const render = () => {
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height)
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
scene.traverseDraw((obj) => {
obj.material?.setUniforms()
uniforms.boolean("uWireframe", !!obj.wireframe)
transforms.ModelView = camera.View
const light = obj.alias ? lights.get(obj.alias) : null
if (light) {
const position = light.position ?? [0, 0, 0]
const matModel = Matrix4.identity().translate(...position)
transforms.Model = matModel
uniforms.boolean("uLightSource", true)
} else {
uniforms.boolean("uLightSource", false)
}
transforms.setMatrixUniforms()
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()
}