
export let vs_lamp = `#version 300 es
layout (location = 0) in vec3 aPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
}`
export let fs_lamp = `#version 300 es
precision mediump float;
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // set alle 4 vector values to 1.0
}`
- material顶点着色器 (lighting 模型)
export let vs_materials = `#version 300 es
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out vec3 FragPos;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
FragPos = vec3(model * vec4(aPos, 1.0)); //模型矩阵*apos 就是世界空间下的坐标
Normal = mat3(transpose(inverse(model))) * aNormal;
gl_Position = projection * view * vec4(FragPos, 1.0);
}`
- material片元着色器 (lighting 模型)
export let fs_materials = `#version 300 es
precision mediump float;
out vec4 FragColor;
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
in vec3 FragPos;
in vec3 Normal;
uniform vec3 viewPos;
uniform Material material;
uniform Light light;
void main()
{
// ambient
vec3 ambient = light.ambient * material.ambient;
// diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(light.position - FragPos); // light也是世界空间下的坐标
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light.diffuse * (diff * material.diffuse);
// specular
vec3 viewDir = normalize(viewPos - FragPos); //viewPos也是世界空间下的坐标
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = light.specular * (spec * material.specular);
vec3 result = ambient + diffuse + specular;
FragColor = vec4(result, 1.0);
}`
lightingShader = new Shader(gl, vs_materials, fs_materials);
lampShader = new Shader(gl, vs_lamp, fs_lamp);
- createVertexArray bindVertexArray
- createBuffer bindBuffer bufferData vertexAttribPointer enableVertexAttribArray
gl.enable(gl.DEPTH_TEST);
let vertices = new Float32Array([
-0.5, -0.5, -0.5, 0.0, 0.0, -1.0,
0.5, -0.5, -0.5, 0.0, 0.0, -1.0,
0.5, 0.5, -0.5, 0.0, 0.0, -1.0,
0.5, 0.5, -0.5, 0.0, 0.0, -1.0,
-0.5, 0.5, -0.5, 0.0, 0.0, -1.0,
-0.5, -0.5, -0.5, 0.0, 0.0, -1.0,
-0.5, -0.5, 0.5, 0.0, 0.0, 1.0,
0.5, -0.5, 0.5, 0.0, 0.0, 1.0,
0.5, 0.5, 0.5, 0.0, 0.0, 1.0,
0.5, 0.5, 0.5, 0.0, 0.0, 1.0,
-0.5, 0.5, 0.5, 0.0, 0.0, 1.0,
-0.5, -0.5, 0.5, 0.0, 0.0, 1.0,
-0.5, 0.5, 0.5, -1.0, 0.0, 0.0,
-0.5, 0.5, -0.5, -1.0, 0.0, 0.0,
-0.5, -0.5, -0.5, -1.0, 0.0, 0.0,
-0.5, -0.5, -0.5, -1.0, 0.0, 0.0,
-0.5, -0.5, 0.5, -1.0, 0.0, 0.0,
-0.5, 0.5, 0.5, -1.0, 0.0, 0.0,
0.5, 0.5, 0.5, 1.0, 0.0, 0.0,
0.5, 0.5, -0.5, 1.0, 0.0, 0.0,
0.5, -0.5, -0.5, 1.0, 0.0, 0.0,
0.5, -0.5, -0.5, 1.0, 0.0, 0.0,
0.5, -0.5, 0.5, 1.0, 0.0, 0.0,
0.5, 0.5, 0.5, 1.0, 0.0, 0.0,
-0.5, -0.5, -0.5, 0.0, -1.0, 0.0,
0.5, -0.5, -0.5, 0.0, -1.0, 0.0,
0.5, -0.5, 0.5, 0.0, -1.0, 0.0,
0.5, -0.5, 0.5, 0.0, -1.0, 0.0,
-0.5, -0.5, 0.5, 0.0, -1.0, 0.0,
-0.5, -0.5, -0.5, 0.0, -1.0, 0.0,
-0.5, 0.5, -0.5, 0.0, 1.0, 0.0,
0.5, 0.5, -0.5, 0.0, 1.0, 0.0,
0.5, 0.5, 0.5, 0.0, 1.0, 0.0,
0.5, 0.5, 0.5, 0.0, 1.0, 0.0,
-0.5, 0.5, 0.5, 0.0, 1.0, 0.0,
-0.5, 0.5, -0.5, 0.0, 1.0, 0.0
]);
cubeVAO = gl.createVertexArray();
let VBO = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, VBO);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
gl.bindVertexArray(cubeVAO);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 6 * sizeFloat, 0);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 6 * sizeFloat, (3 * sizeFloat));
gl.enableVertexAttribArray(1);
gl.createVertexArray();
gl.bindVertexArray(lightVAO);
gl.bindBuffer(gl.ARRAY_BUFFER, VBO);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 6 * sizeFloat, 0);
gl.enableVertexAttribArray(0);
requestAnimationFrame(render);
let currentFrame = performance.now() / 1000;
deltaTime = (currentFrame - lastFrame) * 1000;
lastFrame = currentFrame;
processInput();
gl.clearColor(0.1, 0.1, 0.1, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
let lightPos = vec3.fromValues(0.5, 0.7, 2.0);
camera = new Camera(vec3.fromValues(0.0, 0.0, 3.0), vec3.fromValues(0.0, 1.0, 0.0));
lightingShader.use(gl);
setVec3vShader(lightingShader, "light.position", lightPos);
setVec3vShader(lightingShader, "viewPos", camera.Position);
let lightColor = vec3.create();
lightColor[0] = Math.sin(currentFrame * 2.0);
lightColor[1] = Math.sin(currentFrame * 0.7);
lightColor[2] = Math.sin(currentFrame * 1.3);
let diffuseColor = componentProduct3(lightColor, vec3.fromValues(0.5, 0.5, 0.5));
let ambientColor = componentProduct3(diffuseColor, vec3.fromValues(0.2, 0.2, 0.2));
setVec3vShader(lightingShader, "light.ambient", ambientColor);
setVec3vShader(lightingShader, "light.diffuse", diffuseColor);
lightingShader.setFloat3(gl, "light.specular", 1.0, 1.0, 1.0);
lightingShader.setFloat3(gl, "material.ambient", 1.0, 0.5, 0.31);
lightingShader.setFloat3(gl, "material.diffuse", 1.0, 0.5, 0.31);
lightingShader.setFloat3(gl, "material.specular", 0.5, 0.5, 0.5);
lightingShader.setFloat(gl, "material.shininess", 32.0);
let projection = mat4.create();
mat4.perspective(projection, (camera.Zoom) * Math.PI / 180, canvas.width / canvas.height, 0.1, 100.0);
let view = camera.GetViewMatrix();
setMat4vShader(lightingShader, "projection", projection);
setMat4vShader(lightingShader, "view", view);
let model = mat4.create();
setMat4vShader(lightingShader, "model", model);
gl.bindVertexArray(cubeVAO);
gl.drawArrays(gl.TRIANGLES, 0, 36);
lampShader.use(gl);
setMat4vShader(lampShader, "projection", projection);
setMat4vShader(lampShader, "view", view);
model = mat4.create();
model = mat4.translate(model, model, lightPos);
model = mat4.scale(model, model, vec3.fromValues(0.2, 0.2, 0.2));
setMat4vShader(lampShader, "model", model);
gl.bindVertexArray(lightVAO);
gl.drawArrays(gl.TRIANGLES, 0, 36);
requestAnimationFrame(render);
function setVec3vShader(shader, uniformName, value) {
gl.uniform3fv(gl.getUniformLocation(shader.programId, uniformName), value);
}
function setMat4vShader(shader, uniformName, value) {
gl.uniformMatrix4fv(gl.getUniformLocation(shader.programId, uniformName), false, value);
}
function componentProduct3(a, b) {
return vec3.fromValues(a[0] * b[0], a[1] * b[1], a[2] * b[2]);
}