- lamp顶点着色器
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);
}`
- lamp片元着色器
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_lighting_maps = `#version 300 es
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal;
TexCoords = aTexCoords;
gl_Position = projection * view * vec4(FragPos, 1.0);
}`
- material片元着色器 (lighting 模型)
export let fs_lighting_maps = `#version 300 es
precision mediump float;
out vec4 FragColor;
struct Material {
sampler2D diffuse;
sampler2D specular;
float shininess;
};
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoords;
uniform vec3 viewPos;
uniform Material material;
uniform Light light;
void main()
{
// ambient
vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
// diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(light.position - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;
// specular
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = light.specular * spec * texture(material.specular, TexCoords).rgb;
vec3 result = ambient + diffuse + specular;
FragColor = vec4(result, 1.0);
} `
- 两个模型 lamp 与 lighting
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, 8 * sizeFloat, 0);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 8 * sizeFloat, (3 * sizeFloat));
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(2, 2, gl.FLOAT, false, 8 * sizeFloat, (6 * sizeFloat));
gl.enableVertexAttribArray(2);
lightVAO = gl.createVertexArray();
gl.bindVertexArray(lightVAO);
gl.bindBuffer(gl.ARRAY_BUFFER, VBO);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 8 * sizeFloat, 0);
gl.enableVertexAttribArray(0);
diffuseMap = gl.createTexture();
loadTexture("../../textures/container2.png", diffuseMap);
specularMap = gl.createTexture();
loadTexture("../../textures/container2_specular.png", specularMap);
lightingShader.use(gl);
lightingShader.setInt(gl, "material.diffuse", 0);
lightingShader.setInt(gl, "material.specular", 1);
requestAnimationFrame(render);
function loadTexture(url, texture) {
initTexture(gl, texture);
const image1 = new Image();
image1.onload = function () {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image1);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.generateMipmap(gl.TEXTURE_2D);
};
image1.src = url;
}
function initTexture(gl, texture) {
gl.bindTexture(gl.TEXTURE_2D, texture);
const width = 1;
const height = 1;
const pixel = new Uint8Array([0, 0, 255]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, width, height, 0, gl.RGB, gl.UNSIGNED_BYTE, pixel);
}
- drawCall lighting
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);
lightingShader.setFloat3(gl, "light.ambient", 0.2, 0.2, 0.2);
lightingShader.setFloat3(gl, "light.diffuse", 0.5, 0.5, 0.5);
lightingShader.setFloat3(gl, "light.specular", 1.0, 1.0, 1.0);
lightingShader.setFloat(gl, "material.shininess", 64.0);
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.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, diffuseMap);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, specularMap);
gl.bindVertexArray(cubeVAO);
gl.drawArrays(gl.TRIANGLES, 0, 36);
- drawCall lampShader
lampShader.use(gl);
setMat4vShader(lampShader, "projection", projection);
setMat4vShader(lampShader, "view", view);
mat4.identity(model);
mat4.translate(model, model, lightPos);
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);
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]);
}
//# sourceMappingURL=materials.js.map