This commit is contained in:
AdrienLSH
2024-05-14 08:50:37 +02:00
parent 95f0097ce5
commit e308e8f012
231 changed files with 70 additions and 22 deletions

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function initBuffers(gl)
{
const vertexBuffer = initVertexBuffer(gl);
const indexBuffer = initIndexBuffer(gl);
const normalBuffer = initNormalBuffer(gl);
return { vertex: vertexBuffer, index : indexBuffer, normal: normalBuffer };
}
function initVertexBuffer(gl)
{
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
const positions = [
// Front face
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0,
// Back face
-1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0,
// Top face
-1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
// Bottom face
-1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0,
// Right face
1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0,
// Left face
-1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
return positionBuffer;
}
function initNormalBuffer(gl)
{
const normalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
const vertexNormals = [
// Front
0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
// Back
0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0,
// Top
0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,
// Bottom
0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0,
// Right
1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
// Left
-1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
return normalBuffer;
}
function initIndexBuffer(gl)
{
const indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
const indices = [
0, 1, 2, 0, 2, 3, // front
4, 5, 6, 4, 6, 7, // back
8, 9, 10, 8, 10, 11, // top
12, 13, 14, 12, 14, 15, // bottom
16, 17, 18, 16, 18, 19, // right
20, 21, 22, 20, 22, 23, // left
];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
return indexBuffer;
}
export { initBuffers };

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import { shaderInfos } from "../3D/shaders.js"
function renderCube(ctx, x, y, z, angle = 0, sx = 1, sy = 1, sz = 1)
{
const modelMatrix = mat4.create();
mat4.translate(
modelMatrix,
modelMatrix,
[x, y, z]
);
mat4.rotate(
modelMatrix,
modelMatrix,
angle,
[0, 1, 0],
);
mat4.scale(
modelMatrix,
modelMatrix,
[sx, sy, sz]
);
mat4.translate(
modelMatrix,
modelMatrix,
[-1, 0, 0] // wtf, this works ?
);
const normalMatrix = mat4.create();
mat4.invert(normalMatrix, modelMatrix);
mat4.transpose(normalMatrix, normalMatrix);
ctx.uniformMatrix4fv(shaderInfos.uniformLocations.modelMatrix, false, modelMatrix);
ctx.uniformMatrix4fv(shaderInfos.uniformLocations.normalMatrix, false, normalMatrix);
ctx.drawElements(ctx.TRIANGLES, 36, ctx.UNSIGNED_SHORT, 0);
}
export { renderCube };

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const vertex_shader_source = `
attribute vec4 aPos;
attribute vec3 aNormal;
uniform mat4 uMod;
uniform mat4 uView;
uniform mat4 uProj;
uniform mat4 uNormalMat;
varying highp vec3 vLighting;
void main()
{
gl_Position = uProj * uView * uMod * aPos;
highp vec3 ambientLight = vec3(0.3, 0.3, 0.3);
highp vec3 directionalLightColor = vec3(1, 1, 1);
highp vec3 directionalVector = vec3(-10, 2, -10);
highp vec4 transformedNormal = uNormalMat * vec4(aNormal, 1.0);
highp float directional = max(dot(transformedNormal.xyz, directionalVector), 0.0);
vLighting = ambientLight + (directionalLightColor * directional);
}
`;
const fragment_shader_source = `
varying highp vec3 vLighting;
void main()
{
highp vec3 color = vec3(1.0, 1.0, 1.0);
gl_FragColor = vec4(color * vLighting, 1.0);
}
`;
export function initShaderProgram(gl)
{
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vertex_shader_source);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fragment_shader_source);
const prog = gl.createProgram();
gl.attachShader(prog, vertexShader);
gl.attachShader(prog, fragmentShader);
gl.linkProgram(prog);
shaderInfos = {
program: prog,
attribLocations: {
vertexPosition: gl.getAttribLocation(prog, "aPos"),
vertexNormal: gl.getAttribLocation(prog, "aNormal"),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(prog, "uProj"),
modelMatrix: gl.getUniformLocation(prog, "uMod"),
viewMatrix: gl.getUniformLocation(prog, "uView"),
normalMatrix: gl.getUniformLocation(prog, "uNormalMat"),
},
};
if(!gl.getProgramParameter(prog, gl.LINK_STATUS))
{
alert(`Unable to initialize the shader program: ${gl.getProgramInfoLog(prog)}`);
return null;
}
return prog;
}
function loadShader(gl, type, source)
{
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
{
alert(`An error occurred while compiling the shaders: ${gl.getShaderInfoLog(shader)}`);
gl.deleteShader(shader);
return null;
}
return shader;
}
export let shaderInfos;