[WEBGL]平行ライト
// required:https://github.com/doxas/minMatrix.js
window.onload = function()
{
console.log("start");
var canvas = document.getElementById("canvas");
canvas.width = canvas.height = 300;
var gl = canvas.getContext('webgl');
var vs = gl.createShader(gl.VERTEX_SHADER);
var fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(vs, document.getElementById('vs').text);
gl.shaderSource(fs, document.getElementById('fs').text);
gl.compileShader(vs);
gl.compileShader(fs);
var prog = gl.createProgram();
gl.attachShader(prog, vs);
gl.attachShader(prog, fs);
gl.linkProgram(prog);
if (gl.getProgramParameter(prog, gl.LINK_STATUS))
{
gl.useProgram(prog);
}else{
console.log(gl.getProgramInfoLog(prog));
return;
}
var cubeData = new cube(1);
var attrList = [];
var strideList = [];
var uniformList = [];
attrList[0] = gl.getAttribLocation(prog, 'pos');
attrList[1] = gl.getAttribLocation(prog, 'color');
attrList[2] = gl.getAttribLocation(prog, 'normal');
strideList[0] = 3;
strideList[1] = 4;
strideList[2] = 3;
uniformList[0] = gl.getUniformLocation(prog, 'mvpMatrix');
uniformList[1] = gl.getUniformLocation(prog, 'lightPos');
uniformList[2] = gl.getUniformLocation(prog, 'invMMatrix');
var vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cubeData["position"]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(attrList[0]);
gl.vertexAttribPointer(attrList[0], strideList[0], gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cubeData["color"]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(attrList[1]);
gl.vertexAttribPointer(attrList[1], strideList[1], gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cubeData["normal"]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(attrList[2]);
gl.vertexAttribPointer(attrList[2], strideList[2], gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
var ibo = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Int16Array(cubeData['index']), gl.STATIC_DRAW);
// matrix
var m = new matIV();
var mMatrix = m.identity(m.create());
var vMatrix = m.identity(m.create());
var pMatrix = m.identity(m.create());
var vpMatrix = m.identity(m.create());
var mvpMatrix = m.identity(m.create());
var invMMatrix = m.identity(m.create());
m.lookAt([0, -1, 1.2], [0, 0, 0], [0, 1, 0], vMatrix);
m.perspective(90, 1, 0.1, 100, pMatrix);
m.multiply(pMatrix, vMatrix, vpMatrix);
// ライト位置
gl.uniform3fv(uniformList[1], [2, 2, 2]);
gl.enable(gl.DEPTH_TEST);
draw();
var count = 0;
function draw()
{
gl.clearColor(0.1,0.1,0.1,1);
gl.clear(gl.COLOR_BUFFER_BIT);
var rad = 2*count++*Math.PI/180;
m.identity(mMatrix);
m.rotate(mMatrix, rad, [2, 1, -0.5], mMatrix);
m.multiply(vpMatrix, mMatrix, mvpMatrix);
gl.uniformMatrix4fv(uniformList[0], false, mvpMatrix);
m.inverse(mMatrix, invMMatrix);
gl.uniformMatrix4fv(uniformList[2], false, invMMatrix);
gl.drawElements(gl.TRIANGLES, cubeData['index'].length, gl.UNSIGNED_SHORT, 0);
setTimeout(draw, 1000/30);
}
};
function cube(size)
{
var len = size * 0.5;
var pos = [
-len, len, len,
len, len, len,
len, -len, len,
-len, -len, len,
-len, len, -len,
len, len, -len,
len, -len, -len,
-len, -len, -len
];
var index = [
0, 1, 3,
1, 2, 3,
1, 5, 2,
5, 6, 2,
4, 0,7,
0, 3, 7,
5, 4, 6,
4, 7, 6,
0, 4, 5,
1, 0, 5,
3, 2, 7,
2, 6, 7
];
var color = [
1, 1, 1, 1,
1, 0, 0, 1,
0, 1, 0, 1,
0, 0, 1, 1,
0, 1, 0, 1,
0, 0, 1, 1,
1, 1, 1, 1,
1, 0, 0, 1
];
return {
"position":pos,
"index" : index,
"color" : color,
"normal" : pos
};
}
<!DOCTYPE html>
<html>
<head>
<title>Directional Light</title>
<meta charset="UTF-8">
<script src="minMatrix.js" type="text/javascript"></script>
<script src="directionallight.js" type="text/javascript"></script>
<script id="vs" type="x-shader/vertex">
attribute vec3 pos;
attribute vec4 color;
attribute vec3 normal;
uniform mat4 mvpMatrix;
varying vec4 vColor;
varying vec3 vNormal;
void main()
{
vColor = color;
vNormal = normal;
gl_Position = mvpMatrix * vec4(pos, 1.0);
}
</script>
<script id="fs" type="x-shader/fragment">
precision mediump float;
uniform vec3 lightPos;
uniform mat4 invMMatrix;
varying vec4 vColor;
varying vec3 vNormal;
void main()
{
vec4 invLightDir = invMMatrix * vec4(normalize(lightPos), 0);
float diffuse = clamp(dot(vNormal.xyz, normalize(invLightDir.xyz)), 0.001, 1.0);
gl_FragColor = vec4(vec3(diffuse), 1);
}
</script>
</head>
<body><canvas id="canvas"></canvas></body>
</html>