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index.js
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197 lines (164 loc) · 6.92 KB
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"use strict";
import {VertexBuffer} from "./rendering/core/VertexBuffer.js";
import {IndexBuffer} from "./rendering/core/IndexBuffer.js";
import { VertexArray } from "./rendering/core/VertexArray.js";
import { Shader } from "./rendering/core/Shader.js";
import { Renderer } from "./rendering/core/Renderer.js";
import { OrbitCamera } from "./rendering/core/OrbitCamera.js";
import { Model } from "./rendering/core/Model.js";
import { Texture } from "./rendering/core/Texture.js";
import { DirectionalLight } from "./rendering/light/DirectionalLight.js";
import { Material } from "./rendering/core/Material.js";
// 아래 두개가 최소한으로 필요한 셰이더
//import basicVertex from "./resources/shaders/basicVertex.js";
//import basicFragment from "./resources/shaders/basicFragment.js";
//import depthmapVertex from "./resources/shaders/depthmapVertex.js";
//import depthmapFragment from "./resources/shaders/depthmapFragment.js";
//import depthmapDebugFragment from "./resources/shaders/depthmapDebugFragment.js";
import pbrVertex from "./resources/shaders/pbrVertex.js";
import pbrFragment from "./resources/shaders/pbrFragment.js";
import { PBRMaterial } from "./rendering/core/PBRMaterial.js";
const {mat4, vec4} = glMatrix;
async function main(){
// uniform 변수 = 각각의 셰이더에서 공유하는 변수
// 정점을 생성하는 코드
// Get A WebGL context
var canvas = document.querySelector("#c");
var gl = canvas.getContext("webgl2");
if (!gl) {
return;
}
let checkerTexture = new Texture(gl);
checkerTexture.LoadTexture("./resources/textures/CustomUVChecker_byValle_2K.png");
let teapotModel = new Model(gl);
await teapotModel.LoadModel("./resources/models/teapot.obj");
// let quadModel = new Model(gl);
// await quadModel.LoadModel("./resources/models/quad.obj");
// cube program
//let program = new Shader(gl, basicVertex, basicFragment);
//let depthmapProgram = new Shader(gl, depthmapVertex, depthmapFragment);
// let depthmapDebugProgram = new Shader(gl, basicVertex, depthmapDebugFragment);
// pbr program
let pbrProgram = new Shader(gl, pbrVertex, pbrFragment);
let renderer = new Renderer(gl);
let at = [0,0,0];
let yaw = 90;
let pitch = 0;
let distance = 5;
// OrbitCamera 객체 생성
// at: 카메라가 바라보는 지점, yaw: y축 기준 회전각, pitch: x축 기준 회전각, distance: at 지점으로부터 카메라까지의 거리, turnspeed: 마우스 드래그 시 회전 속도
let camera = new OrbitCamera(at, yaw, pitch, distance, 0.01);
let projectionMatrix = mat4.create();
let fovy = 60.0 * Math.PI / 180.0; // 라디안 단위
let aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
let near = 0.1;
let far = 100.0;
mat4.perspective(projectionMatrix, fovy, aspect, near, far);
/* let depthmapWidth = 1024;
let depthmapHeight = 1024;
let light = new DirectionalLight(gl, [1.0, 1.0, 1.0], [2.0, 1.0, -2.0], 0.1, 1.0, depthmapWidth, depthmapHeight);*/
// let material = new Material(1.0, 64.0);
let lightPositions = [
[-10.0, 10.0, 10.0],
[10.0, 10.0, 10.0],
[-10.0, -10.0, 10.0],
[10.0, -10.0, 10.0]
];
let lightColors = [
[300.0, 300.0, 300.0],
[300.0, 300.0, 300.0],
[300.0, 300.0, 300.0],
[300.0, 300.0, 300.0]
];
let material = new PBRMaterial(
[0.5, 0.0, 0.0],
1.0,
0.5,
1.0
);
SetupSliders();
requestAnimationFrame(drawScene);
// uniform 변수 포함 Draw Call 기능들을 함수로 정의하여 반복 호출(애니메이션 효과)
function drawScene(){
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
renderer.Clear();
pbrProgram.Bind();
{
let modelMatrix = mat4.create();
mat4.scale(modelMatrix, modelMatrix, [0.1, 0.1, 0.1]);
pbrProgram.SetUniformMatrix4fv("u_model", modelMatrix);
pbrProgram.SetUniformMatrix4fv("u_view", camera.GetViewMatrix());
pbrProgram.SetUniformMatrix4fv("u_projection", projectionMatrix);
pbrProgram.SetUniform3f("u_eyePosition", camera.eye[0], camera.eye[1], camera.eye[2]);
pbrProgram.SetPBRMaterial(material);
pbrProgram.SetPBRLight(lightPositions, lightColors);
teapotModel.RenderModel(renderer);
}
pbrProgram.Unbind();
requestAnimationFrame(drawScene);
}
function SetupSliders(){
const pitchslider = document.getElementById("pitchslider");
const yawslider = document.getElementById("yawslider");
const distanceslider = document.getElementById("distanceslider");
/*const directionXSlider = document.getElementById("directionx");
const directionYSlider = document.getElementById("directiony");
const directionZSlider = document.getElementById("directionz");
const specularIntensitySlider = document.getElementById("specularIntensity");
const shininessSlider = document.getElementById("shininess");*/
const albedoRSlider = document.getElementById("albedoR");
const albedoGSlider = document.getElementById("albedoG");
const albedoBSlider = document.getElementById("albedoB");
const metallicSlider = document.getElementById("metallic");
const roughnessSlider = document.getElementById("roughness");
const aoSlider = document.getElementById("ao");
pitchslider.addEventListener('input', ()=>{
camera.pitch = pitchslider.value;
camera.Update();
});
yawslider.addEventListener('input', ()=>{
camera.yaw = yawslider.value;
camera.Update();
});
distanceslider.addEventListener('input', ()=>{
camera.distance = distanceslider.value;
camera.Update();
});
/* directionXSlider.addEventListener('input', ()=>{
light.direction[0] = directionXSlider.value;
});
directionYSlider.addEventListener('input', ()=>{
light.direction[1] = directionYSlider.value;
});
directionZSlider.addEventListener('input', ()=>{
light.direction[2] = directionZSlider.value;
});
specularIntensitySlider.addEventListener('input', ()=>{
material.specularIntensity = specularIntensitySlider.value;
});
shininessSlider.addEventListener('input', ()=>{
material.shininess = shininessSlider.value;
});*/
albedoRSlider.addEventListener('input', ()=>{
material.albedo[0] = albedoRSlider.value;
});
albedoGSlider.addEventListener('input', ()=>{
material.albedo[1] = albedoGSlider.value;
});
albedoBSlider.addEventListener('input', ()=>{
material.albedo[2] = albedoBSlider.value;
});
metallicSlider.addEventListener('input', ()=>{
material.metallic = metallicSlider.value;
});
roughnessSlider.addEventListener('input', ()=>{
material.roughness = roughnessSlider.value;
});
aoSlider.addEventListener('input', ()=>{
material.ao = aoSlider.value;
});
}
SetupSliders();
drawScene();
}main();