add texture
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cbbb67719e
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@ -18,6 +18,7 @@
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},
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"devDependencies": {
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"@parcel/transformer-glsl": "^2.0.0-rc.0",
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"@parcel/transformer-image": "^2.0.0-rc.0",
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"@types/react": "^17.0.27",
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"parcel": "^2.0.0-rc.0",
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"webgl-strict-types": "^1.0.5"
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@ -70,6 +70,7 @@ export class CanvasApp{
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this.gl.clearColor(0,0,0,0);
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this.gl.clearDepth(1);
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this.gl.enable(this.gl.DEPTH_TEST);
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//this.gl.enable(this.gl.CULL_FACE);
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return true;
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}
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handleInput(){
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@ -16,7 +16,9 @@ export class Drawer3D implements Drawable{
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gl : WebGL2RenderingContext;
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program: G.GLProgram;
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camera : Camera;
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model: Model | undefined;
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teapot: Model | undefined;
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cube: Model | undefined;
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texture: G.Texture;
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constructor(gl: WebGL2RenderingContext){
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this.gl = gl;
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this.camera = new Camera([-20,1,-10]);
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@ -24,7 +26,9 @@ export class Drawer3D implements Drawable{
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this.camera.near = 0.1;
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this.camera.fovY = Math.PI * 90 / 180;
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this.camera.aspect = 1;
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this.model = undefined;
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this.teapot = undefined;
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this.cube = undefined;
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this.texture = new G.Texture(gl);
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try{
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this.program = new G.GLProgram(createProgramFromSource(gl,vert_src,frag_src));
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const attr = this.program.getActiveAttributes(gl);
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@ -39,24 +43,43 @@ export class Drawer3D implements Drawable{
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}
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async init(){
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const gl = this.gl;
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const url = new URL("../assets/models/teapot/teapot.obj",import.meta.url);
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this.model = await Model.loadFromOBJ(gl,url.href);
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const teapot_url = new URL("../assets/models/teapot/teapot.obj",import.meta.url);
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this.teapot = await Model.loadFromOBJ(gl,teapot_url.href);
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const cube_url = new URL("../assets/models/cube/cube.obj",import.meta.url);
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this.cube = await Model.loadFromOBJ(gl,cube_url.href);
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console.log("loading model complete");
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this.model.ready(gl,this.program);
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this.teapot.ready(gl,this.program);
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this.cube.ready(gl,this.program);
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this.texture;
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const texture_url = new URL("../assets/uv-grid.png",import.meta.url);
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const texture_image = G.makeImageElement(texture_url.href);
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texture_image.onload = ()=>{
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this.texture.setImage(gl,texture_image);
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}
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}
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draw(gl: WebGL2RenderingContext,state:RenderState): void {
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if(this.model !== undefined){
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this.camera.aspect = gl.canvas.width/gl.canvas.height;
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this.camera.UpdateProjectionMat();
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this.program.use(gl);
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this.program.setUniformMat4f(gl,"viewMat",this.camera.viewMatrix);
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this.program.setUniformMat4f(gl,"projectionMat",this.camera.projectionMatrix);
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this.texture.bind(gl,0);
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this.program.setUniform1i(gl,"mainTexture",0);
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if(this.teapot !== undefined){
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for(const pos of [[0,0,0],[0,0,25],[40,0,25]]){
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this.program.setUniformMat4f(gl,"modelMat",mat4.fromTranslation(mat4.create(), vec3.fromValues(pos[0],pos[1],pos[2]) ));
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this.model.draw(gl);
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}
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this.teapot.draw(gl);
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}
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}
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if(this.cube !== undefined){
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const modelMat = mat4.create();
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mat4.identity(modelMat);
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mat4.translate(modelMat,modelMat,[45,0,0]);
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mat4.scale(modelMat,modelMat,[5,5,5]);
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//mat4.rotateX(modelMat,modelMat,Math.PI * 30 / 180);
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this.program.setUniformMat4f(gl,"modelMat",modelMat);
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this.cube.draw(gl);
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}
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}
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}
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@ -1,11 +1,18 @@
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#version 300 es
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precision highp float;
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layout(location=0) out vec4 outColor;
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uniform sampler2D mainTexture;
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in vec3 fragNormal;
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in vec2 texUV;
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void main() {
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vec3 c = normalize(vec3(20,20,1));
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vec3 lightPos = vec3(20,20,1);
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vec3 c = normalize(lightPos);
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float intense = dot(c,normalize(fragNormal));
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intense = (max(intense,-0.5)+1.0)/2.0;
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outColor = vec4(vec3(1,1,0) * intense,1);
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vec4 objectColor = texture(mainTexture,texUV);
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outColor = vec4(objectColor.xyz * intense,1);
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}
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@ -148,3 +148,40 @@ export class VertexArray{
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export function createVertexArray(gl: WebGL2RenderingContext) {
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return new VertexArray(gl.createVertexArray());
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}
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export class Texture {
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readonly id: WebGLTexture;
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constructor(gl: WebGL2RenderingContext) {
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this.id = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, this.id);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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//1x1 texture를 생성합니다.
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 255, 255]));
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gl.bindTexture(gl.TEXTURE_2D, null);
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}
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bind(gl: WebGL2RenderingContext, slot: number) {
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gl.activeTexture(gl.TEXTURE0 + slot);
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gl.bindTexture(gl.TEXTURE_2D, this.id);
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}
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unbind(gl: WebGL2RenderingContext) {
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gl.bindTexture(gl.TEXTURE_2D, null);
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}
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setImage(gl: WebGL2RenderingContext, image: HTMLImageElement) {
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gl.bindTexture(gl.TEXTURE_2D, this.id);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
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gl.generateMipmap(gl.TEXTURE_2D);
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gl.bindTexture(gl.TEXTURE_2D, null);
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}
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}
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export function makeImageElement(url: string) {
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const image = new Image();
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image.src = url;
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image.crossOrigin = "";
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return image;
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}
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@ -9,8 +9,11 @@ uniform mat4 viewMat;
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uniform mat4 projectionMat;
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out vec3 fragNormal;
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out vec2 texUV;
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void main() {
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gl_Position = projectionMat * viewMat * modelMat * vec4(position,1);
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fragNormal = mat3(transpose(inverse(modelMat))) * normal;
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texUV = textureUV;
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}
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