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main.ts
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import {vec3, vec4,mat4} from 'gl-matrix';
const Stats = require('stats-js');
import * as DAT from 'dat.gui';
import Icosphere from './geometry/Icosphere';
import Square from './geometry/Square'
import OpenGLRenderer from './rendering/gl/OpenGLRenderer';
import Camera from './Camera';
import {setGL} from './globals';
import ShaderProgram, {Shader} from './rendering/gl/ShaderProgram';
// Define an object with application parameters and button callbacks
// This will be referred to by dat.GUI's functions that add GUI elements.
const controls = {
tesselations: 5,
'Load Scene': loadScene, // A function pointer, essentially
primaryColor:[219, 85, 21,1],
secondaryColor:[0, 0, 0,1],
highAmp: 0.5,
lowAmp: 1.0,
};
let icosphere: Icosphere;
let square: Square;
let prevTesselations: number = 5;
let color: vec4;
let color2: vec4;
function loadScene() {
icosphere = new Icosphere(vec3.fromValues(0, 0, 0), 1, controls.tesselations);
icosphere.create();
square = new Square(vec3.fromValues(0, 0, 0));
square.create();
}
function loadGUI(){
const gui = new DAT.GUI();
gui.add(controls, 'tesselations', 0, 8).step(1);
color = vec4.fromValues(0.86,0.33,0.08,1);
gui.addColor(controls,"primaryColor").name("primary color").onChange((value)=>{
color = vec4.fromValues(value[0]/255.0,value[1]/255.0,value[2]/255.0,1);
});
color2 = vec4.fromValues(0,0,0,1);
gui.addColor(controls,"secondaryColor").name("secondary color").onChange((value)=>{
color2 = vec4.fromValues(value[0]/255.0,value[1]/255.0,value[2]/255.0,1);
});
gui.add(controls,"highAmp",0.0,1.0).name("high amp");
gui.add(controls,"lowAmp",0.0,1.0).name("low amp");
var resetSliders = function (name:string,val:any) {
for (var i = 0; i < gui.__controllers.length; i++) {
if (gui.__controllers[i].property==name){
gui.__controllers[i].setValue(val);
}
}
};
var obj = {
reset: function() {
controls.tesselations = 5;
color = vec4.fromValues(219/255., 85/255., 21/255.,1);
color2 = vec4.fromValues(0, 0, 0,1);
controls.highAmp = 0.5;
controls.lowAmp = 1.0;
resetSliders("tesselations",5);
resetSliders("primaryColor",[219, 85, 21,1]);
resetSliders("secondaryColor",[0, 0, 0,1]);
resetSliders("highAmp",.5);
resetSliders("lowAmp",1.0);
}
};
gui.add(obj, "reset").name("reset");
}
function main() {
// Initial display for framerate
const stats = Stats();
stats.setMode(0);
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.body.appendChild(stats.domElement);
// get canvas and webgl context
const canvas = <HTMLCanvasElement> document.getElementById('canvas');
const gl = <WebGL2RenderingContext> canvas.getContext('webgl2');
if (!gl) {
alert('WebGL 2 not supported!');
}
// `setGL` is a function imported above which sets the value of `gl` in the `globals.ts` module.
// Later, we can import `gl` from `globals.ts` to access it
setGL(gl);
// Initial call to load scene
loadScene();
loadGUI();
const camera = new Camera(vec3.fromValues(0, 0, 5), vec3.fromValues(0, 0, 0));
const renderer = new OpenGLRenderer(canvas);
renderer.setClearColor(0.2, 0.2, 0.2, 1);
gl.enable(gl.DEPTH_TEST);
const lambert = new ShaderProgram([
new Shader(gl.VERTEX_SHADER, require('./shaders/lambert-vert.glsl')),
new Shader(gl.FRAGMENT_SHADER, require('./shaders/lambert-frag.glsl')),
]);
lambert.addUnif("u_Time");
lambert.addUnif("u_Color2");
lambert.addUnif("u_lowAmp");
lambert.addUnif("u_highAmp");
const background = new ShaderProgram([
new Shader(gl.VERTEX_SHADER, require('./shaders/background-vert.glsl')),
new Shader(gl.FRAGMENT_SHADER, require('./shaders/background-frag.glsl')),
]);
background.addUnif("u_Time");
background.addUnif("u_Color2");
background.addUnif("u_lowAmp");
background.addUnif("u_highAmp");
// This function will be called every frame
function tick() {
camera.update();
stats.begin();
gl.viewport(0, 0, window.innerWidth, window.innerHeight);
renderer.clear();
if(controls.tesselations != prevTesselations)
{
prevTesselations = controls.tesselations;
icosphere = new Icosphere(vec3.fromValues(0, 0, 0), 1, prevTesselations);
icosphere.create();
}
lambert.setGeometryColor(color);
let time = Date.now()%2000000/1000.0;
lambert.setUnifFloat("u_Time", time);
lambert.setUnifVec4("u_Color2", color2);
lambert.setUnifFloat("u_highAmp", controls.highAmp);
lambert.setUnifFloat("u_lowAmp", controls.lowAmp);
background.setGeometryColor(color);
background.setUnifVec4("u_Color2", color2);
background.setUnifFloat("u_Time", time);
let model = mat4.create();
mat4.identity(model);
lambert.setModelMatrix(model);
gl.depthMask(true);
renderer.render(camera, lambert, [
icosphere,
]);
renderer.render(camera, background, [
square,
]);
stats.end();
// Tell the browser to call `tick` again whenever it renders a new frame
requestAnimationFrame(tick);
}
window.addEventListener('resize', function() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.setAspectRatio(window.innerWidth / window.innerHeight);
camera.updateProjectionMatrix();
background.setDimensions(window.innerWidth, window.innerHeight);
}, false);
renderer.setSize(window.innerWidth, window.innerHeight);
camera.setAspectRatio(window.innerWidth / window.innerHeight);
camera.updateProjectionMatrix();
background.setDimensions(window.innerWidth, window.innerHeight);
// Start the render loop
tick();
}
main();