skycraft: now with sunlight!
This commit is contained in:
parent
216ef470c5
commit
b0a39bb1ce
@ -16,6 +16,7 @@ uniform mat4 uModel;
|
|||||||
uniform mat4 uView;
|
uniform mat4 uView;
|
||||||
uniform vec3 uLightDirection;
|
uniform vec3 uLightDirection;
|
||||||
uniform float uAmbiantLight;
|
uniform float uAmbiantLight;
|
||||||
|
uniform vec3 uGlowColor;
|
||||||
|
|
||||||
varying highp vec2 vTextureCoord;
|
varying highp vec2 vTextureCoord;
|
||||||
varying lowp vec3 vLighting;
|
varying lowp vec3 vLighting;
|
||||||
@ -29,7 +30,7 @@ void main() {
|
|||||||
lowp vec3 normal = mat3(uModel) * aNormal;
|
lowp vec3 normal = mat3(uModel) * aNormal;
|
||||||
lowp float diffuseAmount = max(dot(-uLightDirection, normal), 0.0);
|
lowp float diffuseAmount = max(dot(-uLightDirection, normal), 0.0);
|
||||||
lowp vec3 ambiant = uAmbiantLight * vec3(1.0, 1.0, 0.9);
|
lowp vec3 ambiant = uAmbiantLight * vec3(1.0, 1.0, 0.9);
|
||||||
vLighting = ambiant + vec3(1.0, 1.0, 1.0) * diffuseAmount;
|
vLighting = ambiant + vec3(1.0, 1.0, 1.0) * diffuseAmount + uGlowColor;
|
||||||
|
|
||||||
vTextureCoord = aTextureCoord;
|
vTextureCoord = aTextureCoord;
|
||||||
|
|
||||||
@ -69,6 +70,7 @@ async function initWorldGl(gl) {
|
|||||||
const fogColorLoc = gl.getUniformLocation(program, 'uFogColor');
|
const fogColorLoc = gl.getUniformLocation(program, 'uFogColor');
|
||||||
const lightDirectionLoc = gl.getUniformLocation(program, 'uLightDirection');
|
const lightDirectionLoc = gl.getUniformLocation(program, 'uLightDirection');
|
||||||
const ambiantLoc = gl.getUniformLocation(program, 'uAmbiantLight');
|
const ambiantLoc = gl.getUniformLocation(program, 'uAmbiantLight');
|
||||||
|
const glowColorLoc = gl.getUniformLocation(program, 'uGlowColor');
|
||||||
|
|
||||||
const positionLoc = gl.getAttribLocation(program, 'aPosition');
|
const positionLoc = gl.getAttribLocation(program, 'aPosition');
|
||||||
const normalLoc = gl.getAttribLocation(program, 'aNormal');
|
const normalLoc = gl.getAttribLocation(program, 'aNormal');
|
||||||
@ -79,7 +81,6 @@ async function initWorldGl(gl) {
|
|||||||
projectionMatrix,
|
projectionMatrix,
|
||||||
viewMatrix,
|
viewMatrix,
|
||||||
fogColor,
|
fogColor,
|
||||||
lightDirection,
|
|
||||||
ambiantLightAmount,
|
ambiantLightAmount,
|
||||||
} = sceneParams;
|
} = sceneParams;
|
||||||
|
|
||||||
@ -88,7 +89,6 @@ async function initWorldGl(gl) {
|
|||||||
gl.uniformMatrix4fv(projLoc, false, new Float32Array(projectionMatrix));
|
gl.uniformMatrix4fv(projLoc, false, new Float32Array(projectionMatrix));
|
||||||
gl.uniformMatrix4fv(viewLoc, false, new Float32Array(viewMatrix));
|
gl.uniformMatrix4fv(viewLoc, false, new Float32Array(viewMatrix));
|
||||||
gl.uniform3fv(fogColorLoc, fogColor);
|
gl.uniform3fv(fogColorLoc, fogColor);
|
||||||
gl.uniform3fv(lightDirectionLoc, lightDirection);
|
|
||||||
gl.uniform1f(ambiantLoc, ambiantLightAmount);
|
gl.uniform1f(ambiantLoc, ambiantLightAmount);
|
||||||
|
|
||||||
// doing this here because it's the same for all world stuff
|
// doing this here because it's the same for all world stuff
|
||||||
@ -108,10 +108,14 @@ async function initWorldGl(gl) {
|
|||||||
orientation,
|
orientation,
|
||||||
glBuffer,
|
glBuffer,
|
||||||
numVertices,
|
numVertices,
|
||||||
|
lightDirection,
|
||||||
|
glowColor,
|
||||||
} = objectParams;
|
} = objectParams;
|
||||||
|
|
||||||
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
|
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
|
||||||
se3.translation(...position), orientation)));
|
se3.translation(...position), orientation)));
|
||||||
|
gl.uniform3fv(lightDirectionLoc, lightDirection);
|
||||||
|
gl.uniform3fv(glowColorLoc, glowColor);
|
||||||
|
|
||||||
gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
|
gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
|
||||||
|
|
||||||
@ -497,6 +501,7 @@ function getSolarSystem(seed) {
|
|||||||
spin: [0, 0, 0.2],
|
spin: [0, 0, 0.2],
|
||||||
|
|
||||||
geometry: getBodyGeometry(0),
|
geometry: getBodyGeometry(0),
|
||||||
|
glowColor: [0.5, 0.5, 0.46],
|
||||||
|
|
||||||
children: [
|
children: [
|
||||||
{
|
{
|
||||||
@ -1035,7 +1040,7 @@ const kGravitationalConstant = 6.674e-11;
|
|||||||
function getObjects(context, body, parentPosition) {
|
function getObjects(context, body, parentPosition) {
|
||||||
const objects = [];
|
const objects = [];
|
||||||
const {gl, glContext, player} = context;
|
const {gl, glContext, player} = context;
|
||||||
const {position, orientation} = body;
|
const {position, orientation, glowColor} = body;
|
||||||
|
|
||||||
if (body.glBuffer === undefined) {
|
if (body.glBuffer === undefined) {
|
||||||
body.glBuffer = makeBufferFromFaces(gl, body.geometry);
|
body.glBuffer = makeBufferFromFaces(gl, body.geometry);
|
||||||
@ -1046,6 +1051,7 @@ function getObjects(context, body, parentPosition) {
|
|||||||
orientation,
|
orientation,
|
||||||
position,
|
position,
|
||||||
glContext,
|
glContext,
|
||||||
|
glowColor,
|
||||||
});
|
});
|
||||||
if (parentPosition !== undefined) {
|
if (parentPosition !== undefined) {
|
||||||
const orbitObject = makeOrbitObject(context, body.orbit, parentPosition);
|
const orbitObject = makeOrbitObject(context, body.orbit, parentPosition);
|
||||||
@ -1074,6 +1080,10 @@ function getObjects(context, body, parentPosition) {
|
|||||||
return objects;
|
return objects;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
function sunDirection(context, position) {
|
||||||
|
return linalg.scale(position, 1/linalg.norm(position));
|
||||||
|
}
|
||||||
|
|
||||||
function draw(context) {
|
function draw(context) {
|
||||||
const {gl, camera, player, universe} = context;
|
const {gl, camera, player, universe} = context;
|
||||||
const objects = getObjects(context, universe);
|
const objects = getObjects(context, universe);
|
||||||
@ -1101,24 +1111,26 @@ function draw(context) {
|
|||||||
].reduce(se3.product));
|
].reduce(se3.product));
|
||||||
let lastGlContext;
|
let lastGlContext;
|
||||||
|
|
||||||
for (const {position, orientation, geometry, glContext} of objects) {
|
for (const {position, orientation, geometry, glContext, glowColor} of objects) {
|
||||||
if (glContext !== lastGlContext) {
|
if (glContext !== lastGlContext) {
|
||||||
glContext.setupScene({
|
glContext.setupScene({
|
||||||
projectionMatrix: context.projMatrix,
|
projectionMatrix: context.projMatrix,
|
||||||
viewMatrix,
|
viewMatrix,
|
||||||
fogColor: context.skyColor,
|
fogColor: context.skyColor,
|
||||||
lightDirection: context.lightDirection,
|
|
||||||
ambiantLightAmount: context.ambiantLight,
|
ambiantLightAmount: context.ambiantLight,
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
lastGlContext = glContext;
|
lastGlContext = glContext;
|
||||||
|
const lightDirection = sunDirection(context, position);
|
||||||
|
|
||||||
glContext.drawObject({
|
glContext.drawObject({
|
||||||
position,
|
position,
|
||||||
orientation,
|
orientation,
|
||||||
glBuffer: geometry.glBuffer,
|
glBuffer: geometry.glBuffer,
|
||||||
numVertices: geometry.numVertices,
|
numVertices: geometry.numVertices,
|
||||||
|
lightDirection,
|
||||||
|
glowColor: glowColor || [0, 0, 0],
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -1191,10 +1203,11 @@ async function main() {
|
|||||||
|
|
||||||
// TODO
|
// TODO
|
||||||
// [ ] loading bar
|
// [ ] loading bar
|
||||||
// [ ] spaceship
|
// [x] spaceship
|
||||||
// [ ] landing
|
// [ ] landing
|
||||||
// [ ] huge planets
|
// [ ] huge planets
|
||||||
// [ ] lighting
|
// [x] lighting
|
||||||
|
// [ ] better lighting
|
||||||
|
|
||||||
const modelPromise = loadStlModel('spaceship.stl');
|
const modelPromise = loadStlModel('spaceship.stl');
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user