2021年02月20日 - WebVR・Three.js
WebGLで半球ライト

「WebGLでポイントライト」でポイントライトを試しましたが、「半球ライティング-wgld.org」を参考に、WebGLで半球ライトを試しました。
WebGLで半球ライト
Three.jsにもHemisphereLightがありますが、半球ライトは上方からの色と下方からの色を分けられる環境光で、上方からの天空色と下方からの地面色を設定して、シェーダーで計算します。
● 行列演算用ライブラリ
「minMatrixb.js リファレンス-wgld.org」を参考に、行列演算用ライブラリを読み込みます。minMatrixb.jsにはトーラスと球体を生成する関数が実装されています。
<script src="js/lib/minMatrixb.js"></script> <script src="js/script.js" type="module"></script>
● script.js
//===============================================================
// GLSL
//===============================================================
const vertexShader =`
attribute vec3 position;
attribute vec3 normal;
attribute vec4 color;
uniform mat4 mMatrix;
uniform mat4 mvpMatrix;
uniform mat4 invMatrix;
uniform vec3 skyDirection;
uniform vec3 lightDirection;
uniform vec3 eyePosition;
//天空色
uniform vec4 skyColor;
//地面色
uniform vec4 groundColor;
varying vec4 vColor;
void main(void){
//天空方向のベクトル
vec3 invSky = normalize(invMatrix * vec4(skyDirection,0.0)).xyz;
//モデル座標変換の影響を相殺
vec3 invLight = normalize(invMatrix * vec4(lightDirection,0.0)).xyz;
vec3 invEye = normalize(invMatrix * vec4(eyePosition,0.0)).xyz;
vec3 halfLE = normalize(invLight + invEye);
//拡散光
float diffuse = clamp(dot(normal,invLight),0.1,1.0);
//反射光
float specular = pow(clamp(dot(normal,halfLE),0.1,0.9),50.0);
//半球ライティング
float hemisphere = (dot(normal,invSky) + 1.0) * 0.5;
vec4 ambient = mix(groundColor,skyColor,hemisphere);
//半球ライティングで描画色を算出
vColor = color * vec4(vec3(diffuse),1.0) + vec4(vec3(specular),1.0) + ambient;
gl_Position = mvpMatrix * vec4(position,1.0);
}
`;
const fragmentShader =`
precision mediump float;
varying vec4 vColor;
void main(void){
gl_FragColor = vColor;
}
`;
//===============================================================
// Init & Redering
//===============================================================
window.addEventListener('load',function(){
init();
rendering();
});
let canvas,gl;
let m,mMatrix,vMatrix,pMatrix,vpMatrix,mvpMatrix,invMatrix;
let prg,attLocation,attStride,uniLocation;
let torusData,tVBOList,tIndex;
let sphereData,sVBOList,sIndex;
let skyDirection,lightDirection,skyColor,groundColor,eyePosition;
let count = 0;
function init(){
canvas = document.getElementById('webgl-canvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
gl = canvas.getContext('webgl');
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
const vShader = createShader(gl.VERTEX_SHADER,vertexShader);
const fShader = createShader(gl.FRAGMENT_SHADER,fragmentShader);
prg = createProgram(vShader,fShader);
attLocation = [];
attLocation[0] = gl.getAttribLocation(prg,'position');
attLocation[1] = gl.getAttribLocation(prg,'normal');
attLocation[2] = gl.getAttribLocation(prg,'color');
attStride = [];
attStride[0] = 3;
attStride[1] = 3;
attStride[2] = 4;
uniLocation = [];
uniLocation[0] = gl.getUniformLocation(prg,'mMatrix');
uniLocation[1] = gl.getUniformLocation(prg,'mvpMatrix');
uniLocation[2] = gl.getUniformLocation(prg,'invMatrix');
uniLocation[3] = gl.getUniformLocation(prg,'skyDirection');
uniLocation[4] = gl.getUniformLocation(prg,'lightDirection');
uniLocation[5] = gl.getUniformLocation(prg,'eyePosition');
uniLocation[6] = gl.getUniformLocation(prg,'skyColor');
uniLocation[7] = gl.getUniformLocation(prg,'groundColor');
//トーラスを生成
torusData = torus(64,64,0.9,1.8,[0.7,0.7,0.7,1.0]);
const tPosition = createVbo(torusData.p);
const tNormal = createVbo(torusData.n);
const tColor = createVbo(torusData.c);
tVBOList = [tPosition,tNormal,tColor];
tIndex = createIbo(torusData.i);
//球体を生成
sphereData = sphere(64,64,2.1,[0.7,0.7,0.7,1.0]);
const sPosition = createVbo(sphereData.p);
const sNormal = createVbo(sphereData.n);
const sColor = createVbo(sphereData.c);
sVBOList = [sPosition,sNormal,sColor];
sIndex = createIbo(sphereData.i);
m = new matIV();
mMatrix = m.identity(m.create());
vMatrix = m.identity(m.create());
pMatrix = m.identity(m.create());
vpMatrix = m.identity(m.create());
mvpMatrix = m.identity(m.create());
invMatrix = m.identity(m.create());
//天空方向のベクトル
skyDirection = [0.0,1.0,0.0];
//平行光源ベクトル
lightDirection = [-1.0,-1.0,0.0];
//天空色
skyColor = [0.0,0.2,1.0,1.0];
//地面色
groundColor = [0.65,0.5,0.20,1.0];
//視点ベクトル
eyePosition = [0.0,0.0,20.0];
m.lookAt(eyePosition,[0,0,0],[0,1,0],vMatrix);
m.perspective(50,canvas.width/canvas.height,0.1,100,pMatrix);
m.multiply(pMatrix,vMatrix,vpMatrix);
}
function rendering(){
count += 0.5;
const rad = (count % 360) * Math.PI / 180;
const rad2 = ((count + 180) % 360) * Math.PI / 180;
gl.clearColor(0.0,0.0,0.0,1.0);
gl.clearDepth(1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
//トーラスのアニメーション
setAttribute(tVBOList,attLocation,attStride);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,tIndex);
m.identity(mMatrix);
m.rotate(mMatrix,rad2,[0,0,1],mMatrix);
m.translate(mMatrix,[4.0,0.0,0.0],mMatrix);
m.rotate(mMatrix,rad,[1,0,1],mMatrix);
m.multiply(vpMatrix,mMatrix,mvpMatrix);
m.inverse(mMatrix,invMatrix);
gl.uniformMatrix4fv(uniLocation[0],false,mMatrix);
gl.uniformMatrix4fv(uniLocation[1],false,mvpMatrix);
gl.uniformMatrix4fv(uniLocation[2],false,invMatrix);
gl.uniform3fv(uniLocation[3],skyDirection);
gl.uniform3fv(uniLocation[4],lightDirection);
gl.uniform3fv(uniLocation[5],eyePosition);
gl.uniform4fv(uniLocation[6],skyColor);
gl.uniform4fv(uniLocation[7],groundColor);
gl.drawElements(gl.TRIANGLES,torusData.i.length,gl.UNSIGNED_SHORT,0);
//球体のアニメーション
setAttribute(sVBOList,attLocation,attStride);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,sIndex);
m.identity(mMatrix);
m.rotate(mMatrix,rad,[0,0,1],mMatrix);
m.translate(mMatrix,[4.0,0.0,0.0],mMatrix);
m.multiply(vpMatrix,mMatrix,mvpMatrix);
m.inverse(mMatrix,invMatrix);
gl.uniformMatrix4fv(uniLocation[0],false,mMatrix);
gl.uniformMatrix4fv(uniLocation[1],false,mvpMatrix);
gl.uniformMatrix4fv(uniLocation[2],false,invMatrix);
gl.drawElements(gl.TRIANGLES,sphereData.i.length,gl.UNSIGNED_SHORT,0);
gl.flush();
requestAnimationFrame(rendering);
}
//===============================================================
// Function
//===============================================================
function createShader(shaderType,shaderText){
const shader = gl.createShader(shaderType);
gl.shaderSource(shader,shaderText);
gl.compileShader(shader);
return shader;
}
function createProgram(vs,fs){
const program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
gl.useProgram(program);
return program;
}
function createVbo(data){
const vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER,vbo);
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(data),gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER,null);
return vbo;
}
function createIbo(data){
const ibo = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,ibo);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,new Int16Array(data),gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,null);
return ibo;
}
function setAttribute(vbo,attL,attS){
for(let i in vbo){
gl.bindBuffer(gl.ARRAY_BUFFER,vbo[i]);
gl.enableVertexAttribArray(attL[i]);
gl.vertexAttribPointer(attL[i],attS[i],gl.FLOAT,false,0,0);
}
}
完成したデモになります。WebGLで半球ライトを試しました。

