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1. ã·ã§ãŒããŒããã°ã©ã ã®æœè±¡å
WebGLã·ã§ãŒããŒããã°ã©ã ãJavaScriptã¯ã©ã¹ãŸãã¯ãªããžã§ã¯ãå ã«ã«ãã»ã«åããŸãããã®æœè±¡åã¯ã以äžãåŠçããå¿ èŠããããŸãã
- ã·ã§ãŒããŒã®ã³ã³ãã€ã«: é ç¹ã·ã§ãŒããŒãšãã©ã°ã¡ã³ãã·ã§ãŒããŒãããã°ã©ã ã«ã³ã³ãã€ã«ããŸãã
- ã¢ããªãã¥ãŒããšãŠããã©ãŒã ã®äœçœ®ã®ååŸ: å¹ççãªã¢ã¯ã»ã¹ã®ããã«ãã¢ããªãã¥ãŒããšãŠããã©ãŒã ã®äœçœ®ãæ ŒçŽããŸãã
- ããã°ã©ã ã®ã¢ã¯ãã£ãå:
gl.useProgram()ã䜿çšããŠã·ã§ãŒããŒããã°ã©ã ã«åãæ¿ããŸãã
äŸ:
class ShaderProgram {
constructor(gl, vertexShaderSource, fragmentShaderSource) {
this.gl = gl;
this.program = this.createProgram(vertexShaderSource, fragmentShaderSource);
this.uniformLocations = {};
this.attributeLocations = {};
}
createProgram(vertexShaderSource, fragmentShaderSource) {
const vertexShader = this.createShader(this.gl.VERTEX_SHADER, vertexShaderSource);
const fragmentShader = this.createShader(this.gl.FRAGMENT_SHADER, fragmentShaderSource);
const program = this.gl.createProgram();
this.gl.attachShader(program, vertexShader);
this.gl.attachShader(program, fragmentShader);
this.gl.linkProgram(program);
if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)) {
console.error('Unable to initialize the shader program: ' + this.gl.getProgramInfoLog(program));
return null;
}
return program;
}
createShader(type, source) {
const shader = this.gl.createShader(type);
this.gl.shaderSource(shader, source);
this.gl.compileShader(shader);
if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
console.error('An error occurred compiling the shaders: ' + this.gl.getShaderInfoLog(shader));
this.gl.deleteShader(shader);
return null;
}
return shader;
}
use() {
this.gl.useProgram(this.program);
}
getUniformLocation(name) {
if (!this.uniformLocations[name]) {
this.uniformLocations[name] = this.gl.getUniformLocation(this.program, name);
}
return this.uniformLocations[name];
}
getAttributeLocation(name) {
if (!this.attributeLocations[name]) {
this.attributeLocations[name] = this.gl.getAttribLocation(this.program, name);
}
return this.attributeLocations[name];
}
}
2. ãŠããã©ãŒã ãšã¢ããªãã¥ãŒãã®ç®¡ç
`ShaderProgram`ã¯ã©ã¹ã«ããŠããã©ãŒã ãšã¢ããªãã¥ãŒãã®å€ãèšå®ããããã®ã¡ãœããã远å ããŸãããããã®ã¡ãœããã¯ã以äžãè¡ãå¿ èŠããããŸãã
- ãŠããã©ãŒã /ã¢ããªãã¥ãŒãã®äœçœ®ãé å»¶çã«ååŸ: ãŠããã©ãŒã /ã¢ããªãã¥ãŒããæåã«èšå®ããããšãã«ã®ã¿ãäœçœ®ãååŸããŸããäžèšã®äŸã§ã¯ãã§ã«ãããè¡ã£ãŠããŸãã
- é©åãª
gl.uniform*ãŸãã¯gl.vertexAttrib*颿°ã«ãã£ã¹ããã: èšå®ãããå€ã®ããŒã¿åã«åºã¥ããŠã - ãªãã·ã§ã³ã§ãŠããã©ãŒã ã®ç¶æ ã远跡: äžèŠãªæŽæ°ãé¿ããããã«ãåãŠããã©ãŒã ã®æåŸã«èšå®ãããå€ãæ ŒçŽããŸãã
äŸïŒåã®`ShaderProgram`ã¯ã©ã¹ã®æ¡åŒµïŒ:
class ShaderProgram {
// ... (previous code) ...
uniform1f(name, value) {
const location = this.getUniformLocation(name);
if (location) {
this.gl.uniform1f(location, value);
}
}
uniform3fv(name, value) {
const location = this.getUniformLocation(name);
if (location) {
this.gl.uniform3fv(location, value);
}
}
uniformMatrix4fv(name, value) {
const location = this.getUniformLocation(name);
if (location) {
this.gl.uniformMatrix4fv(location, false, value);
}
}
vertexAttribPointer(name, size, type, normalized, stride, offset) {
const location = this.getAttributeLocation(name);
if (location !== null && location !== undefined) { // Check if the attribute exists in the shader
this.gl.vertexAttribPointer(
location,
size,
type,
normalized,
stride,
offset
);
this.gl.enableVertexAttribArray(location);
}
}
}
ããã«ãã®ã¯ã©ã¹ãæ¡åŒµããŠãäžèŠãªæŽæ°ãé¿ããããã«ç¶æ ã远跡ããŸãã
class ShaderProgram {
// ... (previous code) ...
constructor(gl, vertexShaderSource, fragmentShaderSource) {
this.gl = gl;
this.program = this.createProgram(vertexShaderSource, fragmentShaderSource);
this.uniformLocations = {};
this.attributeLocations = {};
this.uniformValues = {}; // Track the last set uniform values
}
uniform1f(name, value) {
const location = this.getUniformLocation(name);
if (location && this.uniformValues[name] !== value) {
this.gl.uniform1f(location, value);
this.uniformValues[name] = value;
}
}
uniform3fv(name, value) {
const location = this.getUniformLocation(name);
// Compare array values for changes
if (location && (!this.uniformValues[name] || !this.arraysAreEqual(this.uniformValues[name], value))) {
this.gl.uniform3fv(location, value);
this.uniformValues[name] = Array.from(value); // Store a copy to avoid modification
}
}
uniformMatrix4fv(name, value) {
const location = this.getUniformLocation(name);
if (location && (!this.uniformValues[name] || !this.arraysAreEqual(this.uniformValues[name], value))) {
this.gl.uniformMatrix4fv(location, false, value);
this.uniformValues[name] = Array.from(value); // Store a copy to avoid modification
}
}
arraysAreEqual(a, b) {
if (a === b) return true;
if (a == null || b == null) return false;
if (a.length !== b.length) return false;
for (let i = 0; i < a.length; ++i) {
if (a[i] !== b[i]) return false;
}
return true;
}
vertexAttribPointer(name, size, type, normalized, stride, offset) {
const location = this.getAttributeLocation(name);
if (location !== null && location !== undefined) { // Check if the attribute exists in the shader
this.gl.vertexAttribPointer(
location,
size,
type,
normalized,
stride,
offset
);
this.gl.enableVertexAttribArray(location);
}
}
}
3. ãããªã¢ã«ã·ã¹ãã
ãããªã¢ã«ã·ã¹ãã ã¯ããªããžã§ã¯ãã®èŠèŠçãªããããã£ãå®çŸ©ããŸããåãããªã¢ã«ã¯ã`ShaderProgram`ãåç §ããå¿ èŠãªãŠããã©ãŒã ã®å€ãæäŸããå¿ èŠããããŸããããã«ãããç°ãªããã©ã¡ãŒã¿ãæã€ã·ã§ãŒããŒãç°¡åã«åå©çšã§ããŸãã
äŸ:
class Material {
constructor(shaderProgram, uniforms) {
this.shaderProgram = shaderProgram;
this.uniforms = uniforms;
}
apply() {
this.shaderProgram.use();
for (const name in this.uniforms) {
const value = this.uniforms[name];
if (typeof value === 'number') {
this.shaderProgram.uniform1f(name, value);
} else if (Array.isArray(value) && value.length === 3) {
this.shaderProgram.uniform3fv(name, value);
} else if (value instanceof Float32Array && value.length === 16) {
this.shaderProgram.uniformMatrix4fv(name, value);
} // Add more type checks as needed
else if (value instanceof WebGLTexture) {
// Handle texture setting (example)
const textureUnit = 0; // Choose a texture unit
gl.activeTexture(gl.TEXTURE0 + textureUnit); // Activate the texture unit
gl.bindTexture(gl.TEXTURE_2D, value);
gl.uniform1i(this.shaderProgram.getUniformLocation(name), textureUnit); // Set the sampler uniform
} // Example for textures
}
}
}
4. ã¬ã³ããªã³ã°ãã€ãã©ã€ã³
ã¬ã³ããªã³ã°ãã€ãã©ã€ã³ã¯ãã·ãŒã³å ã®ãªããžã§ã¯ããå埩åŠçããåãªããžã§ã¯ãã«å¯ŸããŠä»¥äžãè¡ãå¿ èŠããããŸãã
material.apply()ã䜿çšããŠã¢ã¯ãã£ããªãããªã¢ã«ãèšå®ããŸãã- ãªããžã§ã¯ãã®é ç¹ãããã¡ãšã€ã³ããã¯ã¹ãããã¡ããã€ã³ãããŸãã
gl.drawElements()ãŸãã¯gl.drawArrays()ã䜿çšããŠãªããžã§ã¯ããæç»ããŸãã
äŸ:
function render(gl, scene, camera) {
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const viewMatrix = camera.getViewMatrix();
const projectionMatrix = camera.getProjectionMatrix(gl.canvas.width / gl.canvas.height);
for (const object of scene.objects) {
const modelMatrix = object.getModelMatrix();
const material = object.material;
material.apply();
// Set common uniforms (e.g., matrices)
material.shaderProgram.uniformMatrix4fv('uModelMatrix', modelMatrix);
material.shaderProgram.uniformMatrix4fv('uViewMatrix', viewMatrix);
material.shaderProgram.uniformMatrix4fv('uProjectionMatrix', projectionMatrix);
// Bind vertex buffers and draw
gl.bindBuffer(gl.ARRAY_BUFFER, object.vertexBuffer);
material.shaderProgram.vertexAttribPointer('aVertexPosition', 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, object.indexBuffer);
gl.drawElements(gl.TRIANGLES, object.indices.length, gl.UNSIGNED_SHORT, 0);
}
}
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2. ã·ã§ãŒããŒã®ããªããã»ãã·ã³ã°
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