refacto : separated draw function

This commit is contained in:
gbrochar 2020-11-26 15:15:55 +01:00
parent c4f3c75154
commit 828872215b
2 changed files with 60 additions and 59 deletions

59
src/client/draw.ts Normal file
View File

@ -0,0 +1,59 @@
import {initMatrices} from './matrix';
import {initVertexAttribs} from './vertexattrib';
/**
* Draws a webgl scene
* @param {any} gl the WebGL context
* @param {any} programInfo WebGL program information
* @param {any} buffers the buffers to draw
* @param {number} params various parameterss
* @param {any} texture the texture to load
*/
export function drawScene(gl: any,
programInfo: any,
buffers: any,
params: any,
texture: any) {
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
initVertexAttribs(gl, programInfo, buffers);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);
gl.useProgram(programInfo.program);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(programInfo.uniformLocations.uSampler, 0);
const [
projectionMatrix,
viewMatrix,
modelMatrix,
normalModelMatrix,
] = initMatrices(gl, params);
for (let i = 0; i < params.instanceNumber; i++) {
gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix,
false,
projectionMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.viewMatrix,
false,
viewMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.modelMatrix,
false,
modelMatrix[i]);
gl.uniformMatrix4fv(
programInfo.uniformLocations.normalModelMatrix,
false,
normalModelMatrix[i]);
const vertexCount = params.length;
const type = gl.UNSIGNED_SHORT;
const offset = 0;
gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
}
}

View File

@ -6,8 +6,7 @@ import fsSource4 from './shaders/texture.frag';
import {fetchObj, updateObj} from './objutils';
import {initShaderProgram} from './shaders';
import {loadTexture} from './texture';
import {initMatrices} from './matrix';
import {initVertexAttribs} from './vertexattrib';
import {drawScene} from './draw';
import {uiUpdateParams,
uiUpdateTexture,
@ -121,60 +120,3 @@ async function main() {
uiUpdateShader(context);
requestAnimationFrame(render);
}
/**
* Draw a webgl scene
* @param {any} gl the WebGL context
* @param {any} programInfo WebGL program information
* @param {any} buffers the buffers to draw
* @param {number} params various parameterss
* @param {any} texture the texture to load
*/
function drawScene(gl: any,
programInfo: any,
buffers: any,
params: any,
texture: any) {
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
initVertexAttribs(gl, programInfo, buffers);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);
gl.useProgram(programInfo.program);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(programInfo.uniformLocations.uSampler, 0);
const [
projectionMatrix,
viewMatrix,
modelMatrix,
normalModelMatrix,
] = initMatrices(gl, params);
for (let i = 0; i < params.instanceNumber; i++) {
gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix,
false,
projectionMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.viewMatrix,
false,
viewMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.modelMatrix,
false,
modelMatrix[i]);
gl.uniformMatrix4fv(
programInfo.uniformLocations.normalModelMatrix,
false,
normalModelMatrix[i]);
const vertexCount = params.length;
const type = gl.UNSIGNED_SHORT;
const offset = 0;
gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
}
}