refacto : separated draw function
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@ -0,0 +1,59 @@
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import {initMatrices} from './matrix';
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import {initVertexAttribs} from './vertexattrib';
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/**
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* Draws a webgl scene
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* @param {any} gl the WebGL context
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* @param {any} programInfo WebGL program information
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* @param {any} buffers the buffers to draw
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* @param {number} params various parameterss
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* @param {any} texture the texture to load
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*/
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export function drawScene(gl: any,
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programInfo: any,
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buffers: any,
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params: any,
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texture: any) {
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.clearDepth(1.0);
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gl.enable(gl.DEPTH_TEST);
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gl.depthFunc(gl.LEQUAL);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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initVertexAttribs(gl, programInfo, buffers);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);
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gl.useProgram(programInfo.program);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.uniform1i(programInfo.uniformLocations.uSampler, 0);
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const [
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projectionMatrix,
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viewMatrix,
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modelMatrix,
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normalModelMatrix,
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] = initMatrices(gl, params);
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for (let i = 0; i < params.instanceNumber; i++) {
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gl.uniformMatrix4fv(
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programInfo.uniformLocations.projectionMatrix,
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false,
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projectionMatrix);
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gl.uniformMatrix4fv(
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programInfo.uniformLocations.viewMatrix,
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false,
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viewMatrix);
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gl.uniformMatrix4fv(
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programInfo.uniformLocations.modelMatrix,
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false,
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modelMatrix[i]);
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gl.uniformMatrix4fv(
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programInfo.uniformLocations.normalModelMatrix,
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false,
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normalModelMatrix[i]);
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const vertexCount = params.length;
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const type = gl.UNSIGNED_SHORT;
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const offset = 0;
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gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
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}
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}
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@ -6,8 +6,7 @@ import fsSource4 from './shaders/texture.frag';
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import {fetchObj, updateObj} from './objutils';
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import {initShaderProgram} from './shaders';
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import {loadTexture} from './texture';
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import {initMatrices} from './matrix';
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import {initVertexAttribs} from './vertexattrib';
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import {drawScene} from './draw';
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import {uiUpdateParams,
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uiUpdateTexture,
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@ -121,60 +120,3 @@ async function main() {
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uiUpdateShader(context);
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requestAnimationFrame(render);
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}
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/**
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* Draw a webgl scene
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* @param {any} gl the WebGL context
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* @param {any} programInfo WebGL program information
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* @param {any} buffers the buffers to draw
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* @param {number} params various parameterss
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* @param {any} texture the texture to load
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*/
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function drawScene(gl: any,
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programInfo: any,
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buffers: any,
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params: any,
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texture: any) {
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.clearDepth(1.0);
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gl.enable(gl.DEPTH_TEST);
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gl.depthFunc(gl.LEQUAL);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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initVertexAttribs(gl, programInfo, buffers);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);
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gl.useProgram(programInfo.program);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.uniform1i(programInfo.uniformLocations.uSampler, 0);
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const [
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projectionMatrix,
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viewMatrix,
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modelMatrix,
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normalModelMatrix,
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] = initMatrices(gl, params);
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for (let i = 0; i < params.instanceNumber; i++) {
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gl.uniformMatrix4fv(
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programInfo.uniformLocations.projectionMatrix,
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false,
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projectionMatrix);
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gl.uniformMatrix4fv(
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programInfo.uniformLocations.viewMatrix,
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false,
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viewMatrix);
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gl.uniformMatrix4fv(
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programInfo.uniformLocations.modelMatrix,
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false,
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modelMatrix[i]);
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gl.uniformMatrix4fv(
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programInfo.uniformLocations.normalModelMatrix,
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false,
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normalModelMatrix[i]);
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const vertexCount = params.length;
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const type = gl.UNSIGNED_SHORT;
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const offset = 0;
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gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
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}
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}
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