refacto : split matrices initialization

This commit is contained in:
gbrochar 2020-11-26 09:11:02 +01:00
parent ac2d5bcecb
commit 94251a4806
2 changed files with 91 additions and 109 deletions

View File

@ -1,6 +1,4 @@
// @ts-ignore // @ts-ignore
import mat4 from 'gl-mat4';
// @ts-ignore
import {convert} from './objparser'; import {convert} from './objparser';
import $ from 'jquery'; import $ from 'jquery';
import vsSource from './shaders/shader.vert'; import vsSource from './shaders/shader.vert';
@ -14,8 +12,7 @@ import {initBuffers, deleteBuffers} from './buffers';
import {initShaderProgram} from './shaders'; import {initShaderProgram} from './shaders';
import {changeFragmentShader} from './changeshader'; import {changeFragmentShader} from './changeshader';
import {loadTexture} from './texture'; import {loadTexture} from './texture';
import {initMatrices} from './matrix';
let squareRotation = 0.0;
main(); main();
@ -65,6 +62,7 @@ async function main() {
}, },
rotSpeed: $('#rotspeed').val(), rotSpeed: $('#rotspeed').val(),
instanceNumber: parseInt(instanceNumber), instanceNumber: parseInt(instanceNumber),
squareRotation: 0,
}; };
const [ const [
@ -151,6 +149,7 @@ async function main() {
function render(now: any) { function render(now: any) {
now *= 0.001; now *= 0.001;
const deltaTime = now - then; const deltaTime = now - then;
params.squareRotation += deltaTime;
if (now >= 1 && changed == false) { if (now >= 1 && changed == false) {
changed = true; changed = true;
} }
@ -158,7 +157,6 @@ async function main() {
drawScene(gl, drawScene(gl,
programInfo, programInfo,
buffers, buffers,
deltaTime,
length, length,
params, params,
texture); texture);
@ -324,7 +322,6 @@ async function main() {
* @param {any} gl the WebGL context * @param {any} gl the WebGL context
* @param {any} programInfo WebGL program information * @param {any} programInfo WebGL program information
* @param {any} buffers the buffers to draw * @param {any} buffers the buffers to draw
* @param {number} deltaTime the difference in time since last call
* @param {number} length the index buffer length * @param {number} length the index buffer length
* @param {number} params various parameterss * @param {number} params various parameterss
* @param {any} texture the texture to load * @param {any} texture the texture to load
@ -332,7 +329,6 @@ async function main() {
function drawScene(gl: any, function drawScene(gl: any,
programInfo: any, programInfo: any,
buffers: any, buffers: any,
deltaTime: number,
length: number, length: number,
params: any, params: any,
texture: any) { texture: any) {
@ -340,50 +336,9 @@ function drawScene(gl: any,
gl.clearDepth(1.0); gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST); gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL); gl.depthFunc(gl.LEQUAL);
// Clear the canvas before we start drawing on it.
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Create a perspective matrix, a special matrix that is
// used to simulate the distortion of perspective in a camera.
// Our field of view is 45 degrees, with a width/height
// ratio that matches the display size of the canvas
// and we only want to see objects between 0.1 units
// and 100 units away from the camera.
const fieldOfView = params.fov * Math.PI / 180;
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const zNear = 0.1;
const zFar = 1000.0;
const projectionMatrix = mat4.create();
// note: glmatrix.js always has the first argument
// as the destination to receive the result.
mat4.perspective(
projectionMatrix,
fieldOfView,
aspect,
zNear,
zFar);
// Set the drawing position to the "identity" point, which is
// the center of the scene.
const viewMatrix = mat4.create();
mat4.translate(
viewMatrix,
viewMatrix, [
Math.cos(squareRotation) * params.circleSize,
Math.sin(squareRotation) * params.circleSize,
0,
]);
mat4.translate(
viewMatrix,
viewMatrix,
[0.0, 0.0, -params.distance]);
// Tell WebGL how to pull out the positions from the position
// buffer into the vertexPosition attribute.
{ {
const numComponents = 3; const numComponents = 3;
const type = gl.FLOAT; const type = gl.FLOAT;
@ -401,8 +356,6 @@ function drawScene(gl: any,
gl.enableVertexAttribArray( gl.enableVertexAttribArray(
programInfo.attribLocations.vertexPosition); programInfo.attribLocations.vertexPosition);
} }
{ {
const numComponents = 3; const numComponents = 3;
const type = gl.FLOAT; const type = gl.FLOAT;
@ -420,17 +373,15 @@ function drawScene(gl: any,
gl.enableVertexAttribArray( gl.enableVertexAttribArray(
programInfo.attribLocations.vertexNormal); programInfo.attribLocations.vertexNormal);
} }
// tell webgl how to pull out the texture coordinates from buffer
{ {
const num = 2; // every coordinate composed of 2 values const numComponents = 2;
const type = gl.FLOAT; // the data in the buffer is 32 bit float const type = gl.FLOAT;
const normalize = false; // don't normalize const normalize = false;
const stride = 0; // how many bytes to get from one set to the next const stride = 0;
const offset = 0; // how many bytes inside the buffer to start from const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.uvs); gl.bindBuffer(gl.ARRAY_BUFFER, buffers.uvs);
gl.vertexAttribPointer(programInfo.attribLocations.textureCoord, gl.vertexAttribPointer(programInfo.attribLocations.textureCoord,
num, numComponents,
type, type,
normalize, normalize,
stride, stride,
@ -438,61 +389,20 @@ function drawScene(gl: any,
gl.enableVertexAttribArray(programInfo.attribLocations.textureCoord); gl.enableVertexAttribArray(programInfo.attribLocations.textureCoord);
} }
// Tell WebGL which indices to use to index the vertices
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);
// Tell WebGL to use our program when drawing
gl.useProgram(programInfo.program); gl.useProgram(programInfo.program);
// Tell WebGL we want to affect texture unit 0
gl.activeTexture(gl.TEXTURE0); gl.activeTexture(gl.TEXTURE0);
// Bind the texture to texture unit 0
gl.bindTexture(gl.TEXTURE_2D, texture); gl.bindTexture(gl.TEXTURE_2D, texture);
// Tell the shader we bound the texture to texture unit 0
gl.uniform1i(programInfo.uniformLocations.uSampler, 0); gl.uniform1i(programInfo.uniformLocations.uSampler, 0);
const normalModelMatrix = []; const [
const modelMatrix = []; projectionMatrix,
for (let i = 0; i < params.instanceNumber; i++) { viewMatrix,
const normalModelMatrixTemplate = mat4.create(); modelMatrix,
const modelMatrixTemplate = mat4.create(); normalModelMatrix,
let addx = 0; ] = initMatrices(gl, params);
let addy = 0;
mat4.rotateX(normalModelMatrixTemplate,
normalModelMatrixTemplate,
params.rot.x);
mat4.rotateY(normalModelMatrixTemplate,
normalModelMatrixTemplate,
params.rot.y);
mat4.rotateZ(normalModelMatrixTemplate,
normalModelMatrixTemplate,
params.rot.z);
mat4.rotateY(normalModelMatrixTemplate,
normalModelMatrixTemplate,
squareRotation);
if (i % 3 == 1) {
addx = Math.floor(i / 9 + 1) * params.range * 1.5;
} else if (i % 3 == 2) {
addx = -Math.floor(i / 9 + 1) * params.range * 1.5;
}
if (i % 9 > 5) {
addy = Math.floor(i / 9 + 1) * params.range * 1.5;
} else if (i % 9 > 2 && i % 9 < 6) {
addy = -Math.floor(i / 9 + 1) * params.range * 1.5;
}
mat4.translate(modelMatrixTemplate,
modelMatrixTemplate,
[
-params.avg.x + addx,
-params.avg.y + addy,
-params.avg.z,
]);
normalModelMatrix.push(normalModelMatrixTemplate);
modelMatrix.push(modelMatrixTemplate);
}
for (let i = 0; i < params.instanceNumber; i++) { for (let i = 0; i < params.instanceNumber; i++) {
// Set the shader uniforms
gl.uniformMatrix4fv( gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix, programInfo.uniformLocations.projectionMatrix,
false, false,
@ -509,13 +419,9 @@ function drawScene(gl: any,
programInfo.uniformLocations.normalModelMatrix, programInfo.uniformLocations.normalModelMatrix,
false, false,
normalModelMatrix[i]); normalModelMatrix[i]);
const vertexCount = length; const vertexCount = length;
const type = gl.UNSIGNED_SHORT; const type = gl.UNSIGNED_SHORT;
const offset = 0; const offset = 0;
gl.drawElements(gl.TRIANGLES, vertexCount, type, offset); gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
// gl.drawArrays(gl.TRIANGLES, offset, vertexCount);
} }
squareRotation += deltaTime * params.rotSpeed;
} }

76
src/client/matrix.ts Normal file
View File

@ -0,0 +1,76 @@
// @ts-ignore
import mat4 from 'gl-mat4';
/**
* Initializes matrices for the scene
* @param {any} gl the WebGL context
* @param {any} params various parameters
* @return {Array<mat4>} the matrices
*/
export function initMatrices(gl: any, params: any) {
const fieldOfView = params.fov * Math.PI / 180;
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const zNear = 0.1;
const zFar = 1000.0;
const projectionMatrix = mat4.create();
mat4.perspective(
projectionMatrix,
fieldOfView,
aspect,
zNear,
zFar);
const viewMatrix = mat4.create();
mat4.translate(
viewMatrix,
viewMatrix, [
Math.cos(params.squareRotation) * params.circleSize,
Math.sin(params.squareRotation) * params.circleSize,
0,
]);
mat4.translate(
viewMatrix,
viewMatrix,
[0.0, 0.0, -params.distance]);
const normalModelMatrix = [];
const modelMatrix = [];
for (let i = 0; i < params.instanceNumber; i++) {
const normalModelMatrixTemplate = mat4.create();
const modelMatrixTemplate = mat4.create();
let addx = 0;
let addy = 0;
mat4.rotateX(normalModelMatrixTemplate,
normalModelMatrixTemplate,
params.rot.x);
mat4.rotateY(normalModelMatrixTemplate,
normalModelMatrixTemplate,
params.rot.y);
mat4.rotateZ(normalModelMatrixTemplate,
normalModelMatrixTemplate,
params.rot.z);
mat4.rotateY(normalModelMatrixTemplate,
normalModelMatrixTemplate,
params.squareRotation);
if (i % 3 == 1) {
addx = Math.floor(i / 9 + 1) * params.range * 1.5;
} else if (i % 3 == 2) {
addx = -Math.floor(i / 9 + 1) * params.range * 1.5;
}
if (i % 9 > 5) {
addy = Math.floor(i / 9 + 1) * params.range * 1.5;
} else if (i % 9 > 2 && i % 9 < 6) {
addy = -Math.floor(i / 9 + 1) * params.range * 1.5;
}
mat4.translate(modelMatrixTemplate,
modelMatrixTemplate,
[
-params.avg.x + addx,
-params.avg.y + addy,
-params.avg.z,
]);
normalModelMatrix.push(normalModelMatrixTemplate);
modelMatrix.push(modelMatrixTemplate);
}
return [projectionMatrix, viewMatrix, modelMatrix, normalModelMatrix];
}