refacto : split matrices initialization
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ac2d5bcecb
commit
94251a4806
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@ -1,6 +1,4 @@
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// @ts-ignore
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import mat4 from 'gl-mat4';
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// @ts-ignore
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import {convert} from './objparser';
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import $ from 'jquery';
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import vsSource from './shaders/shader.vert';
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@ -14,8 +12,7 @@ import {initBuffers, deleteBuffers} from './buffers';
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import {initShaderProgram} from './shaders';
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import {changeFragmentShader} from './changeshader';
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import {loadTexture} from './texture';
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let squareRotation = 0.0;
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import {initMatrices} from './matrix';
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main();
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@ -65,6 +62,7 @@ async function main() {
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},
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rotSpeed: $('#rotspeed').val(),
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instanceNumber: parseInt(instanceNumber),
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squareRotation: 0,
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};
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const [
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@ -151,6 +149,7 @@ async function main() {
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function render(now: any) {
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now *= 0.001;
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const deltaTime = now - then;
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params.squareRotation += deltaTime;
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if (now >= 1 && changed == false) {
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changed = true;
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}
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@ -158,7 +157,6 @@ async function main() {
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drawScene(gl,
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programInfo,
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buffers,
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deltaTime,
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length,
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params,
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texture);
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@ -324,7 +322,6 @@ async function main() {
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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} deltaTime the difference in time since last call
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* @param {number} length the index buffer length
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* @param {number} params various parameterss
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* @param {any} texture the texture to load
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@ -332,7 +329,6 @@ async function main() {
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function drawScene(gl: any,
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programInfo: any,
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buffers: any,
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deltaTime: number,
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length: number,
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params: any,
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texture: any) {
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@ -340,50 +336,9 @@ function drawScene(gl: any,
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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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// Clear the canvas before we start drawing on it.
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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// Create a perspective matrix, a special matrix that is
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// used to simulate the distortion of perspective in a camera.
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// Our field of view is 45 degrees, with a width/height
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// ratio that matches the display size of the canvas
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// and we only want to see objects between 0.1 units
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// and 100 units away from the camera.
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const fieldOfView = params.fov * Math.PI / 180;
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const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
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const zNear = 0.1;
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const zFar = 1000.0;
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const projectionMatrix = mat4.create();
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// note: glmatrix.js always has the first argument
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// as the destination to receive the result.
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mat4.perspective(
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projectionMatrix,
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fieldOfView,
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aspect,
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zNear,
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zFar);
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// Set the drawing position to the "identity" point, which is
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// the center of the scene.
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const viewMatrix = mat4.create();
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mat4.translate(
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viewMatrix,
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viewMatrix, [
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Math.cos(squareRotation) * params.circleSize,
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Math.sin(squareRotation) * params.circleSize,
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0,
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]);
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mat4.translate(
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viewMatrix,
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viewMatrix,
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[0.0, 0.0, -params.distance]);
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// Tell WebGL how to pull out the positions from the position
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// buffer into the vertexPosition attribute.
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{
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const numComponents = 3;
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const type = gl.FLOAT;
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@ -401,8 +356,6 @@ function drawScene(gl: any,
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gl.enableVertexAttribArray(
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programInfo.attribLocations.vertexPosition);
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}
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{
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const numComponents = 3;
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const type = gl.FLOAT;
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@ -420,17 +373,15 @@ function drawScene(gl: any,
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gl.enableVertexAttribArray(
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programInfo.attribLocations.vertexNormal);
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}
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// tell webgl how to pull out the texture coordinates from buffer
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{
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const num = 2; // every coordinate composed of 2 values
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const type = gl.FLOAT; // the data in the buffer is 32 bit float
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const normalize = false; // don't normalize
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const stride = 0; // how many bytes to get from one set to the next
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const offset = 0; // how many bytes inside the buffer to start from
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const numComponents = 2;
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const type = gl.FLOAT;
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const normalize = false;
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const stride = 0;
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const offset = 0;
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers.uvs);
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gl.vertexAttribPointer(programInfo.attribLocations.textureCoord,
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num,
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numComponents,
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type,
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normalize,
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stride,
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@ -438,61 +389,20 @@ function drawScene(gl: any,
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gl.enableVertexAttribArray(programInfo.attribLocations.textureCoord);
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}
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// Tell WebGL which indices to use to index the vertices
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);
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// Tell WebGL to use our program when drawing
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gl.useProgram(programInfo.program);
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// Tell WebGL we want to affect texture unit 0
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gl.activeTexture(gl.TEXTURE0);
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// Bind the texture to texture unit 0
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gl.bindTexture(gl.TEXTURE_2D, texture);
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// Tell the shader we bound the texture to texture unit 0
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gl.uniform1i(programInfo.uniformLocations.uSampler, 0);
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const normalModelMatrix = [];
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const modelMatrix = [];
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for (let i = 0; i < params.instanceNumber; i++) {
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const normalModelMatrixTemplate = mat4.create();
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const modelMatrixTemplate = mat4.create();
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let addx = 0;
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let addy = 0;
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mat4.rotateX(normalModelMatrixTemplate,
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normalModelMatrixTemplate,
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params.rot.x);
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mat4.rotateY(normalModelMatrixTemplate,
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normalModelMatrixTemplate,
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params.rot.y);
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mat4.rotateZ(normalModelMatrixTemplate,
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normalModelMatrixTemplate,
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params.rot.z);
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mat4.rotateY(normalModelMatrixTemplate,
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normalModelMatrixTemplate,
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squareRotation);
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if (i % 3 == 1) {
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addx = Math.floor(i / 9 + 1) * params.range * 1.5;
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} else if (i % 3 == 2) {
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addx = -Math.floor(i / 9 + 1) * params.range * 1.5;
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}
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if (i % 9 > 5) {
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addy = Math.floor(i / 9 + 1) * params.range * 1.5;
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} else if (i % 9 > 2 && i % 9 < 6) {
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addy = -Math.floor(i / 9 + 1) * params.range * 1.5;
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}
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mat4.translate(modelMatrixTemplate,
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modelMatrixTemplate,
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[
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-params.avg.x + addx,
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-params.avg.y + addy,
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-params.avg.z,
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]);
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normalModelMatrix.push(normalModelMatrixTemplate);
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modelMatrix.push(modelMatrixTemplate);
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}
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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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// Set the shader uniforms
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gl.uniformMatrix4fv(
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programInfo.uniformLocations.projectionMatrix,
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false,
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@ -509,13 +419,9 @@ function drawScene(gl: any,
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programInfo.uniformLocations.normalModelMatrix,
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false,
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normalModelMatrix[i]);
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const vertexCount = 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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// gl.drawArrays(gl.TRIANGLES, offset, vertexCount);
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}
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squareRotation += deltaTime * params.rotSpeed;
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}
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@ -0,0 +1,76 @@
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// @ts-ignore
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import mat4 from 'gl-mat4';
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/**
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* Initializes matrices for the scene
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* @param {any} gl the WebGL context
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* @param {any} params various parameters
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* @return {Array<mat4>} the matrices
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*/
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export function initMatrices(gl: any, params: any) {
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const fieldOfView = params.fov * Math.PI / 180;
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const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
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const zNear = 0.1;
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const zFar = 1000.0;
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const projectionMatrix = mat4.create();
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mat4.perspective(
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projectionMatrix,
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fieldOfView,
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aspect,
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zNear,
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zFar);
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const viewMatrix = mat4.create();
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mat4.translate(
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viewMatrix,
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viewMatrix, [
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Math.cos(params.squareRotation) * params.circleSize,
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Math.sin(params.squareRotation) * params.circleSize,
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0,
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]);
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mat4.translate(
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viewMatrix,
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viewMatrix,
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[0.0, 0.0, -params.distance]);
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const normalModelMatrix = [];
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const modelMatrix = [];
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for (let i = 0; i < params.instanceNumber; i++) {
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const normalModelMatrixTemplate = mat4.create();
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const modelMatrixTemplate = mat4.create();
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let addx = 0;
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let addy = 0;
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mat4.rotateX(normalModelMatrixTemplate,
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normalModelMatrixTemplate,
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params.rot.x);
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mat4.rotateY(normalModelMatrixTemplate,
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normalModelMatrixTemplate,
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params.rot.y);
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mat4.rotateZ(normalModelMatrixTemplate,
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normalModelMatrixTemplate,
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params.rot.z);
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mat4.rotateY(normalModelMatrixTemplate,
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normalModelMatrixTemplate,
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params.squareRotation);
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if (i % 3 == 1) {
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addx = Math.floor(i / 9 + 1) * params.range * 1.5;
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} else if (i % 3 == 2) {
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addx = -Math.floor(i / 9 + 1) * params.range * 1.5;
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}
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if (i % 9 > 5) {
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addy = Math.floor(i / 9 + 1) * params.range * 1.5;
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} else if (i % 9 > 2 && i % 9 < 6) {
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addy = -Math.floor(i / 9 + 1) * params.range * 1.5;
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}
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mat4.translate(modelMatrixTemplate,
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modelMatrixTemplate,
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[
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-params.avg.x + addx,
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-params.avg.y + addy,
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-params.avg.z,
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]);
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normalModelMatrix.push(normalModelMatrixTemplate);
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modelMatrix.push(modelMatrixTemplate);
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}
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return [projectionMatrix, viewMatrix, modelMatrix, normalModelMatrix];
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}
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