webgl-demo remove view/projection matrices
This commit is contained in:
parent
f00d7c60d3
commit
5bc7c97791
2 changed files with 6 additions and 53 deletions
|
|
@ -1,61 +1,18 @@
|
|||
function drawScene(gl, programInfo, buffers, time) {
|
||||
gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
|
||||
gl.clearDepth(1.0); // Clear everything
|
||||
gl.enable(gl.DEPTH_TEST); // Enable depth testing
|
||||
gl.depthFunc(gl.LEQUAL); // Near things obscure far things
|
||||
|
||||
// Clear the canvas before we start drawing on it.
|
||||
|
||||
gl.clearDepth(1.0); // Clear everything
|
||||
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 = (45 * Math.PI) / 180; // in radians
|
||||
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
|
||||
const zNear = 0.1;
|
||||
const zFar = 100.0;
|
||||
const projectionMatrix = mat4.create();
|
||||
|
||||
// note: glMatrix 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 modelViewMatrix = mat4.create();
|
||||
|
||||
// Now move the drawing position a bit to where we want to
|
||||
// start drawing the square.
|
||||
mat4.translate(
|
||||
modelViewMatrix, // destination matrix
|
||||
modelViewMatrix, // matrix to translate
|
||||
[-0.0, 0.0, -6.0],
|
||||
); // amount to translate
|
||||
// NOTE: this is how width/height is taken
|
||||
// const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
|
||||
|
||||
// Tell WebGL how to pull out the positions from the position
|
||||
// buffer into the vertexPosition attribute.
|
||||
setPositionAttribute(gl, buffers, programInfo);
|
||||
|
||||
// Tell WebGL to use our program when drawing
|
||||
gl.useProgram(programInfo.program);
|
||||
|
||||
// Set the shader uniforms
|
||||
gl.uniformMatrix4fv(
|
||||
programInfo.uniformLocations.projectionMatrix,
|
||||
false,
|
||||
projectionMatrix,
|
||||
);
|
||||
gl.uniformMatrix4fv(
|
||||
programInfo.uniformLocations.modelViewMatrix,
|
||||
false,
|
||||
modelViewMatrix,
|
||||
);
|
||||
|
||||
/* --- Set Uniform Variables --- */
|
||||
// Time since page loaded in seconds
|
||||
gl.uniform1f(
|
||||
programInfo.uniformLocations.time,
|
||||
|
|
|
|||
|
|
@ -69,8 +69,7 @@ function main() {
|
|||
// Vertex shader program
|
||||
const vsSource = `
|
||||
attribute vec4 aVertexPosition;
|
||||
uniform mat4 uModelViewMatrix;
|
||||
uniform mat4 uProjectionMatrix;
|
||||
|
||||
void main() {
|
||||
gl_Position = aVertexPosition;
|
||||
}
|
||||
|
|
@ -112,9 +111,6 @@ function main() {
|
|||
vertexPosition: gl.getAttribLocation(shaderProgram, "aVertexPosition"),
|
||||
},
|
||||
uniformLocations: {
|
||||
projectionMatrix: gl.getUniformLocation(shaderProgram, "uProjectionMatrix"),
|
||||
modelViewMatrix: gl.getUniformLocation(shaderProgram, "uModelViewMatrix"),
|
||||
|
||||
// resolution: context.getUniformLocation(program, "uResolution"),
|
||||
time: gl.getUniformLocation(shaderProgram, "uTime"),
|
||||
},
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue