Draw the cylinder instead of the square
The textures are broken because I misunderstood that the texture coordinates must correlate with vertices, not elements.
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@ -10,7 +10,7 @@
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// The number of parallels, including the poles, dividing the sphere's surface.
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// Two parallels would make a vertical line segment.
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if (parallels < 3) {
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throw "parallels must be ≥ 3";
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// throw "parallels must be ≥ 3";
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}
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const radius = 1;
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@ -18,8 +18,8 @@
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const positions = new Float32Array(meridians * parallels * 3);
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let positionsIdx = 0;
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for (let p = 0; p < parallels; p++) {
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const y = -radius + p * 2 * radius / parallels;
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for (let m = 0; m < meridians; m++) {
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const y = p * 2 * radius / (parallels - 1) - radius;
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for (let m = 0; m <= meridians; m++) {
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const θ = m * 2 * Math.PI / meridians;
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const x = Math.sin(θ) * radius;
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const z = Math.cos(θ) * radius;
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@ -58,14 +58,14 @@
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const currTextureCoords = [
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// Lower triangle
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m / meridians, p / parallels,
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(m + 1) / meridians, p / parallels,
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(m + 1) / meridians, (p + 1) / parallels,
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m / meridians, p / (parallels - 1),
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(m + 1) / meridians, p / (parallels - 1),
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(m + 1) / meridians, (p + 1) / (parallels - 1),
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// Upper triangle
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m / meridians, p / parallels,
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(m + 1) / meridians, (p + 1) / parallels,
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m / meridians, (p + 1) / parallels,
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m / meridians, p / (parallels - 1),
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(m + 1) / meridians, (p + 1) / (parallels - 1),
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m / meridians, (p + 1) / (parallels - 1),
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];
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for (const coord of currTextureCoords) {
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textureCoords[textureCoordsIdx++] = coord;
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@ -73,9 +73,13 @@
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}
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}
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return { positions, textureCoords, indices };
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return {
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positions, textureCoords, indices,
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positionStride: 3 * positions.constructor.BYTES_PER_ELEMENT,
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textureCoordStride: 2 * textureCoords.constructor.BYTES_PER_ELEMENT,
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};
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}
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console.log(makeCylinder());
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// console.log(makeCylinder());
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const initShaderProgram = (gl) => {
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const vShaderSrc = `
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@ -97,7 +101,12 @@
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uniform sampler2D sampler;
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void main() {
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if (gl_FrontFacing) {
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gl_FragColor = texture2D(sampler, vTextureCoord);
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} else {
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gl_FragColor = vec4(0.5,0,0,1);
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}
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}
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`;
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@ -138,18 +147,19 @@
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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});
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return texture;
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};
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let viewer = document.getElementById("viewer");
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let gl = viewer.getContext("webgl2");
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let gl = viewer.getContext("webgl");
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let program = initShaderProgram(gl);
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let modelMatrixLocation = gl.getUniformLocation(program, "modelMatrix");
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// Set up mouse-panning state machine.
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let θy = 0;
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let θx = 0.25;
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let θx = 0;
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const PanState = Object.freeze({
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idle: (event) => {
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if (event.type === "mousedown") {
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@ -184,29 +194,24 @@
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viewer.addEventListener("mousemove", runPanState);
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gl.useProgram(program);
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let vertexBuffer = gl.createBuffer();
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let vertices = new Float32Array([
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// x, y, z, u, v
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0, 0, 0, 0, 0,
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1, 0, 0, 1, 0,
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1, 1, 0, 1, 1,
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0, 1, 0, 0, 1,
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]);
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const vertexStride = 4 * 5;
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const positionOffset = 0;
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const textureCoordOffset = 4 * 3;
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
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const cylinder = makeCylinder(3, 3);
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console.log(cylinder);
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let positionBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, cylinder.positions, gl.STATIC_DRAW);
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const positionLocation = gl.getAttribLocation(program, "position");
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let textureCoordBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, cylinder.textureCoords, gl.STATIC_DRAW);
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const textureCoordLocation = gl.getAttribLocation(program, "textureCoord");
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let indexBuffer = gl.createBuffer();
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let indices = new Uint16Array([
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0, 1, 2,
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3, 0, 2,
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]);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, cylinder.indices, gl.STATIC_DRAW);
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gl.enable(gl.CULL_FACE);
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// Load texture
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let image = document.getElementById("image");
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@ -222,14 +227,16 @@
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mat4.rotateY(modelMatrix, modelMatrix, θy);
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gl.uniformMatrix4fv(modelMatrixLocation, false, modelMatrix);
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.enableVertexAttribArray(positionLocation);
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gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, vertexStride, positionOffset);
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gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
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gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer);
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gl.enableVertexAttribArray(textureCoordLocation);
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gl.vertexAttribPointer(textureCoordLocation, 2, gl.FLOAT, false, vertexStride, textureCoordOffset);
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gl.vertexAttribPointer(textureCoordLocation, 2, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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gl.drawElements(gl.TRIANGLES, 12, gl.UNSIGNED_SHORT, 0);
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requestAnimationFrame(render);
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};
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