Fixed the broken texturing
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@ -13,38 +13,39 @@
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// throw "parallels must be ≥ 3";
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}
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const radius = 1;
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const radius = 0.67;
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const positions = new Float32Array(meridians * parallels * 3);
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let positionsIdx = 0;
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// The seam needs two of each vertex so we can map the texture correctly.
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const vertices = new Float32Array((meridians + 1) * parallels * 5);
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const vertexStride = 5 * vertices.constructor.BYTES_PER_ELEMENT;
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const positionOffset = 0;
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const textureCoordOffset = 3 * vertices.constructor.BYTES_PER_ELEMENT;
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let verticesIdx = 0;
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for (let p = 0; p < parallels; p++) {
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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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for (let m = 0; m < meridians + 1; 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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const u = m / meridians;
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const v = p / (parallels - 1);
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const currPosition = [
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Math.sin(θ) * radius,
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y,
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Math.cos(θ) * radius,
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];
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for (const coord of currPosition) {
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positions[positionsIdx++] = coord;
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}
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vertices[verticesIdx++] = x;
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vertices[verticesIdx++] = y;
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vertices[verticesIdx++] = z;
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vertices[verticesIdx++] = u;
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vertices[verticesIdx++] = v;
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}
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}
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const indices = new Uint16Array(meridians * (parallels - 1) * 6);
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const textureCoords = new Float32Array(meridians * (parallels - 1) * 12);
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let indicesIdx = 0;
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let textureCoordsIdx = 0;
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for (let p = 0; p < parallels - 1; p++) {
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for (let m = 0; m < meridians; m++) {
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const lowerLeft = p * meridians + m;
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const lowerRight = p * meridians + (m + 1) % meridians;
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const upperLeft = (p + 1) * meridians + m;
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const upperRight = (p + 1) * meridians + (m + 1) % meridians;
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const lowerLeft = p * (meridians + 1) + m;
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const lowerRight = p * (meridians + 1) + (m + 1);
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const upperLeft = (p + 1) * (meridians + 1) + m;
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const upperRight = (p + 1) * (meridians + 1) + (m + 1);
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const currIndices = [
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// Lower triangle
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lowerLeft, lowerRight, upperRight,
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@ -55,31 +56,14 @@
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for (const index of currIndices) {
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indices[indicesIdx++] = index;
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}
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const currTextureCoords = [
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// Lower triangle
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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 - 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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}
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}
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}
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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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vertices, indices,
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vertexStride, positionOffset, textureCoordOffset,
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};
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}
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// console.log(makeCylinder());
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const initShaderProgram = (gl) => {
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const vShaderSrc = `
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@ -194,17 +178,12 @@
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viewer.addEventListener("mousemove", runPanState);
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gl.useProgram(program);
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const cylinder = makeCylinder(3, 3);
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console.log(cylinder);
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const cylinder = makeCylinder(24, 12);
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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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let vertexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, cylinder.vertices, 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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@ -227,16 +206,14 @@
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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, positionBuffer);
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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gl.enableVertexAttribArray(positionLocation);
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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.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, cylinder.vertexStride, cylinder.positionOffset);
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gl.enableVertexAttribArray(textureCoordLocation);
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gl.vertexAttribPointer(textureCoordLocation, 2, gl.FLOAT, false, 0, 0);
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gl.vertexAttribPointer(textureCoordLocation, 2, gl.FLOAT, false, cylinder.vertexStride, cylinder.textureCoordOffset);
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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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gl.drawElements(gl.TRIANGLES, cylinder.indices.length, gl.UNSIGNED_SHORT, 0);
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requestAnimationFrame(render);
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};
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