Passage de la multiplication MVC dans le nuanceur de sommets
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2 changed files with 38 additions and 40 deletions
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@ -12,8 +12,9 @@
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<script type="text/javascript" src="main.js"></script>
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<script type="text/javascript" src="main.js"></script>
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<script id="nuanceurSommets" type="x-shader/x-vertex">
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<script id="nuanceurSommets" type="x-shader/x-vertex">
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uniform mat4 u_modelViewProjMatrix;
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uniform mat4 mmodel;
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uniform mat4 u_normalMatrix;
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uniform mat4 mview;
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uniform mat4 mproj;
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uniform vec3 lightDir;
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uniform vec3 lightDir;
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attribute vec4 vPosition;
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attribute vec4 vPosition;
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@ -25,7 +26,7 @@
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void main()
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void main()
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{
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{
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// assigner la position du sommet
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// assigner la position du sommet
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gl_Position = u_modelViewProjMatrix * vPosition;
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gl_Position = mproj * mview * mmodel * vPosition;
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// assigner les coordonnées de texture
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// assigner les coordonnées de texture
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v_color = vColor;
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v_color = vColor;
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71
main.js
71
main.js
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@ -140,12 +140,11 @@ function TPinitialiser()
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glob.incrRotX = 0.2; glob.incrRotY = 0.3; glob.incrRotZ = 0.4;
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glob.incrRotX = 0.2; glob.incrRotY = 0.3; glob.incrRotZ = 0.4;
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// Créer les matrices nécessaires et assigner les assigner dans le programme
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// Créer les matrices nécessaires et assigner les assigner dans le programme
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glob.modelViewMatrix = new J3DIMatrix4();
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glob.modelMatrix = new J3DIMatrix4();
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// glob.u_modelViewMatrixLoc n'est pas utile car modelViewMatrix n'est pas utilisé dans les nuanceurs
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glob.viewMatrix = new J3DIMatrix4();
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glob.mvpMatrix = new J3DIMatrix4();
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glob.modelMatLoc = gl.getUniformLocation( glob.program, "mmodel" );
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glob.u_modelViewProjMatrixLoc = gl.getUniformLocation( glob.program, "u_modelViewProjMatrix" );
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glob.viewMatLoc = gl.getUniformLocation( glob.program, "mview" );
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glob.normalMatrix = new J3DIMatrix4();
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glob.projMatLoc = gl.getUniformLocation( glob.program, "mproj" );
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glob.u_normalMatrixLoc = gl.getUniformLocation( glob.program, "u_normalMatrix" );
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// terminer l'initialisation
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// terminer l'initialisation
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TPchargerTextures();
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TPchargerTextures();
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@ -166,35 +165,8 @@ function TPinitialiser()
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return gl;
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return gl;
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}
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}
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function TPafficherModele( gl, num )
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function TPafficherModele( gl )
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{
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{
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// Incrémenter les angles de rotation
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glob.angleRotX += glob.incrRotX; if ( glob.angleRotX >= 360.0 ) glob.angleRotX -= 360.0;
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glob.angleRotY += glob.incrRotY; if ( glob.angleRotY >= 360.0 ) glob.angleRotY -= 360.0;
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glob.angleRotZ += glob.incrRotZ; if ( glob.angleRotZ >= 360.0 ) glob.angleRotZ -= 360.0;
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// Construire la matrice de modélisation
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glob.modelViewMatrix.makeIdentity();
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glob.modelViewMatrix.lookat( 0, 0, 7, 0, 0, 0, 0, 1, 0 );
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var sens = ( num == 1 ) ? +1 : -1;
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glob.modelViewMatrix.rotate( sens*glob.angleRotX, 1.0, 0.0, 0.0 );
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glob.modelViewMatrix.rotate( sens*glob.angleRotY, 0.0, 1.0, 0.0 );
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glob.modelViewMatrix.rotate( sens*glob.angleRotZ, 0.0, 0.0, 1.0 );
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// Construire le produit de matrice "modélisation * projection" et la passer aux nuanceurs
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glob.mvpMatrix.load( glob.perspectiveMatrix );
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glob.mvpMatrix.multiply( glob.modelViewMatrix );
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glob.mvpMatrix.setUniform( gl, glob.u_modelViewProjMatrixLoc, false );
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// Construire la matrice de transformation des normales et la passer aux nuanceurs
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glob.normalMatrix.load( glob.modelViewMatrix );
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glob.normalMatrix.invert();
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glob.normalMatrix.transpose();
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glob.normalMatrix.setUniform( gl, glob.u_normalMatrixLoc, false );
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// Activer la texture à utiliser
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gl.bindTexture( gl.TEXTURE_2D, ( num == 1 ) ? glob.texture1 : glob.texture2 );
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gl.uniform2f( gl.getUniformLocation( glob.program, "positionSouris" ), glob.positionSourisX, glob.canevas.height-glob.positionSourisY );
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gl.uniform2f( gl.getUniformLocation( glob.program, "positionSouris" ), glob.positionSourisX, glob.canevas.height-glob.positionSourisY );
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// Tracer le cube
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// Tracer le cube
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@ -204,15 +176,40 @@ function TPafficherModele( gl, num )
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function TPafficherScene(gl)
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function TPafficherScene(gl)
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{
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{
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glob.perspectiveMatrix = new J3DIMatrix4();
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glob.perspectiveMatrix = new J3DIMatrix4();
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glob.perspectiveMatrix.perspective( 40, glob.canevas.width / glob.canevas.height, 1, 10 );
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glob.perspectiveMatrix.perspective( 40, glob.canevas.width / glob.canevas.height, 0.01, 10 );
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glob.perspectiveMatrix.setUniform(gl, glob.projMatLoc, false);
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// Effacer le canevas
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// Effacer le canevas
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gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
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gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
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// Définir la clôture 1
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// Définir la clôture 1
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gl.viewport( 0, 0, glob.canevas.width, glob.canevas.height );
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gl.viewport( 0, 0, glob.canevas.width, glob.canevas.height );
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// Tracer le modèle
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TPafficherModele( gl, 1 );
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// Incrémenter les angles de rotation
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glob.angleRotX += glob.incrRotX; if ( glob.angleRotX >= 360.0 ) glob.angleRotX -= 360.0;
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glob.angleRotY += glob.incrRotY; if ( glob.angleRotY >= 360.0 ) glob.angleRotY -= 360.0;
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glob.angleRotZ += glob.incrRotZ; if ( glob.angleRotZ >= 360.0 ) glob.angleRotZ -= 360.0;
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// Construire la matrice de modélisation
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glob.viewMatrix.makeIdentity();
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glob.viewMatrix.lookat( 0, 0, 5, 0, 0, 0, 0, 1, 0 );
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glob.viewMatrix.setUniform(gl, glob.viewMatLoc, false);
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glob.modelMatrix.makeIdentity();
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glob.modelMatrix.setUniform(gl, glob.modelMatLoc, false);
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TPafficherModele( gl );
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glob.modelMatrix.rotate( glob.angleRotX, 1.0, 0.0, 0.0 );
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glob.modelMatrix.setUniform(gl, glob.modelMatLoc, false);
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TPafficherModele(gl);
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glob.modelMatrix.rotate( glob.angleRotY, 0.0, 1.0, 0.0 );
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glob.modelMatrix.setUniform(gl, glob.modelMatLoc, false);
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TPafficherModele(gl);
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glob.modelMatrix.rotate( glob.angleRotZ, 0.0, 0.0, 1.0 );
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glob.modelMatrix.setUniform(gl, glob.modelMatLoc, false);
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TPafficherModele( gl );
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}
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}
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var requestId;
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var requestId;
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