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@ -74,24 +74,22 @@ export const renderGAT = (gl: WebGLRenderingContext, gat: GAT) => { |
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console.log("center", center); |
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const model = mat4.create(); |
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mat4.identity(model); |
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mat4.translate( |
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model, |
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model, |
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vec3.fromValues(-centerX, -maxAltitude - 10, -centerZ) |
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vec3.fromValues(-camera[0], -camera[1], -camera[2]) |
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); |
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const view = mat4.create(); |
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mat4.identity(view); |
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mat4.rotateX(view, view, -Math.PI / 2); |
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// mat4.lookAt(view, camera, center, UP);
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const modelview = model; |
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mat4.multiply(modelview, model, view); |
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mat4.multiply(modelview, view, model); |
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const perspective = mat4.create(); |
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const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight; |
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mat4.perspective(perspective, Math.PI / 4, aspect, -10, -2000); |
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mat4.perspective(perspective, Math.PI / 4, aspect, -0.5, 1000); |
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const matrix = mat4.create(); |
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mat4.multiply(matrix, modelview, perspective); |
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@ -101,11 +99,13 @@ export const renderGAT = (gl: WebGLRenderingContext, gat: GAT) => { |
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printMat4("model", model); |
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printMat4("view", view); |
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printMat4("model + view", modelview); |
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printMat4("view * model", modelview); |
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printMat4("projection", perspective); |
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printMat4("model + view + projection", matrix); |
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printMat4("projection * view * model", matrix); |
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const origin = vec4.create(); |
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vec4.transformMat4(origin, ORIGIN, model); |
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console.log("origin (model)", origin); |
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vec4.transformMat4(origin, ORIGIN, modelview); |
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console.log("origin (modelview)", origin); |
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vec4.transformMat4(origin, ORIGIN, matrix); |
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@ -138,17 +138,21 @@ export const renderGAT = (gl: WebGLRenderingContext, gat: GAT) => { |
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let failCount = 0; |
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for (let i = 0; i < vertices.length / 3; ++i) { |
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const vec = vec3.fromValues(vertices[i], vertices[i + 1], vertices[i + 2]); |
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const vec = vec4.fromValues( |
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vertices[i], |
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vertices[i + 1], |
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vertices[i + 2], |
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1 |
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); |
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const result = checkPixelCoord(vec, matrix); |
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if (result) { |
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if (failCount < 10) { |
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console.log(vec); |
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console.log(result); |
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console.log("vertex clipped, (pre-xform)", vec, "(post-xform)", result); |
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} |
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failCount++; |
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} |
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} |
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console.log("failCount", failCount); |
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console.log("clipCount", failCount); |
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console.log("totalCount", vertices.length / 3); |
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const vertexBuffer = gl.createBuffer(); |
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@ -167,9 +171,9 @@ export const renderGAT = (gl: WebGLRenderingContext, gat: GAT) => { |
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gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 3); |
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}; |
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const checkPixelCoord = (x: vec3, mat: mat4): vec4 | null => { |
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const vec = vec4.fromValues(x[0], x[1], x[2], 1); |
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vec4.transformMat4(vec, vec, mat); |
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const checkPixelCoord = (x: vec4, mat: mat4): vec4 | null => { |
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const vec = vec4.create(); |
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vec4.transformMat4(vec, x, mat); |
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for (let i = 0; i < vec.length; ++i) { |
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if (Math.abs(vec[i]) >= 1) { |
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return vec; |
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