diff --git a/index.html b/index.html index 59503a2..8710501 100644 --- a/index.html +++ b/index.html @@ -85,6 +85,13 @@ gl_FragColor = vec4(color,1.0); } + - diff --git a/src/main.ts b/src/main.ts index c950e9f..5e2fd1d 100644 --- a/src/main.ts +++ b/src/main.ts @@ -61,7 +61,7 @@ function generateGrid(N: number) { } var gridVAO: WebGLVertexArrayObject | null = null; function initGridVAO() { - generateGrid(2); + generateGrid(16); gridVAO = gl.createVertexArray(); gl.bindVertexArray(gridVAO); @@ -162,7 +162,7 @@ function initShaders() { gl.enableVertexAttribArray(positionAttr); } { //Get textueShaderProgram - let vertexShader = getShader("ndc-vs"); + let vertexShader = getShader("default-vs"); let fragmentShader = getShader("default-fs"); if (vertexShader == null || fragmentShader == null) { @@ -278,11 +278,23 @@ function drawScene() { var mvp = mat4.create(); mat4.identity(mvp); - mat4.rotateY(mvp, mvp, timeSpent * 0.001); + mat4.perspective(mvp, 1.5, viewportWidth / viewportHeight, 0.1, 1000.); + + // mat4.rotateY(mvp, mvp, timeSpent * 0.001); + //mat4.rotateX(mvp, mvp, 1.5); + + let translation = vec3.create(); + vec3.set(translation, -0.5, 0.0, -2.0); + mat4.translate(mvp, mvp, translation); + mat4.rotateX(mvp, mvp, 1.5); + + gl.useProgram(textureProgram); - let loc = gl.getUniformLocation(textureProgram, "MVP"); - gl.uniformMatrix4fv(loc, false, mvp); + let mvp_loc = gl.getUniformLocation(textureProgram, "MVP"); + gl.uniformMatrix4fv(mvp_loc, false, mvp); + let uTime_loc = gl.getUniformLocation(textureProgram, "uTime"); + gl.uniform1f(uTime_loc, timeSpent); gl.bindVertexArray(gridVAO); gl.drawElements(gl.TRIANGLES, gridIndices.length, gl.UNSIGNED_INT, 0); }