use VAOs to allow multiple meshes

This commit is contained in:
41666 2023-10-12 18:44:33 -04:00
parent 3e0394563f
commit 4863ab4262
6 changed files with 63 additions and 24 deletions

File diff suppressed because one or more lines are too long

View file

@ -3,14 +3,13 @@ import { WebGLApp } from "../renderer/webgl";
import { Renderable } from "../renderer/renderable";
import { Transform, etoq, v3 } from "../renderer/transform";
import torus from "../meshes/torus";
import { errorShader } from "../common-shaders/error";
import plane from "../meshes/plane";
import { uvRainbow } from "../common-shaders/uv-rainbow";
import uvsphere from "../meshes/uvsphere";
import { mat4, quat } from "gl-matrix";
import trianglething from "../meshes/trianglething";
import teapot from "../meshes/teapot";
import { basic } from "../common-shaders/basic";
import { errorShader } from "../common-shaders/error";
const app = new WebGLApp({ fov: 45 });
@ -18,11 +17,17 @@ const camera = new Transform([3, 3, 5], etoq([-15, 26, 0]));
const light = new Transform([1, 1, 0]);
const transform = new Transform(v3(0), etoq([0, 0, 0]));
const transform2 = new Transform([-2, 0, 1], etoq([0, 90 + 62, 0]));
app.onUpdate(() => {
quat.rotateY(transform.rotation, transform.rotation, 0.001);
});
new Renderable(
app,
transform2,
new MeshRenderer(app, trianglething, basic(app), camera, light).configure({})
);
new Renderable(
app,
transform,

View file

@ -1,5 +1,18 @@
#version 300 es
precision highp float;
uniform float u_time;
// in vec2 uv0;
// in vec3 normal;
// in vec4 vertex_color;
// in vec3 light_pos;
out vec4 fragColor;
void main() {
gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
}
fragColor = vec4(1.0, 0.0, 1.0, 1.0);
}

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@ -1,7 +1,26 @@
import { Shader } from "../renderer/shader";
import { Shader, ShaderConfig } from "../renderer/shader";
import { WebGLApp } from "../renderer/webgl";
import frag from "./error.frag";
import vert from "./error.vert";
import vert from "./basic.vert";
export const basicShaderConfig: ShaderConfig = {
attributes: {
vertex: "a_vertex",
uv0: "a_uv0",
normal: "a_normal",
vertexColor: "a_vertex_color",
},
uniforms: {
view: "u_view",
projection: "u_projection",
objectToWorld: "u_object_to_world",
objectToWorldInv: "u_object_to_world_inv",
light0: "u_light_0",
light0Color: "u_light_0_color",
time: "u_time",
},
};
export const errorShader = (app: WebGLApp) =>
new Shader().vertex(vert).fragment(frag).app(app);
new Shader(basicShaderConfig).vertex(vert).fragment(frag).app(app);

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@ -1,8 +0,0 @@
attribute vec4 aVertexPosition;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
void main() {
gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
}

View file

@ -12,9 +12,9 @@ export type MeshRendererConfig = {
};
export class MeshRenderer extends Behavior {
private modelMatrix = mat4.create();
private projectionMatrix = mat4.create();
private buffers: {
vao?: WebGLVertexArrayObject;
position?: WebGLBuffer;
uv?: WebGLBuffer;
normal?: WebGLBuffer;
@ -53,6 +53,14 @@ export class MeshRenderer extends Behavior {
}
initializeBuffers() {
const vao = this.app.gl.createVertexArray();
if (!vao) {
throw new Error("VAO creation failed");
}
this.buffers.vao = vao;
this.app.gl.bindVertexArray(vao);
this.buffers.faces = this.makeBuffer(
this.mesh.config.faces,
this.app.gl.ELEMENT_ARRAY_BUFFER
@ -98,6 +106,8 @@ export class MeshRenderer extends Behavior {
this.app.gl.FLOAT
);
}
this.app.gl.bindVertexArray(null);
}
bindAttrib(
@ -166,6 +176,7 @@ export class MeshRenderer extends Behavior {
onRenderableUpdate(time: number, transform: Transform) {
const gl = this.app.gl;
gl.bindVertexArray(this.buffers.vao || null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.buffers.faces || null);
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.position || null);
@ -178,11 +189,6 @@ export class MeshRenderer extends Behavior {
0
);
// gl.drawArrays(
// 0,
// this.mesh.config.vertexCount
// );
const err = gl.getError();
if (err !== 0) {
console.log({ err });
@ -190,5 +196,9 @@ export class MeshRenderer extends Behavior {
`(MeshRenderer<Mesh#${this.mesh.name}>) webgl failure: ${err}`
);
}
gl.bindVertexArray(null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
}
}