How to use the gl.OrthographicCamera function in gl

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github JordanMachado / webgl-tools / src / experiments / spring / Scene.js View on Github external
dataText.format = gl.RGBA;
        dataText.type = gl.FLOAT;
        // dataText.uploadData(dataPos, 2, 3);
        // console.log(this.sphere.geometry.positions._data.length/3);
        console.log(geom);
        dataText.uploadData(new Float32Array(prim.positions), 2, 2);

        this.gpu = new PingPong({
            data: dataText,
            width,
            height,
            timeAdd: 0.001,

            renderer: this.webgl,
            camera: new G.OrthographicCamera(-1, 1, -1, 1, 0.1, 100),
            vs: glslify('./shaders/basic.vert'),
            fs: glslify('./shaders/sim.frag'),
            uniforms: {
                uMouse: [0, 0, 0],
            },
        });

        this.fboHelper.attach(this.gpu.fboOut.colors);

        this.sphere = new G.Mesh(geom, new G.Shader(
            `
             attribute vec3 aPosition;
             attribute vec2 aUv;
             attribute vec2 aCuvs;

github JordanMachado / webgl-tools / src / Scene.js View on Github external
count++;
   }

   let dataTexture = new G.Texture(gl);
   dataTexture.format = gl.RGBA;
   dataTexture.type = gl.FLOAT;
   dataTexture.uploadData(dataPos, width, height)
   this.fboHelper.attach(dataTexture);

   this.gpu = new PingPong({
     data:dataTexture,
     width,
     height,
     renderer:this.webgl,
     camera: new G.OrthographicCamera(-1,1,-1,1,0.1,100),
     vs: glslify('./shaders/line/base.vert'),
     fs: glslify('./shaders/line/sim.frag'),
     uniforms: {
     }
   })
   this.fboHelper.attach(this.gpu.fboOut.colors);

   // this.initComposer();
  }
  initComposer() {
github JordanMachado / webgl-tools / src / experiments / particles / Scene.js View on Github external
constructor()
    {
        this.webgl = new G.Webgl();
        this.webgl.clearColor('#ffe1d9', 1);

        this.webgl.append();
        this.camera = new G.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 500);
        this.controls = new OrbitalCameraControl(this.camera, 20, window);
        this.controls.center = [4, 0, 0];
        this.fboHelper = new G.FBOHelper(this.webgl, 256);

        // this.cameraShadow = new G.PerspectiveCamera(45, 1, 0.1, 100);
        const s = 15;

        this.cameraShadow = new G.OrthographicCamera(-s, s, -s, s, 1, 100);
        this.cameraShadow.lookAt([0, 50, 0.1], [0, 0, 0], [0, 1, 0]);
        this.mvpDepth = mat4.create();
        mat4.multiply(this.mvpDepth, this.cameraShadow.projection, this.cameraShadow.view);
        const biaMatrix = mat4.fromValues(
            0.5, 0.0, 0.0, 0.0,
            0.0, 0.5, 0.0, 0.0,
            0.0, 0.0, 0.5, 0.0,
            0.5, 0.5, 0.5, 1.0
        );

        mat4.multiply(this.mvpDepth, biaMatrix, this.mvpDepth);

        this.fbo = new G.FrameBuffer(gl, 1024, 1024, { depth: true });
        this.fboHelper.attach(this.fbo.depth);
        this.fboHelper.attach(this.fbo.colors);
github JordanMachado / webgl-tools / src / experiments / particles / System.js View on Github external
}

        const dataText = new G.Texture(gl);

        dataText.format = gl.RGBA;
        dataText.type = gl.FLOAT;
        dataText.uploadData(dataPos, width, height);

        this.gpu = new PingPong({
            data: dataText,
            width,
            height,
            timeAdd: 0.001,

            renderer: scene.webgl,
            camera: new G.OrthographicCamera(-1, 1, -1, 1, 0.1, 100),
            vs: glslify('./shaders/basic.vert'),
            fs: glslify('./shaders/sim.frag'),
            uniforms: {
                uMouse: [0, 0, 0],
            },
        });

        const geometry = new G.Geometry();

        geometry.addAttribute('positions', pos, true);

        geometry.addAttribute('colors', colors, true);
        geometry.addAttribute('twouvs', uvs, true);
        geometry.addAttribute('sizes', size, true);

        const normal = this.normal = new G.Texture(gl);