Moved looking glass context logic into an "lkgHelper" module. Fixed math issues.

This commit is contained in:
Rezmason
2021-12-19 22:02:19 -08:00
parent 87fa3462ea
commit 1a7043a986
6 changed files with 119 additions and 125 deletions

View File

@@ -163,13 +163,12 @@ export default ({ regl, config, lkg }) => {
mat4.rotateY(transform, transform, (Math.PI * 1) / 4);
mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
mat4.scale(transform, transform, vec3.fromValues(1, 1, 2));
} else if (lkg.enabled) {
mat4.translate(transform, transform, vec3.fromValues(0, 0, -1.1));
mat4.scale(transform, transform, vec3.fromValues(1, 1, 1));
mat4.scale(transform, transform, vec3.fromValues(0.15, 0.15, 0.15));
} else {
mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
// mat4.rotateX(transform, transform, (Math.PI * 1) / 8);
// mat4.rotateY(transform, transform, (Math.PI * 1) / 4);
// mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
// mat4.scale(transform, transform, vec3.fromValues(1, 1, 2));
}
const camera = mat4.create();
@@ -186,7 +185,8 @@ export default ({ regl, config, lkg }) => {
const [numTileColumns, numTileRows] = [lkg.tileX, lkg.tileY];
const numVantagePoints = numTileRows * numTileColumns;
const tileSize = [Math.floor(w /*lkg.quiltX*/ / numTileColumns), Math.floor(h /*lkg.quiltY*/ / numTileRows)];
const tileWidth = Math.floor(w / numTileColumns);
const tileHeight = Math.floor(h / numTileRows);
vantagePoints.length = 0;
for (let row = 0; row < numTileRows; row++) {
for (let column = 0; column < numTileColumns; column++) {
@@ -199,12 +199,10 @@ export default ({ regl, config, lkg }) => {
} else {
mat4.ortho(camera, -1.5, 1.5, -1.5 / aspectRatio, 1.5 / aspectRatio, -1000, 1000);
}
} else {
mat4.perspective(camera, (Math.PI / 180) * lkg.fov, aspectRatio, 0.0001, 1000);
} else if (lkg.enabled) {
mat4.perspective(camera, (Math.PI / 180) * lkg.fov, lkg.quiltAspect, 0.0001, 1000);
mat4.translate(camera, camera, vec3.fromValues(0, 0, -1));
const distanceToTarget = 1; // TODO: Get from somewhere else
const distanceToTarget = -1; // TODO: Get from somewhere else
let vantagePointAngle = (Math.PI / 180) * lkg.viewCone * (index / (numVantagePoints - 1) - 0.5);
if (isNaN(vantagePointAngle)) {
vantagePointAngle = 0;
@@ -213,14 +211,16 @@ export default ({ regl, config, lkg }) => {
mat4.translate(camera, camera, vec3.fromValues(xOffset, 0, 0));
camera[8] = -xOffset / (distanceToTarget * Math.tan((Math.PI / 180) * 0.5 * lkg.fov) * aspectRatio); // Is this right??
camera[8] = -xOffset / (distanceToTarget * Math.tan((Math.PI / 180) * 0.5 * lkg.fov) * lkg.quiltAspect); // Is this right??
} else {
mat4.perspective(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
}
const viewport = {
x: column * tileSize[0],
y: row * tileSize[1],
width: tileSize[0],
height: tileSize[1],
x: column * tileWidth,
y: row * tileHeight,
width: tileWidth,
height: tileHeight,
};
vantagePoints.push({ camera, viewport });
}
@@ -235,14 +235,6 @@ export default ({ regl, config, lkg }) => {
framebuffer: output,
});
// const now = Date.now();
// mat4.identity(transform);
// mat4.rotateX(transform, transform, (Math.PI * 1) / 8);
// mat4.rotateY(transform, transform, Math.sin(0.001 * now));
// mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
// mat4.scale(transform, transform, vec3.fromValues(1, 1, 2));
for (const vantagePoint of vantagePoints) {
render({ ...vantagePoint, transform, screenSize, vert: rainPassVert.text(), frag: rainPassFrag.text() });
}