feat!: rotation based on mouse movement

This commit is contained in:
stitchy 2024-12-26 00:38:29 +00:00
parent 39f9437838
commit 6161fdc460
Signed by: stitchy
SSH key fingerprint: SHA256:yz2SoxdnY67tfY5Jzb0f2v8f5W3o/IF359kbcquWip8
2 changed files with 66 additions and 1 deletions

View file

@ -7,6 +7,7 @@ uniform float time;
uniform sampler2D uSampler1;
uniform sampler2D uSampler2;
uniform vec3 camera_pos;
uniform vec3 camera_rot[3];
// Output
out vec4 color;
@ -32,10 +33,15 @@ float remap11(float val) {
return ((val - .5) * 2.);
}
vec3 mat3_vec_mul(vec3 m[3], vec3 v) {
return v.x * m[0] + v.y * m[1] + v.z * m[2];
}
void main() {
// Set up camera and sphere object
vec3 ray_dir = normalize(vec3(remap11(texture_coordinates.x), remap11(texture_coordinates.y), 1.));
ray_dir = mat3_vec_mul(camera_rot, ray_dir);
vec3 ray_pos = camera_pos;
const vec3 sphere_pos = vec3(0., 0., 3.);
const float rad = 1.;

View file

@ -1,8 +1,10 @@
import "https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/3.4.2/gl-matrix-min.js";
const CANVAS_WIDTH = 700;
const CANVAS_HEIGHT = 700;
let TIME = 0;
let camera_pos = [0, 0, 0];
let camera_rot = [0, 0, 0];
let mouse_pos = [0, 0];
// ** Initialization stuffs ** //
@ -115,8 +117,22 @@ function updateCamera(gl, program) {
if (keymap.get("q")) {
camera_pos[1] += -0.1;
}
// Position
const pos = gl.getUniformLocation(program, "camera_pos");
gl.uniform3fv(pos, camera_pos);
// Rotation
const rot = gl.getUniformLocation(program, "camera_rot");
let M1 = calcRotationMatrix([0, 1, 0], mouse_pos[0]);
let M2 = calcRotationMatrix([1, 0, 0], mouse_pos[1]);
let rot_mat = glMatrix.mat3.create();
glMatrix.mat3.mul(rot_mat, M1, M2);
gl.uniform3fv(rot, rot_mat);
}
// update the canvas
function draw(gl, program) {
// Create uniform
@ -131,6 +147,43 @@ function draw(gl, program) {
requestAnimationFrame(() => draw(gl, program));
}
function calcRotationMatrix(vec, rad) {
// Equation used from:
// https://people.eecs.berkeley.edu/~ug/slide/pipeline/assignments/as5/rotation.html
let A = glMatrix.mat3.fromValues(
0,
-vec[2],
vec[1],
vec[2],
0,
-vec[0],
-vec[1],
vec[0],
0,
);
let I = glMatrix.mat3.create();
// Matrix Exponential
let Mpow = glMatrix.mat3.create();
glMatrix.mat3.mul(Mpow, A, A);
let M1 = glMatrix.mat3.create();
let M2 = glMatrix.mat3.create();
// Scalar Multiplications
glMatrix.mat3.multiplyScalar(M1, A, Math.sin(rad));
glMatrix.mat3.multiplyScalar(M2, Mpow, 1 - Math.cos(rad));
// Matrix Addition
let M3 = glMatrix.mat3.create();
let Q = glMatrix.mat3.create();
glMatrix.mat3.add(M3, I, M1);
glMatrix.mat3.add(Q, M3, M2);
return Q;
}
function loadTexture(gl, url, gl_tex) {
// Create texture
const texture = gl.createTexture();
@ -170,6 +223,12 @@ document.addEventListener("keydown", function (event) {
document.addEventListener("keyup", function (event) {
keymap.set(event.key, false);
});
// Mouse movement
document.addEventListener("mousemove", function (event) {
mouse_pos[0] += event.movementX / 800;
mouse_pos[1] += event.movementY / 800;
});
// Request pointer Lock
canvas.addEventListener("click", async () => {
await canvas.requestPointerLock();