I am new to 3d graphics, and I am trying to figure out how to use the lookAt and perspective matrices in the glMatrix math library.
Not trying to do anything fancy at this point, but I believe I am missing something, here is the relevant part of my code:
var lookAtMatrix=mat4.create();
var perspectiveMatrix=mat4.create();
var uniformMatrix=mat4.create();
let eye=vec3.fromValues(0,0,1);
let center=vec3.fromValues(0,0,0);
let up=vec3.fromValues(0,1,0);
mat4.lookAt(lookAtMatrix,eye,center,up);
mat4.perspective(perspectiveMatrix,.4*Math.PI,1,-1,10);
mat4.multiply(uniformMatrix,lookAtMatrix,uniformMatrix);
mat4.multiply(uniformMatrix,perspectiveMatrix,uniformMatrix);
gl.uniformMatrix4fv(matrixLocation,false,uniformMatrix);
When I run this, I believe I should be getting something to show up, but nothing is showing up. I am expecting to see two red triangles (and I can see them if I don't use the lookAt and perspective matrices). I am sure I am missing something simple so any help would be appreciated. I have attached the full snippet below and here is a fiddle:
https://jsfiddle.net/mh9q7ouw/1/
const vertexSource = `
attribute vec4 a_position;
uniform mat4 u_matrix;
void main() {
gl_Position = u_matrix*a_position;
}`;
const fragmentSource = `
precision mediump float;
void main() {
gl_FragColor = vec4(255,0,0,1);
}`;
function load() {
var canvas = document.querySelector("#canvas");
var gl = canvas.getContext("webgl");
if(!gl){return;}
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader,vertexSource);
gl.compileShader(vertexShader);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader,fragmentSource);
gl.compileShader(fragmentShader);
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
matrixLocation=gl.getUniformLocation(program,"u_matrix");
positionLocation=gl.getAttribLocation(program,"a_position");
positionBuffer=gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER,positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(
[0,0,0, .5,.5,0, .5,0,0,
0,.1,0, .5,.6,0, 0,.6,-1]
),gl.STATIC_DRAW);
let bufferLength=6;
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT);
// gl.enable(gl.CULL_FACE);
// gl.cullFace(gl.BACK);
gl.enable(gl.BLEND);
gl.blendEquation( gl.FUNC_ADD );
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.useProgram(program);
var lookAtMatrix=mat4.create();
var perspectiveMatrix=mat4.create();
var uniformMatrix=mat4.create();
let eye=vec3.fromValues(0,0,1);
let center=vec3.fromValues(0,0,0);
let up=vec3.fromValues(0,1,0);
mat4.lookAt(lookAtMatrix,eye,center,up);
mat4.perspective(perspectiveMatrix,.4*Math.PI,1,-1,10);
mat4.multiply(uniformMatrix,lookAtMatrix,uniformMatrix);
mat4.multiply(uniformMatrix,perspectiveMatrix,uniformMatrix);
gl.uniformMatrix4fv(matrixLocation,false,uniformMatrix);
gl.enableVertexAttribArray(positionLocation);
gl.bindBuffer(gl.ARRAY_BUFFER,positionBuffer);
gl.vertexAttribPointer(positionLocation,3,gl.FLOAT,false,0,0);
gl.drawArrays(gl.TRIANGLES,0,bufferLength);
}
load();
body {
margin: 0;
background-color: wheat;
}
#html{
background-color: wheat;
}
canvas {
margin: 0;
position: absolute;
width: 90vw;
height: 90vh;
left: 5vw;
top: 5vh;
display: block;
background-color: rgba(0,0,0,.1);
}
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="animation.css">
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js"></script>
</head>
<body>
<canvas id="canvas"></canvas>
<script src="animation.js"></script>
</body>
</html>
Looks like I was starting the frustum at a negative value (behind the camera at -1), when I changed to .001 it seems to work.
The corrected code looks like this:
var lookAtMatrix=mat4.create();
var perspectiveMatrix=mat4.create();
var uniformMatrix=mat4.create();
let eye=vec3.fromValues(0,0,1);
let center=vec3.fromValues(0,0,0);
let up=vec3.fromValues(0,1,0);
mat4.lookAt(lookAtMatrix,eye,center,up);
mat4.perspective(perspectiveMatrix,.6*Math.PI,1,.001,10);
mat4.multiply(uniformMatrix,lookAtMatrix,uniformMatrix);
mat4.multiply(uniformMatrix,perspectiveMatrix,uniformMatrix);
gl.uniformMatrix4fv(matrixLocation,false,uniformMatrix);