outMat2d = mat2d.fromRotation(outMat2d, 0.5);
outMat2d = mat2d.fromScaling(outMat2d, vec2A);
outMat2d = mat2d.fromTranslation(outMat2d, vec2A);
outStr = mat2d.str(mat2dA);
outVal = mat2d.frob(mat2dA);
outMat2d = mat2d.add(outMat2d, mat2dA, mat2dB);
outMat2d = mat2d.subtract(outMat2d, mat2dA, mat2dB);
outMat2d = mat2d.sub(outMat2d, mat2dA, mat2dB);
outMat2d = mat2d.multiplyScalar (outMat2d, mat2dA, 2);
outMat2d = mat2d.multiplyScalarAndAdd (outMat2d, mat2dA, mat2dB, 2);
outBool = mat2d.exactEquals(mat2dA, mat2dB);
outBool = mat2d.equals(mat2dA, mat2dB);

// mat3
outMat3 = mat3.create();
outMat3 = mat3.fromMat4(outMat3, mat4A);
outMat3 = mat3.clone(mat3A);
outMat3 = mat3.copy(outMat3, mat3A);
outMat3 = mat3.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9);
outMat3 = mat3.set(outMat3, 1, 2, 3, 4, 5, 6, 7, 8, 9);
outMat3 = mat3.identity(outMat3);
outMat3 = mat3.transpose(outMat3, mat3A);
outMat3Null = mat3.invert(outMat3, mat3A);
outMat3 = mat3.adjoint(outMat3, mat3A);
outVal = mat3.determinant(mat3A);
outMat3 = mat3.multiply(outMat3, mat3A, mat3B);
outMat3 = mat3.mul(outMat3, mat3A, mat3B);
outMat3 = mat3.translate(outMat3, mat3A, vec3A);
outMat3 = mat3.rotate(outMat3, mat3A, Math.PI/2);
outMat3 = mat3.scale(outMat3, mat3A, vec2A);
outMat3 = mat3.fromTranslation(outMat3, vec2A);
Example #2
0
  public setUniforms(
    projectionMatrix: mat4,
    modelViewMatrix: mat4,
    modelMatrix: mat4,
    camera?: PerspectiveCamera | OrthographicCamera
  ) {
    gl = GL.get();

    // Update the other uniforms
    Object.keys(this.customUniforms).forEach(uniformName => {
      const uniform = this.uniforms[uniformName];
      switch (uniform.type) {
        case 't': {
          gl.uniform1i(uniform.location, uniform.textureIndex);
          gl.activeTexture(uniform.activeTexture);
          gl.bindTexture(gl.TEXTURE_2D, uniform.value);
          break;
        }
        case 'tc': {
          gl.uniform1i(uniform.location, uniform.textureIndex);
          gl.activeTexture(uniform.activeTexture);
          gl.bindTexture(gl.TEXTURE_CUBE_MAP, uniform.value);
          break;
        }
        case 't3d': {
          if (gl instanceof WebGL2RenderingContext) {
            gl.uniform1i(uniform.location, uniform.textureIndex);
            gl.activeTexture(uniform.activeTexture);
            gl.bindTexture(gl.TEXTURE_3D, uniform.value);
          }
          break;
        }
        case 'i': {
          gl.uniform1i(uniform.location, uniform.value);
          break;
        }
        case 'f': {
          gl.uniform1f(uniform.location, uniform.value);
          break;
        }
        case '2f': {
          gl.uniform2f(uniform.location, uniform.value[0], uniform.value[1]);
          break;
        }
        case '3f': {
          gl.uniform3f(
            uniform.location,
            uniform.value[0],
            uniform.value[1],
            uniform.value[2]
          );
          break;
        }
        case '4f': {
          gl.uniform4f(
            uniform.location,
            uniform.value[0],
            uniform.value[1],
            uniform.value[2],
            uniform.value[3]
          );
          break;
        }
        case '1iv': {
          gl.uniform1iv(uniform.location, uniform.value);
          break;
        }
        case '2iv': {
          gl.uniform2iv(uniform.location, uniform.value);
          break;
        }
        case '1fv': {
          gl.uniform1fv(uniform.location, uniform.value);
          break;
        }
        case '2fv': {
          gl.uniform2fv(uniform.location, uniform.value);
          break;
        }
        case '3fv': {
          gl.uniform3fv(uniform.location, uniform.value);
          break;
        }
        case '4fv': {
          gl.uniform4fv(uniform.location, uniform.value);
          break;
        }
        case 'Matrix3fv': {
          gl.uniformMatrix3fv(uniform.location, false, uniform.value);
          break;
        }
        case 'Matrix4fv': {
          gl.uniformMatrix4fv(uniform.location, false, uniform.value);
          break;
        }
        default:
      }
    });

    if (!GL.webgl2) {
      gl.uniformMatrix4fv(
        this.uniforms.uProjectionMatrix.location,
        false,
        projectionMatrix
      );
    }

    gl.uniformMatrix4fv(
      this.uniforms.uModelViewMatrix.location,
      false,
      modelViewMatrix
    );
    gl.uniformMatrix4fv(
      this.uniforms.uModelMatrix.location,
      false,
      modelMatrix
    );

    mat4.identity(inversedModelViewMatrix);
    mat4.invert(inversedModelViewMatrix, modelMatrix);

    mat3.identity(normalMatrix);
    mat3.fromMat4(normalMatrix, inversedModelViewMatrix);
    mat3.transpose(normalMatrix, normalMatrix);
    gl.uniformMatrix3fv(
      this.uniforms.uNormalMatrix.location,
      false,
      normalMatrix
    );

    // uDiffuse
    gl.uniform3f(
      this.uniforms.uDiffuse.location,
      this.uniforms.uDiffuse.value[0],
      this.uniforms.uDiffuse.value[1],
      this.uniforms.uDiffuse.value[2]
    );

    // Camera
    if (camera && this.uniforms.uCameraPosition) {
      gl.uniform3f(
        this.uniforms.uCameraPosition.location,
        camera.position.v[0],
        camera.position.v[1],
        camera.position.v[2]
      );
    }
  }