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Implementação em WebGL de uma "Engine 3D", com cameras, transformações e animações.

JavaScript 95.94% HTML 3.63% CSS 0.42%

cg_trabalho1_webgl's Introduction

// CREATE ALL THE MATRIX NEEDED, MODEL MATRIX, VIEW MATRIX, // PROJECTION MATRIX AND MODEL-VIEW-PROJECTION MATRIX //=============================================================// // MODEL MATRIX É A MATRIX DO OBJETO, MUDANDO ELE PARA O MUNDO // DANDO SUA RELAÇÃO COM OS OUTROS OBJETOS //=============================================================// // VIEW MATRIX É A MATRIX DA "CAMERA" A PARTIR DE ONDE ESTAMOS VENDO O MUNDO // MUDAR ELA MUDA A POSIÇÃO DE TODOS OBJETOS, POIS É COMO SE ESTIVESSEMOS // NOS MOVENDO //=============================================================// // PROJECTION MATRIX É A MATRIX DA PERSPECTIVE OU PARALELA (DEPENDE DO ANGULO??) // MUDANDO ELA É COMO SE MUDASSEMOS NOSSOS OLHOS(???) // =============================================================// // A ULTIMA MATRIX JUNTA TUDO ISSO, DIZENDO ONDE O OBJETO ESTA NA CENA, DE ONDE // ESTAMOS VENDO O OBJETO E COMO ESTAMOS VENDO O OBJETO, MANDANDO ISSO PARA // A GPU DESENHAR!!!

// === PIPELINE === //

// 1TH
// create an VertexData = [...];
// create GpuBuffer;
// Attach GpuBuffer to VertexData

// 2TH
// create vertex-shader;
// create fragment-shader;
// create program;
// attach shader to program;

// 3TH
// ennable vertex-attributes;

// draw

// === END OF PIPE === //

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