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@@ -267,7 +267,7 @@ function Renderer(container) { |
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var glBindType = gl.TEXTURE_2D; |
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// Create viewport for entire canvas |
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gl.viewport(0, 0, canvas.width, canvas.height); |
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gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); |
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// Create vertex shader |
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vs = gl.createShader(gl.VERTEX_SHADER); |
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@@ -323,7 +323,7 @@ function Renderer(container) { |
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// Pass aspect ratio |
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program.aspectRatio = gl.getUniformLocation(program, 'u_aspectRatio'); |
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gl.uniform1f(program.aspectRatio, canvas.width / canvas.height); |
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gl.uniform1f(program.aspectRatio, canvas.clientWidth / canvas.clientHeight); |
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// Locate psi, theta, focal length, horizontal extent, vertical extent, and vertical offset |
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program.psi = gl.getUniformLocation(program, 'u_psi'); |
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@@ -448,9 +448,9 @@ function Renderer(container) { |
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if (gl) { |
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if (gl.getError() == 1286) |
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handleWebGLError1286(); |
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gl.viewport(0, 0, canvas.width, canvas.height); |
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gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); |
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if (imageType != 'multires') { |
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gl.uniform1f(program.aspectRatio, canvas.width / canvas.height); |
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gl.uniform1f(program.aspectRatio, canvas.clientWidth / canvas.clientHeight); |
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} |
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} |
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}; |
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@@ -523,7 +523,7 @@ function Renderer(container) { |
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r: 'translate3d(' + s + 'px, -' + (s + 2) + 'px, -' + (s + 2) + 'px) rotateY(270deg)' |
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}; |
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focal = 1 / Math.tan(hfov / 2); |
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var zoom = focal * canvas.width / (window.devicePixelRatio || 1) / 2 + 'px'; |
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var zoom = focal * canvas.clientWidth / 2 + 'px'; |
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var transform = 'perspective(' + zoom + ') translateZ(' + zoom + ') rotateX(' + pitch + 'rad) rotateY(' + yaw + 'rad) '; |
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// Apply face transforms |
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@@ -538,7 +538,7 @@ function Renderer(container) { |
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if (imageType != 'multires') { |
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// Calculate focal length from vertical field of view |
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var vfov = 2 * Math.atan(Math.tan(hfov * 0.5) / (canvas.width / canvas.height)); |
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var vfov = 2 * Math.atan(Math.tan(hfov * 0.5) / (canvas.clientWidth / canvas.clientHeight)); |
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focal = 1 / Math.tan(vfov * 0.5); |
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// Pass psi, theta, roll, and focal length |
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@@ -560,7 +560,7 @@ function Renderer(container) { |
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} else { |
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// Create perspective matrix |
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var perspMatrix = makePersp(hfov, canvas.width / canvas.height, 0.1, 100.0); |
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var perspMatrix = makePersp(hfov, canvas.clientWidth / canvas.clientHeight, 0.1, 100.0); |
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// Find correct zoom level |
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checkZoom(hfov); |
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@@ -973,7 +973,7 @@ function Renderer(container) { |
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* @returns {number[]} Generated perspective matrix. |
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*/ |
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function makePersp(hfov, aspect, znear, zfar) { |
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var fovy = 2 * Math.atan(Math.tan(hfov/2) * canvas.height / canvas.width); |
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var fovy = 2 * Math.atan(Math.tan(hfov/2) * canvas.clientHeight / canvas.clientWidth); |
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var f = 1 / Math.tan(fovy/2); |
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return [ |
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f/aspect, 0, 0, 0, |
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