small changes
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30cf48cd70
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19ac1aee5d
4 changed files with 18 additions and 58 deletions
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@ -15,6 +15,9 @@ export class Entity {
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}
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tran() {
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this.rotation.x %= 360;
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this.rotation.y %= 360;
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this.rotation.z %= 360;
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return new Mat4()
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.identity()
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.pos(this.position)
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@ -32,6 +32,10 @@ export class Renderer {
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canvas.height = window.innerHeight
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gl.viewport(0, 0, canvas.width, canvas.height)
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}
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this.FOV = 90
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this.FAR = 1000
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this.NEAR = .1
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}
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draw(scene, camera) {
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@ -57,17 +61,14 @@ export class Renderer {
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}
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proj() {
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const fov = 90
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const far = 100
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const near = 0.1
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const aspect = canvas.width / canvas.height
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const f = 1.0 / Math.tan((fov * (Math.PI/180)) / 2)
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const f = 1.0 / Math.tan((this.FOV * (Math.PI/180)) / 2)
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const fa = f / aspect
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const nf = 1.0 / (near - far)
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const nf = 1.0 / (this.NEAR - this.FAR)
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const c1 = (near + far) * nf
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const c2 = near * far * nf * 2
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const c1 = (this.NEAR + this.FAR) * nf
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const c2 = this.NEAR * this.FAR * nf * 2
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return new Mat4().set(
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fa, 0, 0, 0,
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@ -49,52 +49,6 @@ export class Mat4 {
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return this
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}
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mult(v) {
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return this.multmat(this.clone(), v)
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}
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premult(v) {
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return this.multmat(v, this.clone())
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}
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multmat(ma, mb) {
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const a = ma.data;
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const b = mb.data
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const d = this.data;
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const a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3];
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const a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7];
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const a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11];
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const a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
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const b00 = b[0], b01 = b[1], b02 = b[2], b03 = a[3];
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const b10 = b[4], b11 = b[5], b12 = b[6], b13 = a[7];
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const b20 = b[8], b21 = b[9], b22 = b[10], b23 = a[11];
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const b30 = b[12], b31 = b[13], b32 = b[14], b33 = a[15];
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d[0] = a00 * b00 + a01 * b10 + a02 * b20 + a03 * b30;
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d[1] = a00 * b01 + a01 * b11 + a02 * b21 + a03 * b31;
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d[2] = a00 * b02 + a01 * b12 + a02 * b22 + a03 * b32;
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d[3] = a00 * b03 + a01 * b13 + a02 * b23 + a03 * b33;
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d[4] = a10 * b00 + a11 * b10 + a12 * b20 + a13 * b30;
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d[5] = a10 * b01 + a11 * b11 + a12 * b21 + a13 * b31;
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d[6] = a10 * b02 + a11 * b12 + a12 * b22 + a13 * b32;
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d[7] = a10 * b03 + a11 * b13 + a12 * b23 + a13 * b33;
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d[8] = a20 * b00 + a21 * b10 + a22 * b20 + a23 * b30;
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d[9] = a20 * b01 + a21 * b11 + a22 * b21 + a23 * b31;
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d[10] = a20 * b02 + a21 * b12 + a22 * b22 + a23 * b32;
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d[11] = a20 * b03 + a21 * b13 + a22 * b23 + a23 * b33;
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d[12] = a30 * b00 + a31 * b10 + a32 * b20 + a33 * b30;
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d[13] = a30 * b01 + a31 * b11 + a32 * b21 + a33 * b31;
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d[14] = a30 * b02 + a31 * b12 + a32 * b22 + a33 * b32;
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d[15] = a30 * b03 + a31 * b13 + a32 * b23 + a33 * b33;
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return this;
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}
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pos(v) {
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const d = this.data
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@ -134,7 +88,7 @@ export class Mat4 {
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return this
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}
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scale( v ) {
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scale(v) {
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const d = this.data;
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d[0] *= v.x; d[1] *= v.y; d[2] *= v.z;
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@ -147,11 +101,11 @@ export class Mat4 {
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get() {
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const d = this.data
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return [
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return new Float32Array([
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d[0], d[4], d[8], d[12],
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d[1], d[5], d[9], d[13],
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d[2], d[6], d[10], d[14],
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d[3], d[7], d[11], d[15]
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]
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])
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}
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}
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@ -21,16 +21,18 @@ async function main() {
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.finish()
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var Cube = new GL.Entity(Mesh)
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Cube.position.z = -4;
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Cube.position.z = -5;
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Scene.add(Material, Cube)
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const a = new GL.Vec3(1,1,1)
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Renderer.FOV = 70
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GL.Loop(() => {
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Renderer.draw(Scene, Camera)
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Cube.rotation.add(a)
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});
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});
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}
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main()
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