obj fix proj
This commit is contained in:
parent
50c88908b6
commit
a58decb971
10 changed files with 2633 additions and 90 deletions
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@ -5,6 +5,9 @@ const main = () => {
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var Renderer = new GL.Renderer()
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var Scene = new GL.Scene()
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var Camera = new GL.Camera()
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Camera.position.y = 1
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Camera.rotation.x = 30
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var SimpleController = new GL.SimpleController(Camera)
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var Shader = GL.SimpleShader()
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@ -14,7 +17,7 @@ const main = () => {
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var Mesh = GL.Cube()
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var Cube = new GL.Entity(Mesh)
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Cube.position.z = 10
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Cube.position.z = 2
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Scene.add(Material, Cube)
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@ -22,7 +25,7 @@ const main = () => {
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GL.Loop(() => {
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Renderer.draw(Scene, Camera)
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Cube.rotation.add(new GL.Vec3(1,1,1))
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Cube.rotation.add(new GL.Vec3(0,1,0))
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SimpleController.update(GL.DT)
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});
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}
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@ -26,15 +26,15 @@ export class Camera {
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d[0] = u.x;
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d[1] = v.x;
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d[2] = w.x;
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d[3] = 1
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d[3] = 0
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d[4] = u.y;
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d[5] = v.y;
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d[6] = w.y;
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d[7] = 1
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d[7] = 0
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d[8] = u.z;
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d[9] = v.z;
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d[10] = w.z;
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d[11] = 1
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d[11] = 0
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d[12] = -u.dot(this.position)
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d[13] = -v.dot(this.position)
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d[14] = -w.dot(this.position)
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@ -8,6 +8,7 @@ export class Mesh {
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#vertexCount
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#count
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#id
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#indicies
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constructor(vertexCount) {
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this.#id = ext.createVertexArrayOES()
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@ -15,6 +16,7 @@ export class Mesh {
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Mesh.#vaos.push(this.#id)
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this.#vertexCount = vertexCount
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this.#count = 0
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this.#indicies = 0
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}
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store(data, dim) {
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@ -22,12 +24,21 @@ export class Mesh {
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Mesh.#vbos.push(id)
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gl.bindBuffer(gl.ARRAY_BUFFER, id)
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW)
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gl.vertexAttribPointer(this.#count, dim, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * dim, 0)
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gl.vertexAttribPointer(this.#count, dim, gl.FLOAT, gl.FALSE, 0, 0)
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gl.enableVertexAttribArray(this.#count)
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this.#count++;
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return this
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}
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indicies(data) {
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let id = gl.createBuffer()
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Mesh.#vbos.push(id)
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, id)
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(data), gl.STATIC_DRAW)
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this.#indicies = data.length
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return this
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}
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finish() {
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this.unbind()
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return this
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@ -35,14 +46,24 @@ export class Mesh {
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bind() {
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ext.bindVertexArrayOES(this.#id)
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for(let i = 0; i < this.#count; i++) {
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gl.enableVertexAttribArray(i)
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}
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}
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unbind() {
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ext.bindVertexArrayOES(null)
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for(let i = 0; i < this.#count; i++) {
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gl.disableVertexAttribArray(i)
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}
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}
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draw() {
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if(this.#indicies > 0) {
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gl.drawElements(gl.TRIANGLES, this.#indicies, gl.UNSIGNED_SHORT, 0)
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} else {
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gl.drawArrays(gl.TRIANGLES, 0, this.#vertexCount)
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}
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}
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}
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@ -43,9 +43,7 @@ export class Renderer {
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const material = scene.materials[material_id]
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gl.enable(gl.DEPTH_TEST);
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gl.enable(gl.CULL_FACE);
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gl.cullFace(gl.BACK);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.clearColor(0, 0, 0, 1);
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gl.cullFace(gl.FRONT);
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material.bind()
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material.shader.loadMat4("proj", this.proj())
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material.shader.loadMat4("view", camera.view())
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@ -71,7 +69,7 @@ export class Renderer {
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d[5] = 1.0 / tanHalfFovy
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d[10] = this.FAR / (this.FAR - this.NEAR)
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d[11] = 1.0
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d[14] = -(this.FAR * this.NEAR) / (this.FAR)
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d[14] = -(this.FAR * this.NEAR) / (this.FAR - this.NEAR)
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return proj
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}
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40
public/gl/geometry/Cube.js
Normal file
40
public/gl/geometry/Cube.js
Normal file
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@ -0,0 +1,40 @@
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import { OBJ } from './OBJ.js'
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export const Cube = () => {
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const obj = `
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v -0.500000 -0.500000 0.500000
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v 0.500000 -0.500000 0.500000
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v -0.500000 0.500000 0.500000
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v 0.500000 0.500000 0.500000
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v -0.500000 0.500000 -0.500000
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v 0.500000 0.500000 -0.500000
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v -0.500000 -0.500000 -0.500000
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v 0.500000 -0.500000 -0.500000
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vt 0.000000 0.000000
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vt 1.000000 0.000000
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vt 0.000000 1.000000
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vt 1.000000 1.000000
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vn 0.000000 0.000000 1.000000
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vn 0.000000 1.000000 0.000000
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vn 0.000000 0.000000 -1.000000
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vn 0.000000 -1.000000 0.000000
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vn 1.000000 0.000000 0.000000
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vn -1.000000 0.000000 0.000000
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f 1/1/1 2/2/1 3/3/1
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f 3/3/1 2/2/1 4/4/1
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f 3/1/2 4/2/2 5/3/2
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f 5/3/2 4/2/2 6/4/2
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f 5/4/3 6/3/3 7/2/3
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f 7/2/3 6/3/3 8/1/3
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f 7/1/4 8/2/4 1/3/4
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f 1/3/4 8/2/4 2/4/4
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f 2/1/5 8/2/5 4/3/5
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f 4/3/5 8/2/5 6/4/5
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f 7/1/6 1/2/6 5/3/6
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f 5/3/6 1/2/6 3/4/6
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`
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return OBJ(obj)
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}
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47
public/gl/geometry/OBJ.js
Normal file
47
public/gl/geometry/OBJ.js
Normal file
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@ -0,0 +1,47 @@
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import { Mesh } from '../core/Mesh.js'
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export const OBJ = (obj) => {
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var verticies = []
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var indicies = []
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var normals = []
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var uvs = []
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var indexedNormals = [];
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var indexedUvs = [];
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obj.split('\n').forEach((line) => {
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const tokens = line.toLowerCase().trim().split(' ').filter((str) => str !== '')
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if(tokens.length < 1) return;
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if(tokens[0] === 'v') {
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verticies.push(parseFloat(tokens[1]))
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verticies.push(parseFloat(tokens[2]))
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verticies.push(parseFloat(tokens[3]))
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} else if(tokens[0] === 'vt') {
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uvs.push(parseFloat(tokens[1]))
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uvs.push(parseFloat(tokens[2]))
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} else if(tokens[0] === 'vn') {
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normals.push(parseFloat(tokens[1]))
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normals.push(parseFloat(tokens[2]))
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normals.push(parseFloat(tokens[3]))
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} else if(tokens[0] === 'f') {
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for (let i = 1; i < 4; i++) {
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const index = tokens[i].split('/').filter((str) => str !== '').map((s) => parseInt(s) - 1)
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indicies.push(index[0])
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indexedUvs[index[0]*2] = uvs[index[1]*2]
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indexedUvs[index[0]*2+1] = uvs[index[1]*2+1]
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indexedNormals[index[0]*3] = normals[index[2]*3]
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indexedNormals[index[0]*3+1] = normals[index[2]*3+1]
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indexedNormals[index[0]*3+2] = normals[index[2]*3+2]
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}
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}
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})
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return new Mesh(indicies.length)
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.indicies(indicies)
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.store(verticies, 3)
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.store(indexedNormals, 3)
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.store(indexedUvs, 2)
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.finish()
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}
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2497
public/gl/geometry/Sphere.js
Normal file
2497
public/gl/geometry/Sphere.js
Normal file
File diff suppressed because it is too large
Load diff
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@ -5,23 +5,22 @@ export { Mesh } from './core/Mesh.js'
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export { Renderer } from './core/Renderer.js'
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export { Scene } from './core/Scene.js'
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export { Shader } from './core/Shader.js'
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export { Mat4 } from './math/Mat4.js'
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export { M as Math } from './math/Math.js'
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export { Vec3 } from './math/Vec3.js'
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export { Cube } from './model/Cube.js'
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export { M as Math } from './math/Math.js'
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export { Cube } from './geometry/Cube.js'
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export { Sphere } from './geometry/Sphere.js'
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export { OBJ } from './geometry/OBJ.js'
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export { File } from './io/File.js'
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export { Input } from './io/Input.js'
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export { SimpleController } from './controller/SimpleController.js'
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export { SimpleShader } from './shader/SimpleShader.js'
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export { Loop }
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export { DT }
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import { Input } from './io/Input.js'
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import { gl } from './core/Renderer.js'
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var DT = 0;
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var last = Date.now()
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@ -31,6 +30,8 @@ const Loop = (fn) => {
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var now = Date.now()
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DT = ( now - last) / 1000
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last = now
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.clearColor(0, 0, 0, 1);
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fn()
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window.requestAnimationFrame(callback)
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}
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@ -1,65 +0,0 @@
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import { Mesh } from '../core/Mesh.js'
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export const Cube = () => {
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const data = [
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-1.0, 1.0, -1.0, 0.5, 0.5, 0.5,
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-1.0, 1.0, 1.0, 0.5, 0.5, 0.5,
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1.0, 1.0, 1.0, 0.5, 0.5, 0.5,
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1.0, 1.0, -1.0, 0.5, 0.5, 0.5,
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-1.0, 1.0, 1.0, 0.75, 0.25, 0.5,
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-1.0, -1.0, 1.0, 0.75, 0.25, 0.5,
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-1.0, -1.0, -1.0, 0.75, 0.25, 0.5,
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-1.0, 1.0, -1.0, 0.75, 0.25, 0.5,
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1.0, 1.0, 1.0, 0.25, 0.25, 0.75,
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1.0, -1.0, 1.0, 0.25, 0.25, 0.75,
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1.0, -1.0, -1.0, 0.25, 0.25, 0.75,
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1.0, 1.0, -1.0, 0.25, 0.25, 0.75,
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1.0, 1.0, 1.0, 1.0, 0.0, 0.15,
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1.0, -1.0, 1.0, 1.0, 0.0, 0.15,
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-1.0, -1.0, 1.0, 1.0, 0.0, 0.15,
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-1.0, 1.0, 1.0, 1.0, 0.0, 0.15,
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1.0, 1.0, -1.0, 0.0, 1.0, 0.15,
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1.0, -1.0, -1.0, 0.0, 1.0, 0.15,
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-1.0, -1.0, -1.0, 0.0, 1.0, 0.15,
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-1.0, 1.0, -1.0, 0.0, 1.0, 0.15,
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-1.0, -1.0, -1.0, 0.5, 0.5, 1.0,
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-1.0, -1.0, 1.0, 0.5, 0.5, 1.0,
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1.0, -1.0, 1.0, 0.5, 0.5, 1.0,
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1.0, -1.0, -1.0, 0.5, 0.5, 1.0,
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];
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const indicies = [
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0, 1, 2,
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0, 2, 3,
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5, 4, 6,
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6, 4, 7,
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8, 9, 10,
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8, 10, 11,
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13, 12, 14,
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15, 14, 12,
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16, 17, 18,
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16, 18, 19,
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21, 20, 22,
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22, 20, 23
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];
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const verticies = []
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const colors = []
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for (let x = 0; x < indicies.length; x++) {
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var i = indicies[x]
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verticies.push(data[i * 6 + 2])
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verticies.push(data[i * 6 + 1])
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verticies.push(data[i * 6 + 0])
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colors.push(data[i * 6 + 3])
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colors.push(data[i * 6 + 4])
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colors.push(data[i * 6 + 5])
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}
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return new Mesh(indicies.length)
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.store(verticies, 3)
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.store(colors, 3)
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.finish()
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}
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@ -6,16 +6,17 @@ export const SimpleShader = () => {
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precision mediump float;
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attribute vec3 position;
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attribute vec3 color;
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attribute vec3 normal;
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attribute vec3 uv;
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uniform mat4 proj;
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uniform mat4 view;
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uniform mat4 tran;
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varying vec3 color_pass;
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varying vec3 color;
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void main() {
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color_pass = color;
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color.xyz = (position.xyz + 1.0) / 2.0;
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gl_Position = proj * view * tran * vec4(position, 1.0);
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}
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`
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const FragmentCode = `
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precision mediump float;
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varying vec3 color_pass;
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varying vec3 color;
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void main() {
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gl_FragColor = vec4(color_pass, 1.0);
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gl_FragColor = vec4(color, 1.0);
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}
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`
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return new Shader(VertexCode, FragmentCode)
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