changes
This commit is contained in:
parent
76446f179d
commit
f70007d58b
6 changed files with 112 additions and 174 deletions
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@ -47,7 +47,7 @@ export class Shader {
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this.#uniforms = {}
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vertexCode.split('\n').forEach((line) => {
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const tokens = line.split(" ")
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const tokens = line.trim().split(" ")
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if (tokens.length != 3) return
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if (tokens[0] === "attribute") {
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this.#attributes.push(tokens[2].replace(/\s+/g, '').split(';')[0])
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@ -88,8 +88,8 @@ export class Shader {
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}
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loadMat4(name, m) {
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// console.log(name, m.get())
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gl.uniformMatrix4fv(this.#uniforms[name], gl.FALSE, m.get())
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if(this.#uniforms[name] == undefined) return;
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gl.uniformMatrix4fv(this.#uniforms[name], gl.FALSE, m.data)
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}
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loadBool(name, bool) {
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@ -1,4 +1,3 @@
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export { SimpleController } from './controller/SimpleController.js'
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export { Camera } from './core/Camera.js'
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export { Entity } from './core/Entity.js'
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export { Material } from './core/Material.js'
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@ -6,12 +5,19 @@ 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 { File } from './io/File.js'
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export { Input } from './io/Input.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 { 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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@ -27,21 +27,10 @@ export class Mat4 {
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set(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {
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const d = this.data
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d[0] = m00; d[1] = m01; d[2] = m02; d[3] = m03;
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d[4] = m10; d[5] = m11; d[6] = m12; d[7] = m13;
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d[8] = m20; d[9] = m21; d[10] = m22; d[11] = m23;
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d[12] = m30; d[13] = m31; d[14] = m32; d[15] = m33;
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return this
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}
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clone() {
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return new Mat4().arr(this.da)
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}
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arr(arr, offset = 0) {
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for(let i = 0; i < 16; i++) {
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this.data[i] = arr[i + offset]
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}
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d[0] = m00; d[4] = m01; d[8] = m02; d[12] = m03;
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d[1] = m10; d[5] = m11; d[9] = m12; d[13] = m13;
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d[2] = m20; d[6] = m21; d[10] = m22; d[14] = m23;
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d[3] = m30; d[7] = m31; d[11] = m32; d[15] = m33;
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return this
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}
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@ -54,88 +43,5 @@ export class Mat4 {
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)
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return this
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}
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copy(m) {
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const d = this.data
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const o = m.data
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d[0] = o[0]; d[1] = o[1]; d[2] = o[2]; d[3] = o[3];
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d[4] = o[4]; d[5] = o[5]; d[6] = o[6]; d[7] = o[7];
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d[8] = o[8]; d[9] = o[9]; d[10] = o[10]; d[11] = o[11];
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d[12] = o[12]; d[13] = o[13]; d[14] = o[14]; d[15] = o[15];
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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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const m30 = d[0] * v.x + d[4] * v.y + d[8] * v.z;
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const m31 = d[1] * v.x + d[5] * v.y + d[9] * v.z;
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const m32 = d[2] * v.x + d[6] * v.y + d[10] * v.z;
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const m33 = d[3] * v.x + d[7] * v.y + d[11] * v.z;
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d[3] += m30;
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d[7] += m31;
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d[11] += m32;
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d[15] += m33;
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return this;
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}
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rot(v) {
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this.rotX(v.x)
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this.rotY(v.y)
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this.rotZ(v.z)
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return this
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}
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rotX(a) {
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const s = Math.sin(a), c = cosFromSin(s, a);
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const d = this.data;
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d[5] = c
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d[6] = s
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d[9] = -s
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d[10] = c
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return this
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}
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rotY(a) {
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const s = Math.sin(a), c = cosFromSin(s, a);
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const d = this.data;
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d[0] = c
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d[3] = -s
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d[8] = c
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d[10] = c
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return this
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}
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rotZ(a) {
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const s = Math.sin(a), c = cosFromSin(s, a);
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const d = this.data;
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d[0] = c
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d[1] = s
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d[4] = -s
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d[5] = c
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return this
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}
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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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d[4] *= v.x; d[5] *= v.y; d[6] *= v.z;
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d[8] *= v.x; d[9] *= v.y; d[10] *= v.z;
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d[12] *= v.x; d[13] *= v.y; d[14] *= v.z;
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return this;
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}
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get() {
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return new Float32Array(this.data)
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}
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}
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@ -1,68 +1,65 @@
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import { Mesh } from '../core/Mesh.js'
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export class Cube {
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export const Cube = () => {
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constructor() {
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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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this.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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this.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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this.verticies = []
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this.colors = []
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for (let x = 0; x < this.indicies.length; x++) {
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var i = this.indicies[x]
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this.verticies.push(this.data[i * 6 + 2])
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this.verticies.push(this.data[i * 6 + 1])
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this.verticies.push(this.data[i * 6 + 0])
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this.colors.push(this.data[i * 6 + 3])
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this.colors.push(this.data[i * 6 + 4])
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this.colors.push(this.data[i * 6 + 5])
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}
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this.mesh = new Mesh(this.indicies.length)
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.store(this.verticies, 3)
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.store(this.colors, 3)
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.finish()
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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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34
public/gl/shader/SimpleShader.js
Normal file
34
public/gl/shader/SimpleShader.js
Normal file
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@ -0,0 +1,34 @@
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import { Shader } from '../core/Shader.js'
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export const SimpleShader = () => {
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const VertexCode = `
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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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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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void main() {
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color_pass = color;
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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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void main() {
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gl_FragColor = vec4(color_pass, 1.0);
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}
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`
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return new Shader(VertexCode, FragmentCode)
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}
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@ -1,31 +1,26 @@
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import * as GL from '/gl/gl.js'
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const main = async () => {
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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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var SimpleController = new GL.SimpleController(Camera)
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var Shader = new GL.Shader(
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await GL.File.readFileAsync("shader/simple.vert"),
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await GL.File.readFileAsync("shader/simple.frag")
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)
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var Shader = GL.SimpleShader()
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var Material = new GL.Material(Shader)
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var Mesh = new GL.Cube().mesh
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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 = 3;
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Scene.add(Material, Cube)
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const a = new GL.Vec3(1,1,1)
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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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Cube.rotation.add(new GL.Vec3(1,1,1))
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SimpleController.update(GL.DT)
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});
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}
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