changes
This commit is contained in:
parent
76446f179d
commit
f70007d58b
6 changed files with 112 additions and 174 deletions
|
@ -47,7 +47,7 @@ export class Shader {
|
|||
this.#uniforms = {}
|
||||
|
||||
vertexCode.split('\n').forEach((line) => {
|
||||
const tokens = line.split(" ")
|
||||
const tokens = line.trim().split(" ")
|
||||
if (tokens.length != 3) return
|
||||
if (tokens[0] === "attribute") {
|
||||
this.#attributes.push(tokens[2].replace(/\s+/g, '').split(';')[0])
|
||||
|
@ -88,8 +88,8 @@ export class Shader {
|
|||
}
|
||||
|
||||
loadMat4(name, m) {
|
||||
// console.log(name, m.get())
|
||||
gl.uniformMatrix4fv(this.#uniforms[name], gl.FALSE, m.get())
|
||||
if(this.#uniforms[name] == undefined) return;
|
||||
gl.uniformMatrix4fv(this.#uniforms[name], gl.FALSE, m.data)
|
||||
}
|
||||
|
||||
loadBool(name, bool) {
|
||||
|
|
|
@ -1,4 +1,3 @@
|
|||
export { SimpleController } from './controller/SimpleController.js'
|
||||
export { Camera } from './core/Camera.js'
|
||||
export { Entity } from './core/Entity.js'
|
||||
export { Material } from './core/Material.js'
|
||||
|
@ -6,12 +5,19 @@ export { Mesh } from './core/Mesh.js'
|
|||
export { Renderer } from './core/Renderer.js'
|
||||
export { Scene } from './core/Scene.js'
|
||||
export { Shader } from './core/Shader.js'
|
||||
export { File } from './io/File.js'
|
||||
export { Input } from './io/Input.js'
|
||||
|
||||
export { Mat4 } from './math/Mat4.js'
|
||||
export { M as Math } from './math/Math.js'
|
||||
export { Vec3 } from './math/Vec3.js'
|
||||
export { Cube } from './model/Cube.js'
|
||||
|
||||
export { File } from './io/File.js'
|
||||
export { Input } from './io/Input.js'
|
||||
|
||||
export { SimpleController } from './controller/SimpleController.js'
|
||||
|
||||
export { SimpleShader } from './shader/SimpleShader.js'
|
||||
|
||||
export { Loop }
|
||||
export { DT }
|
||||
|
||||
|
|
|
@ -27,21 +27,10 @@ export class Mat4 {
|
|||
|
||||
set(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {
|
||||
const d = this.data
|
||||
d[0] = m00; d[1] = m01; d[2] = m02; d[3] = m03;
|
||||
d[4] = m10; d[5] = m11; d[6] = m12; d[7] = m13;
|
||||
d[8] = m20; d[9] = m21; d[10] = m22; d[11] = m23;
|
||||
d[12] = m30; d[13] = m31; d[14] = m32; d[15] = m33;
|
||||
return this
|
||||
}
|
||||
|
||||
clone() {
|
||||
return new Mat4().arr(this.da)
|
||||
}
|
||||
|
||||
arr(arr, offset = 0) {
|
||||
for(let i = 0; i < 16; i++) {
|
||||
this.data[i] = arr[i + offset]
|
||||
}
|
||||
d[0] = m00; d[4] = m01; d[8] = m02; d[12] = m03;
|
||||
d[1] = m10; d[5] = m11; d[9] = m12; d[13] = m13;
|
||||
d[2] = m20; d[6] = m21; d[10] = m22; d[14] = m23;
|
||||
d[3] = m30; d[7] = m31; d[11] = m32; d[15] = m33;
|
||||
return this
|
||||
}
|
||||
|
||||
|
@ -55,87 +44,4 @@ export class Mat4 {
|
|||
return this
|
||||
}
|
||||
|
||||
copy(m) {
|
||||
const d = this.data
|
||||
const o = m.data
|
||||
d[0] = o[0]; d[1] = o[1]; d[2] = o[2]; d[3] = o[3];
|
||||
d[4] = o[4]; d[5] = o[5]; d[6] = o[6]; d[7] = o[7];
|
||||
d[8] = o[8]; d[9] = o[9]; d[10] = o[10]; d[11] = o[11];
|
||||
d[12] = o[12]; d[13] = o[13]; d[14] = o[14]; d[15] = o[15];
|
||||
return this
|
||||
}
|
||||
|
||||
pos(v) {
|
||||
const d = this.data
|
||||
|
||||
const m30 = d[0] * v.x + d[4] * v.y + d[8] * v.z;
|
||||
const m31 = d[1] * v.x + d[5] * v.y + d[9] * v.z;
|
||||
const m32 = d[2] * v.x + d[6] * v.y + d[10] * v.z;
|
||||
const m33 = d[3] * v.x + d[7] * v.y + d[11] * v.z;
|
||||
|
||||
d[3] += m30;
|
||||
d[7] += m31;
|
||||
d[11] += m32;
|
||||
d[15] += m33;
|
||||
return this;
|
||||
}
|
||||
|
||||
rot(v) {
|
||||
this.rotX(v.x)
|
||||
this.rotY(v.y)
|
||||
this.rotZ(v.z)
|
||||
|
||||
return this
|
||||
}
|
||||
|
||||
rotX(a) {
|
||||
const s = Math.sin(a), c = cosFromSin(s, a);
|
||||
const d = this.data;
|
||||
|
||||
d[5] = c
|
||||
d[6] = s
|
||||
d[9] = -s
|
||||
d[10] = c
|
||||
|
||||
return this
|
||||
}
|
||||
|
||||
rotY(a) {
|
||||
const s = Math.sin(a), c = cosFromSin(s, a);
|
||||
const d = this.data;
|
||||
|
||||
d[0] = c
|
||||
d[3] = -s
|
||||
d[8] = c
|
||||
d[10] = c
|
||||
|
||||
return this
|
||||
}
|
||||
|
||||
rotZ(a) {
|
||||
const s = Math.sin(a), c = cosFromSin(s, a);
|
||||
const d = this.data;
|
||||
|
||||
d[0] = c
|
||||
d[1] = s
|
||||
d[4] = -s
|
||||
d[5] = c
|
||||
|
||||
return this
|
||||
}
|
||||
|
||||
scale(v) {
|
||||
const d = this.data;
|
||||
|
||||
d[0] *= v.x; d[1] *= v.y; d[2] *= v.z;
|
||||
d[4] *= v.x; d[5] *= v.y; d[6] *= v.z;
|
||||
d[8] *= v.x; d[9] *= v.y; d[10] *= v.z;
|
||||
d[12] *= v.x; d[13] *= v.y; d[14] *= v.z;
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
get() {
|
||||
return new Float32Array(this.data)
|
||||
}
|
||||
}
|
|
@ -1,10 +1,8 @@
|
|||
import { Mesh } from '../core/Mesh.js'
|
||||
|
||||
export class Cube {
|
||||
export const Cube = () => {
|
||||
|
||||
constructor() {
|
||||
|
||||
this.data = [
|
||||
const data = [
|
||||
-1.0, 1.0, -1.0, 0.5, 0.5, 0.5,
|
||||
-1.0, 1.0, 1.0, 0.5, 0.5, 0.5,
|
||||
1.0, 1.0, 1.0, 0.5, 0.5, 0.5,
|
||||
|
@ -31,7 +29,7 @@ export class Cube {
|
|||
1.0, -1.0, -1.0, 0.5, 0.5, 1.0,
|
||||
];
|
||||
|
||||
this.indicies = [
|
||||
const indicies = [
|
||||
0, 1, 2,
|
||||
0, 2, 3,
|
||||
5, 4, 6,
|
||||
|
@ -46,23 +44,22 @@ export class Cube {
|
|||
22, 20, 23
|
||||
];
|
||||
|
||||
this.verticies = []
|
||||
this.colors = []
|
||||
for (let x = 0; x < this.indicies.length; x++) {
|
||||
var i = this.indicies[x]
|
||||
this.verticies.push(this.data[i * 6 + 2])
|
||||
this.verticies.push(this.data[i * 6 + 1])
|
||||
this.verticies.push(this.data[i * 6 + 0])
|
||||
this.colors.push(this.data[i * 6 + 3])
|
||||
this.colors.push(this.data[i * 6 + 4])
|
||||
this.colors.push(this.data[i * 6 + 5])
|
||||
const verticies = []
|
||||
const colors = []
|
||||
|
||||
for (let x = 0; x < indicies.length; x++) {
|
||||
var i = indicies[x]
|
||||
verticies.push(data[i * 6 + 2])
|
||||
verticies.push(data[i * 6 + 1])
|
||||
verticies.push(data[i * 6 + 0])
|
||||
colors.push(data[i * 6 + 3])
|
||||
colors.push(data[i * 6 + 4])
|
||||
colors.push(data[i * 6 + 5])
|
||||
}
|
||||
|
||||
this.mesh = new Mesh(this.indicies.length)
|
||||
.store(this.verticies, 3)
|
||||
.store(this.colors, 3)
|
||||
return new Mesh(indicies.length)
|
||||
.store(verticies, 3)
|
||||
.store(colors, 3)
|
||||
.finish()
|
||||
|
||||
}
|
||||
|
||||
}
|
34
public/gl/shader/SimpleShader.js
Normal file
34
public/gl/shader/SimpleShader.js
Normal file
|
@ -0,0 +1,34 @@
|
|||
import { Shader } from '../core/Shader.js'
|
||||
|
||||
export const SimpleShader = () => {
|
||||
|
||||
const VertexCode = `
|
||||
precision mediump float;
|
||||
|
||||
attribute vec3 position;
|
||||
attribute vec3 color;
|
||||
|
||||
uniform mat4 proj;
|
||||
uniform mat4 view;
|
||||
uniform mat4 tran;
|
||||
|
||||
varying vec3 color_pass;
|
||||
|
||||
void main() {
|
||||
color_pass = color;
|
||||
gl_Position = proj * view * tran * vec4(position, 1.0);
|
||||
}
|
||||
`
|
||||
|
||||
const FragmentCode = `
|
||||
precision mediump float;
|
||||
|
||||
varying vec3 color_pass;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = vec4(color_pass, 1.0);
|
||||
}
|
||||
`
|
||||
return new Shader(VertexCode, FragmentCode)
|
||||
|
||||
}
|
|
@ -1,31 +1,26 @@
|
|||
import * as GL from '/gl/gl.js'
|
||||
|
||||
const main = async () => {
|
||||
const main = () => {
|
||||
|
||||
var Renderer = new GL.Renderer()
|
||||
var Scene = new GL.Scene()
|
||||
var Camera = new GL.Camera()
|
||||
var SimpleController = new GL.SimpleController(Camera)
|
||||
|
||||
var Shader = new GL.Shader(
|
||||
await GL.File.readFileAsync("shader/simple.vert"),
|
||||
await GL.File.readFileAsync("shader/simple.frag")
|
||||
)
|
||||
var Shader = GL.SimpleShader()
|
||||
|
||||
var Material = new GL.Material(Shader)
|
||||
|
||||
var Mesh = new GL.Cube().mesh
|
||||
var Mesh = GL.Cube()
|
||||
|
||||
var Cube = new GL.Entity(Mesh)
|
||||
Cube.position.z = 3;
|
||||
|
||||
Scene.add(Material, Cube)
|
||||
|
||||
const a = new GL.Vec3(1,1,1)
|
||||
|
||||
GL.Loop(() => {
|
||||
Renderer.draw(Scene, Camera)
|
||||
Cube.rotation.add(a)
|
||||
Cube.rotation.add(new GL.Vec3(1,1,1))
|
||||
SimpleController.update(GL.DT)
|
||||
});
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue