pouic long boiiiiiiii
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441c74912d
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@ -1,20 +1,69 @@
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function initBuffers(gl)
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{
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const positionBuffer = initPositionBuffer(gl);
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return { position: positionBuffer };
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const vertexBuffer = initVertexBuffer(gl);
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const indexBuffer = initIndexBuffer(gl);
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const normalBuffer = initNormalBuffer(gl);
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return { vertex: vertexBuffer, index : indexBuffer, normal: normalBuffer };
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}
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function initPositionBuffer(gl)
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function initVertexBuffer(gl)
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{
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const positionBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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const positions = [1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0];
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const positions = [
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// Front face
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-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0,
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// Back face
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-1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0,
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// Top face
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-1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
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// Bottom face
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-1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0,
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// Right face
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1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0,
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// Left face
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-1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0
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];
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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return positionBuffer;
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}
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function initNormalBuffer(gl)
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{
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const normalBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
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const vertexNormals = [
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// Front
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0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
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// Back
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0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0,
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// Top
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0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,
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// Bottom
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0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0,
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// Right
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1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
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// Left
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-1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
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];
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
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return normalBuffer;
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}
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function initIndexBuffer(gl)
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{
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const indexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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const indices = [
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0, 1, 2, 0, 2, 3, // front
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4, 5, 6, 4, 6, 7, // back
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8, 9, 10, 8, 10, 11, // top
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12, 13, 14, 12, 14, 15, // bottom
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16, 17, 18, 16, 18, 19, // right
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20, 21, 22, 20, 22, 23, // left
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];
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
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return indexBuffer;
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}
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export { initBuffers };
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@ -1,25 +1,35 @@
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const vertex_shader_source = `
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attribute vec4 aPos;
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attribute vec4 aColor;
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attribute vec3 aNormal;
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uniform mat4 uModView;
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uniform mat4 uProj;
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uniform mat4 uNormalMat;
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varying lowp vec4 vColor;
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varying highp vec3 vLighting;
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void main()
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{
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gl_Position = uProj * uModView * aPos;
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vColor = aColor;
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highp vec3 ambientLight = vec3(0.3, 0.3, 0.3);
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highp vec3 directionalLightColor = vec3(1, 1, 1);
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highp vec3 directionalVector = normalize(vec3(0.85, 0.8, 0.75));
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highp vec4 transformedNormal = uNormalMat * vec4(aNormal, 1.0);
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highp float directional = max(dot(transformedNormal.xyz, directionalVector), 0.0);
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vLighting = ambientLight + (directionalLightColor * directional);
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}
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`;
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const fragment_shader_source = `
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varying lowp vec4 vColor;
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varying highp vec3 vLighting;
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void main()
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{
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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highp vec3 color = vec3(1.0, 1.0, 1.0);
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gl_FragColor = vec4(color * vLighting, 1.0);
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}
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`;
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@ -50,7 +60,7 @@ function loadShader(gl, type, source)
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if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
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{
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alert(`An error occurred compiling the shaders: ${gl.getShaderInfoLog(shader)}`);
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alert(`An error occurred while compiling the shaders: ${gl.getShaderInfoLog(shader)}`);
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gl.deleteShader(shader);
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return null;
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}
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@ -17,6 +17,7 @@ export default class extends AbstractView
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this.shader_prog = null;
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this.buffers = null;
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this.rotation = 0.0;
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this.programInfo = null;
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}
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initGL()
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@ -32,6 +33,19 @@ export default class extends AbstractView
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this.shader_prog = initShaderProgram(this.gl);
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this.buffers = initBuffers(this.gl);
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this.programInfo = {
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program: this.shader_prog,
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attribLocations: {
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vertexPosition: this.gl.getAttribLocation(this.shader_prog, "aPos"),
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vertexNormal: this.gl.getAttribLocation(this.shader_prog, "aNormal"),
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},
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uniformLocations: {
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projectionMatrix: this.gl.getUniformLocation(this.shader_prog, "uProj"),
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modelViewMatrix: this.gl.getUniformLocation(this.shader_prog, "uModView"),
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normalMatrix: this.gl.getUniformLocation(this.shader_prog, "uNormalMat"),
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},
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};
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}
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async join_game()
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@ -57,20 +71,6 @@ export default class extends AbstractView
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if(canvas === null)
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return 1;
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const programInfo = {
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program: this.shader_prog,
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attribLocations: {
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vertexPosition: this.gl.getAttribLocation(this.shader_prog, "aPos"),
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},
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uniformLocations: {
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projectionMatrix: this.gl.getUniformLocation(
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this.shader_prog,
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"uProj"
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),
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modelViewMatrix: this.gl.getUniformLocation(this.shader_prog, "uModView"),
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},
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};
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this.gl.clearColor(0.0, 0.0, 0.0, 1.0);
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this.gl.clearDepth(1.0);
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this.gl.enable(this.gl.DEPTH_TEST);
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@ -85,63 +85,106 @@ export default class extends AbstractView
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mat4.perspective(projectionMatrix, fieldOfView, aspect, zNear, zFar);
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const modelViewMatrix = mat4.create();
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this.setPositionAttribute();
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this.setNormalAttribute();
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this.rotation += 0.1;
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this.gl.useProgram(this.programInfo.program);
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this.gl.uniformMatrix4fv(
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this.programInfo.uniformLocations.projectionMatrix,
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false,
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projectionMatrix
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);
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this.rotation += 0.025;
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this.renderCube(0.0, 0.0, -15.0, this.rotation);
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this.renderCube(0.0, 1.0, -15.0, this.rotation + 0.1);
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this.renderCube(-2.0, 0.0, -15.0, this.rotation + 4.3);
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this.renderCube(2.0, 3.0, -15.0, this.rotation - 12.4, 5);
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}
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renderCube(x, y, z, angle = 0, sx = 1, sy = 1, sz = 1)
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{
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const modelViewMatrix = mat4.create();
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mat4.translate(
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modelViewMatrix,
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modelViewMatrix,
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[-0.0, 0.0, -6.0]
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[x, y, z]
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);
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mat4.rotate(
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modelViewMatrix,
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modelViewMatrix,
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this.rotation,
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[1, 1, 1],
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angle,
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[0, 1, 1],
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);
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this.setPositionAttribute(programInfo);
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this.gl.useProgram(programInfo.program);
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this.gl.uniformMatrix4fv(
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programInfo.uniformLocations.projectionMatrix,
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false,
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projectionMatrix
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mat4.scale(
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modelViewMatrix,
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modelViewMatrix,
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[sx, sy, sz]
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);
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const normalMatrix = mat4.create();
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mat4.invert(normalMatrix, modelViewMatrix);
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mat4.transpose(normalMatrix, normalMatrix);
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this.gl.uniformMatrix4fv(
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programInfo.uniformLocations.modelViewMatrix,
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this.programInfo.uniformLocations.modelViewMatrix,
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false,
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modelViewMatrix
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);
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this.gl.uniformMatrix4fv(
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this.programInfo.uniformLocations.normalMatrix,
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false,
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normalMatrix,
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);
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{
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const offset = 0;
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const vertexCount = 4;
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this.gl.drawArrays(this.gl.TRIANGLE_STRIP, offset, vertexCount);
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}
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const vertexCount = 36;
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const type = this.gl.UNSIGNED_SHORT;
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const offset = 0;
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this.gl.drawElements(this.gl.TRIANGLES, vertexCount, type, offset);
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}
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setNormalAttribute()
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{
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const numComponents = 3;
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const type = this.gl.FLOAT;
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const normalize = false;
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const stride = 0;
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const offset = 0;
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.buffers.normal);
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this.gl.vertexAttribPointer(
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this.programInfo.attribLocations.vertexNormal,
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numComponents,
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type,
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normalize,
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stride,
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offset,
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);
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this.gl.enableVertexAttribArray(this.programInfo.attribLocations.vertexNormal);
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}
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setPositionAttribute(programInfo)
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{
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const numComponents = 2;
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const numComponents = 3;
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const type = this.gl.FLOAT;
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const normalize = false;
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const stride = 0;
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const offset = 0;
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.buffers.position);
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.buffers.vertex);
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this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.buffers.index);
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this.gl.vertexAttribPointer(
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programInfo.attribLocations.vertexPosition,
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this.programInfo.attribLocations.vertexPosition,
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numComponents,
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type,
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normalize,
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stride,
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offset
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);
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this.gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
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this.gl.enableVertexAttribArray(this.programInfo.attribLocations.vertexPosition);
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}
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render_game()
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