working camera support
This commit is contained in:
@ -17,8 +17,8 @@ export default class extends AbstractView
|
||||
this.gl = null;
|
||||
this.shader_prog = null;
|
||||
this.buffers = null;
|
||||
this.cam_pos = [0, 1, 0];
|
||||
this.cam_target = [0, 0, 0];
|
||||
this.cam_pos = [0, 100, 0];
|
||||
this.cam_target = [4, 0, 4];
|
||||
}
|
||||
|
||||
initGL()
|
||||
@ -62,7 +62,7 @@ export default class extends AbstractView
|
||||
if(canvas === null)
|
||||
return 1;
|
||||
|
||||
this.gl.clearColor(0.0, 0.0, 0.0, 1.0);
|
||||
this.gl.clearColor(0.1, 0.1, 0.1, 1.0);
|
||||
this.gl.clearDepth(1.0);
|
||||
this.gl.enable(this.gl.DEPTH_TEST);
|
||||
this.gl.depthFunc(this.gl.LEQUAL);
|
||||
@ -74,27 +74,15 @@ export default class extends AbstractView
|
||||
mat4.perspective(projectionMatrix, (90 * Math.PI) / 180, this.gl.canvas.clientWidth / this.gl.canvas.clientHeight, 0.1, 1000.0);
|
||||
mat4.lookAt(viewMatrix, this.cam_pos, this.cam_target, [0, 1, 0]);
|
||||
|
||||
mat4.invert(viewMatrix, viewMatrix);
|
||||
|
||||
this.setPositionAttribute();
|
||||
this.setNormalAttribute();
|
||||
|
||||
this.gl.useProgram(shaderInfos.program);
|
||||
|
||||
this.gl.uniformMatrix4fv(
|
||||
shaderInfos.uniformLocations.projectionMatrix,
|
||||
false,
|
||||
projectionMatrix
|
||||
);
|
||||
this.gl.uniformMatrix4fv(shaderInfos.uniformLocations.projectionMatrix, false, projectionMatrix);
|
||||
this.gl.uniformMatrix4fv(shaderInfos.uniformLocations.viewMatrix, false, viewMatrix);
|
||||
|
||||
this.gl.uniformMatrix4fv(
|
||||
shaderInfos.uniformLocations.viewMatrix,
|
||||
false,
|
||||
viewMatrix
|
||||
);
|
||||
|
||||
renderCube(this.gl, -2, -3, -10, 0, 5);
|
||||
//this.game.draw(this.gl);
|
||||
this.game.draw(this.gl);
|
||||
}
|
||||
|
||||
setNormalAttribute()
|
||||
|
Reference in New Issue
Block a user