working camera support
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7f26b839c3
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@ -4,8 +4,6 @@ function renderCube(ctx, x, y, z, angle = 0, sx = 1, sy = 1, sz = 1)
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{
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const modelMatrix = mat4.create();
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console.log("test")
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mat4.translate(
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modelMatrix,
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modelMatrix,
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@ -48,7 +48,7 @@ class Ball
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}
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else if(ctx instanceof WebGLRenderingContext)
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{
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renderCube(ctx, this.position_x, 0, this.position_y, 0, this.game.config.ball_size, this.game.config.ball_size, this.game.config.ball_size);
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renderCube(ctx, this.position_x / 1000, 0, this.position_y / 1000, 0, this.game.config.ball_size, this.game.config.ball_size, this.game.config.ball_size);
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}
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else
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{
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@ -17,8 +17,8 @@ export default class extends AbstractView
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this.gl = null;
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this.shader_prog = null;
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this.buffers = null;
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this.cam_pos = [0, 1, 0];
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this.cam_target = [0, 0, 0];
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this.cam_pos = [0, 100, 0];
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this.cam_target = [4, 0, 4];
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}
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initGL()
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@ -62,7 +62,7 @@ export default class extends AbstractView
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if(canvas === null)
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return 1;
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this.gl.clearColor(0.0, 0.0, 0.0, 1.0);
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this.gl.clearColor(0.1, 0.1, 0.1, 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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this.gl.depthFunc(this.gl.LEQUAL);
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@ -74,27 +74,15 @@ export default class extends AbstractView
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mat4.perspective(projectionMatrix, (90 * Math.PI) / 180, this.gl.canvas.clientWidth / this.gl.canvas.clientHeight, 0.1, 1000.0);
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mat4.lookAt(viewMatrix, this.cam_pos, this.cam_target, [0, 1, 0]);
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mat4.invert(viewMatrix, viewMatrix);
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this.setPositionAttribute();
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this.setNormalAttribute();
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this.gl.useProgram(shaderInfos.program);
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this.gl.uniformMatrix4fv(
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shaderInfos.uniformLocations.projectionMatrix,
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false,
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projectionMatrix
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);
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this.gl.uniformMatrix4fv(shaderInfos.uniformLocations.projectionMatrix, false, projectionMatrix);
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this.gl.uniformMatrix4fv(shaderInfos.uniformLocations.viewMatrix, false, viewMatrix);
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this.gl.uniformMatrix4fv(
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shaderInfos.uniformLocations.viewMatrix,
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false,
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viewMatrix
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);
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renderCube(this.gl, -2, -3, -10, 0, 5);
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//this.game.draw(this.gl);
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this.game.draw(this.gl);
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}
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setNormalAttribute()
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