Created
October 6, 2011 11:46
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Test for Plask Vec3.rotate()
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var plask = require("plask"); | |
plask.simpleWindow({ | |
settings: { | |
type: "3d", | |
width: 500, | |
height: 500, | |
multisample: true | |
}, | |
rotateBuffer: function(axis, theta){ | |
var data = new Float32Array(this.pnts.length * 3); | |
for(var di = 0, i = 0, n = this.pnts.length; i < n; ++i){ | |
this.pnts[i].rotate(theta, axis.x, axis.y, axis.z); | |
data[di ] = this.pnts[i].x; | |
data[di + 1] = this.pnts[i].y; | |
data[di + 2] = this.pnts[i].z; | |
di += 3; | |
} | |
var gl = this.gl; | |
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer); | |
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STREAM_DRAW); | |
}, | |
init: function(){ | |
var gl = this.gl; | |
this.pnts = []; | |
for(var i = 10000; --i >= 0;){ | |
this.pnts[i] = new plask.Vec3( | |
Math.random() * 2 - 1, | |
Math.random() * 2 - 1, | |
Math.random() * 2 - 1 | |
); | |
} | |
this.buffer = gl.createBuffer(); | |
this.rotateBuffer(new plask.Vec3(0, 1, 0), 0); | |
this.shader = plask.gl.MagicProgram.createFromStrings( | |
gl, | |
[ "uniform mat4 u_mvp_matrix;" | |
, "attribute vec3 a_position;" | |
, "void main(){" | |
, "gl_PointSize = 3.0;" | |
, "gl_Position = u_mvp_matrix * vec4(a_position, 1.0);" | |
, "}" | |
].join("\n"), | |
[ "void main(){" | |
, "gl_FragColor = vec4(1.0);" | |
, "}" | |
].join("\n") | |
); | |
this.mv_matrix = new plask.Mat4().lookAt(0, 0, -3, 0, 0, 0, 0, 1, 0); | |
this.p_matrix = new plask.Mat4().perspective(60, this.width / this.height, 0.01, 10); | |
this.framerate(60); | |
}, | |
draw: function(){ | |
var gl = this.gl; | |
gl.clearColor(0, 0, 0, 1); | |
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
this.shader.use(); | |
this.shader.set_u_mvp_matrix(this.p_matrix.dup().mul(this.mv_matrix)); | |
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer); | |
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); | |
gl.enableVertexAttribArray(0); | |
gl.drawArrays(gl.POINTS, 0, this.pnts.length); | |
this.rotateBuffer(new plask.Vec3(1, 1, 0).normalize(), 0.01); | |
} | |
}); |
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