/** * Creates Orthographic projection matrix * * @private * @param {number} width * @param {number} height */ private createProjection(width: number, height: number) { this.mProjection = mat3.create(); this.mProjection[0] = 2 / width; this.mProjection[4] = -2 / height; this.mProjection[6] = -1; this.mProjection[7] = 1; /* 2 / width, 0, 0, 0, -2 / height, 0, -1, 1, 1 */ }
constructor(){ this.verticalFlipMatrix = mat2d.create(); this.viewportToSquareMatrix = mat2d.create(); this.viewportFromSquareMatrix = mat2d.create(); this.mapToTileMatrix = mat2d.create(); this.mapFromTileMatrix = mat2d.create(); this.squareToMapMatrix = mat2d.create(); this.squareFromMapMatrix = mat2d.create(); this.clipToSquareMatrix = mat2d.create(); this.clipFromSquareMatrix = mat2d.create(); this.viewportToClipMatrix = mat2d.create(); this.mapToViewportMatrix = mat3.create(); mat2d.fromScaling(this.verticalFlipMatrix, [1, -1]); mat2d.fromScaling(this.squareToMapMatrix, [1, 1]); mat2d.invert(this.squareFromMapMatrix, this.squareToMapMatrix); this.setMapSize(128); }
let mat2B = mat2.fromValues(1, 2, 3, 4); let mat2dA = mat2d.fromValues(1, 2, 3, 4, 5, 6); let mat2dB = mat2d.fromValues(1, 2, 3, 4, 5, 6); let mat3A = mat3.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9); let mat3B = mat3.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9); let mat4A = mat4.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16); let mat4B = mat4.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16); let quatA = quat.fromValues(1, 2, 3, 4); let quatB = quat.fromValues(5, 6, 7, 8); let outVec2 = vec2.create(); let outVec3 = vec3.create(); let outVec4 = vec4.create(); let outMat2 = mat2.create(); let outMat2d = mat2d.create(); let outMat3 = mat3.create(); let outMat4 = mat4.create(); let outQuat = quat.create(); let outMat2Null: mat2 | null; let outMat2dNull: mat2d | null; let outMat3Null: mat3 | null; let outMat4Null: mat4 | null; // vec2 outVec2 = vec2.create(); outVec2 = vec2.clone(vec2A); outVec2 = vec2.fromValues(1, 2); outVec2 = vec2.copy(outVec2, vec2A); outVec2 = vec2.set(outVec2, 1, 2); outVec2 = vec2.add(outVec2, vec2A, vec2B);
lambertFragmentShaderEs300 } from '../shaders/Lambert.glsl'; import { phongFragmentShaderEs100, phongFragmentShaderEs300 } from '../shaders/Phong.glsl'; import { vertexShaderEs100, vertexShaderEs300 } from '../shaders/Vertex.glsl'; import ShaderParser from '../utils/ShaderParser'; import { capabilities } from './Capabilities'; import * as CONSTANTS from './Constants'; import * as GL from './GL'; import Program from './Program'; import UniformBuffers from './UniformBuffers'; let gl: WebGL2RenderingContext | WebGLRenderingContext; const normalMatrix: mat3 = mat3.create(); const inversedModelViewMatrix: mat4 = mat4.create(); interface Options { name?: string; type?: string; uniforms?: any; fov?: number; hookVertexPre?: string; hookVertexMain?: string; hookVertexEnd?: string; hookFragmentPre?: string; hookFragmentMain?: string; hookFragmentEnd?: string; vertexShader?: string; fragmentShader?: string;
/** * Creates an instance of BaseSprite. * */ constructor() { super(); this.mViewWorld = mat3.create(); }
/** * Creates an instance of MovableObject. * */ constructor() { this.mTransformation = mat3.create(); this.mCachedInverse = mat3.create(); this.mVersion = 0; }