Formatting
This commit is contained in:
parent
7502ab9cdb
commit
27408aeed3
@ -1,10 +1,6 @@
|
||||
class Object3D {
|
||||
// DONE: Füge Default-Materialkoeffizienten hinzu
|
||||
constructor(
|
||||
ka = [0.5, 0.5, 0.5],
|
||||
kd = [0.5, 0.5, 0.5],
|
||||
ks = [0.5, 0.5, 0.5]
|
||||
) {
|
||||
constructor(ka = [0.5, 0.5, 0.5], kd = [0.5, 0.5, 0.5], ks = [0.5, 0.5, 0.5]) {
|
||||
this.posVBO = gl.createBuffer();
|
||||
// DONE: Kein colorVBO mehr! (Farben werden über Materialkoeffizienten bestimmt)
|
||||
this.indexVBO = gl.createBuffer();
|
||||
@ -27,25 +23,13 @@ class Object3D {
|
||||
|
||||
InitBuffers() {
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.posVBO);
|
||||
gl.bufferData(
|
||||
gl.ARRAY_BUFFER,
|
||||
new Float32Array(this.positions),
|
||||
gl.STATIC_DRAW
|
||||
);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.positions), gl.STATIC_DRAW);
|
||||
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexVBO);
|
||||
gl.bufferData(
|
||||
gl.ELEMENT_ARRAY_BUFFER,
|
||||
new Uint16Array(this.indices),
|
||||
gl.STATIC_DRAW
|
||||
);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(this.indices), gl.STATIC_DRAW);
|
||||
}
|
||||
|
||||
SetModelMatrix(
|
||||
position = this.position,
|
||||
orientation = this.orientation,
|
||||
scale = this.scale
|
||||
) {
|
||||
SetModelMatrix(position = this.position, orientation = this.orientation, scale = this.scale) {
|
||||
this.position = position;
|
||||
this.orientation = [
|
||||
(orientation[0] * Math.PI) / 180,
|
||||
@ -56,24 +40,9 @@ class Object3D {
|
||||
|
||||
this.modelMatrix = mat4.create();
|
||||
mat4.translate(this.modelMatrix, this.modelMatrix, position);
|
||||
mat4.rotate(
|
||||
this.modelMatrix,
|
||||
this.modelMatrix,
|
||||
this.orientation[0],
|
||||
[1, 0, 0]
|
||||
);
|
||||
mat4.rotate(
|
||||
this.modelMatrix,
|
||||
this.modelMatrix,
|
||||
this.orientation[1],
|
||||
[0, 1, 0]
|
||||
);
|
||||
mat4.rotate(
|
||||
this.modelMatrix,
|
||||
this.modelMatrix,
|
||||
this.orientation[2],
|
||||
[0, 0, 1]
|
||||
);
|
||||
mat4.rotate(this.modelMatrix, this.modelMatrix, this.orientation[0], [1, 0, 0]);
|
||||
mat4.rotate(this.modelMatrix, this.modelMatrix, this.orientation[1], [0, 1, 0]);
|
||||
mat4.rotate(this.modelMatrix, this.modelMatrix, this.orientation[2], [0, 0, 1]);
|
||||
mat4.scale(this.modelMatrix, this.modelMatrix, scale);
|
||||
}
|
||||
|
||||
|
@ -82,9 +82,7 @@
|
||||
<body>
|
||||
<h1>Lorem Ipsum</h1>
|
||||
|
||||
<canvas id="gl-canvas" width="1024" height="512">
|
||||
If you see this, your browser doesn't support WebGL.
|
||||
</canvas>
|
||||
<canvas id="gl-canvas" width="1024" height="512"> If you see this, your browser doesn't support WebGL. </canvas>
|
||||
|
||||
<script src="main.js" type="text/javascript"></script>
|
||||
</body>
|
||||
|
@ -6,15 +6,7 @@ let objects = [];
|
||||
let posLoc;
|
||||
|
||||
// DONE: Deklariere benötigte Locations von Shadervariablen als globale Variablen
|
||||
let normalLoc,
|
||||
lightPositionLoc,
|
||||
IaLoc,
|
||||
IdLoc,
|
||||
IsLoc,
|
||||
kaLoc,
|
||||
kdLoc,
|
||||
ksLoc,
|
||||
specularExponentLoc;
|
||||
let normalLoc, lightPositionLoc, IaLoc, IdLoc, IsLoc, kaLoc, kdLoc, ksLoc, specularExponentLoc;
|
||||
|
||||
let modelMatrixLoc;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user