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export class Camera {
constructor(gl) {
const fieldOfView = 45 * Math.PI / 180; // in radians
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const zNear = 0.1;
const zFar = 100.0;
const projectionMatrix = mat4.create();
// note: glmatrix.js always has the first argument
// as the destination to receive the result.
mat4.perspective(projectionMatrix,
fieldOfView,
aspect,
zNear,
zFar);
// Set the drawing position to the "identity" point, which is
// the center of the scene.
const modelViewMatrix = mat4.create();
// Now move the drawing position a bit to where we want to
// start drawing the square.
mat4.translate(modelViewMatrix, // destination matrix
modelViewMatrix, // matrix to translate
[-0.0, 0.0, -6.0]); // amount to translate
this.mvmatrix = modelViewMatrix;
this.pmatrix = projectionMatrix;
}
use(gl, shader) {
gl.uniformMatrix4fv(
shader.uniforms.projectionMatrix,
false,
this.pmatrix);
gl.uniformMatrix4fv(
shader.uniforms.modelViewMatrix,
false,
this.mvmatrix);
}
}
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