|
|
|
|
|
|
102
|
program.color = gl.getUniformLocation(program, 'color');
|
102
|
program.color = gl.getUniformLocation(program, 'color');
|
|
103
|
gl.uniform4f(program.color, -1, -1, -1, -1);
|
103
|
gl.uniform4f(program.color, -1, -1, -1, -1);
|
|
104
|
|
104
|
|
|
105
|
trixl.pos = {x: 0, y: 0, z: 0, a: 0};
|
|
|
|
|
|
105
|
trixl.pos = {x: 0, y: 0, z: 5, a: 0};
|
|
106
|
|
106
|
|
|
107
|
var angle = {x: 0, y: 0, z: 0};
|
107
|
var angle = {x: 0, y: 0, z: 0};
|
|
108
|
var offset = {x: 0, y: 0, z: 0};
|
108
|
var offset = {x: 0, y: 0, z: 0};
|
|
|
|
|
|
|
112
|
matrix.translate(trixl.pos.x, trixl.pos.y, trixl.pos.z),
|
112
|
matrix.translate(trixl.pos.x, trixl.pos.y, trixl.pos.z),
|
|
113
|
matrix.rotateY(trixl.pos.a)
|
113
|
matrix.rotateY(trixl.pos.a)
|
|
114
|
);
|
114
|
);
|
|
115
|
var camera_pos = [camera[12], camera[13], camera[14]];
|
|
|
|
|
|
115
|
var camera_pos = camera.slice(12, 15);
|
|
|
|
116
|
var focus_pos = mat4.multiplyMany(
|
|
|
|
117
|
matrix.translate(trixl.pos.x, trixl.pos.y, trixl.pos.z + 5),
|
|
|
|
118
|
matrix.rotateY(trixl.pos.a)
|
|
|
|
119
|
).slice(12, 15);
|
|
116
|
var up = [0, 1, 0];
|
120
|
var up = [0, 1, 0];
|
|
117
|
camera = mat4.lookAt([], camera_pos, [0, 0, 0], up);
|
|
|
|
|
|
121
|
camera = mat4.lookAt([], camera_pos, focus_pos, up);
|
|
118
|
var view = mat4.invert([], camera);
|
122
|
var view = mat4.invert([], camera);
|
|
119
|
|
123
|
|
|
120
|
var aspect = trixl.window.w / trixl.window.h;
|
124
|
var aspect = trixl.window.w / trixl.window.h;
|