added a shitty ecs that I'm confident is way worse than just looping … (#4)
* added a shitty ecs that I'm confident is way worse than just looping objects lol * mader a rendering system based on ecs
This commit is contained in:
@@ -0,0 +1,31 @@
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import { Scene } from "./scene";
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class Engine {
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canvas: HTMLCanvasElement;
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ctx: WebGL2RenderingContext;
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scenes = [] as Scene[];
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constructor(canvas: string | HTMLCanvasElement) {
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/** get canvas by id */
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if (typeof canvas === "string") {
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canvas = document.getElementById(canvas)! as HTMLCanvasElement;
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}
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if (!canvas) {
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throw new Error("canvas not found");
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}
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this.canvas = canvas;
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this.ctx = canvas.getContext("webgl2")!;
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if (!this.ctx) {
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throw new Error("can't get webgl2 context");
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}
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}
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createScene() {
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const scene = new Scene(this.canvas, this.ctx);
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this.scenes.push(scene);
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return scene;
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}
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}
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export { Engine };
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@@ -0,0 +1,107 @@
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import { mat4 } from "gl-matrix";
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export const compileShader = (
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gl: WebGL2RenderingContext,
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type: number,
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source: string,
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) => {
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const shader = gl.createShader(type);
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if (!shader) {
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throw new Error(`couldn't make the shader ${source}`);
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}
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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throw new Error(
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`Error in ${source}: ${gl.getShaderInfoLog(shader) ?? "no error returned"}`,
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);
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}
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return shader;
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};
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export const createProgram = (
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gl: WebGL2RenderingContext,
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vs: string,
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fs: string,
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): WebGLProgram => {
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const program = gl.createProgram()!;
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const vShader = compileShader(gl, gl.VERTEX_SHADER, vs);
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const fShader = compileShader(gl, gl.FRAGMENT_SHADER, fs);
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gl.attachShader(program, vShader);
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gl.attachShader(program, fShader);
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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throw new Error(gl.getProgramInfoLog(program) || "");
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}
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return program;
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};
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export type AttributeCollection = {
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name: string;
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data: Float32Array;
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size: number;
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};
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export const setupVAO = (
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gl: WebGL2RenderingContext,
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program: WebGLProgram,
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attributeCollections: AttributeCollection[],
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) => {
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const vao = gl.createVertexArray()!;
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gl.bindVertexArray(vao);
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for (const attr of attributeCollections) {
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const loc = gl.getAttribLocation(program, attr.name);
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if (loc >= 0) {
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const buf = gl.createBuffer()!;
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gl.bindBuffer(gl.ARRAY_BUFFER, buf);
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gl.bufferData(gl.ARRAY_BUFFER, attr.data, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(loc);
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gl.vertexAttribPointer(loc, attr.size, gl.FLOAT, false, 0, 0);
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}
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}
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gl.bindVertexArray(null);
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return vao;
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};
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export const updateVAO = (
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gl: WebGL2RenderingContext,
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program: WebGLProgram,
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vao: WebGLVertexArrayObject,
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attributeCollections: AttributeCollection[],
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) => {
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gl.bindVertexArray(vao);
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for (const attr of attributeCollections) {
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const loc = gl.getAttribLocation(program, attr.name);
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if (loc >= 0) {
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const buf = gl.createBuffer()!;
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gl.bindBuffer(gl.ARRAY_BUFFER, buf);
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gl.bufferData(gl.ARRAY_BUFFER, attr.data, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(loc);
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gl.vertexAttribPointer(loc, attr.size, gl.FLOAT, false, 0, 0);
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}
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}
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gl.bindVertexArray(null);
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return vao;
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};
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export const setMat4 = (
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gl: WebGL2RenderingContext,
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program: WebGLProgram,
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name: string,
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mat: mat4,
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) => {
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const loc = gl.getUniformLocation(program, name);
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if (loc) gl.uniformMatrix4fv(loc, false, mat);
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};
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@@ -0,0 +1,197 @@
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import { mat4, vec3 } from "gl-matrix";
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import { ECS } from "../ecs/ecs";
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import { createProgram, setMat4, setupVAO, updateVAO } from "./gl";
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import defaultVertexSrc from "../shaders/triangle/vertex.glsl";
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import defaultFragSrc from "../shaders/triangle/frag.glsl";
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class Scene {
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canvas: HTMLCanvasElement;
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gl: WebGL2RenderingContext;
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ecs: ECS<Record<string | number, any>>;
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activeCamera: number;
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constructor(canvas: HTMLCanvasElement, ctx: WebGL2RenderingContext) {
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this.canvas = canvas;
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this.gl = ctx;
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this.activeCamera = -1;
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/** make ecs */
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this.ecs = new ECS();
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this.initECS();
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}
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private initECS() {
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const projection = mat4.create();
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mat4.perspective(
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projection,
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45,
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this.canvas.width / this.canvas.height,
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0.1,
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100.0,
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);
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this.ecs.addComponent("isMesh");
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this.ecs.addComponent("isCamera");
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this.ecs.addComponent("isMaterial");
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this.ecs.addComponent("program");
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this.ecs.addComponent("vao");
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this.ecs.addComponent("name", "deafult", "default");
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this.ecs.addComponent("attr_pos", [], []);
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this.ecs.addComponent("attr_normals", [], []);
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this.ecs.addComponent("u_model_matrix", mat4.create(), mat4.create());
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this.ecs.addComponent("u_projection_matrix", projection, projection);
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const defaultMaterial = this.addMaterial(
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"default-material",
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defaultVertexSrc,
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defaultFragSrc,
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);
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this.ecs.addComponent("applied_material", defaultMaterial, defaultMaterial);
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this.ecs.addSystem((data) => {
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this.render(data);
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const model = mat4.create();
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const angle = Date.now() * 0.001;
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mat4.translate(model, model, vec3.fromValues(0, 0, -5));
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mat4.rotate(model, model, angle, [0.5, 1, 0]);
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if (data["isMesh"]) {
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return {
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u_model_matrix: model,
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};
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}
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return null;
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});
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}
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runSystems() {
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this.ecs.runSystems();
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}
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private render(data: any) {
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if (this.activeCamera === -1) return;
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const camera = this.ecs.getById(this.activeCamera);
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const view = mat4.create();
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mat4.invert(view, camera["u_model_matrix"] as mat4);
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const projection = camera["u_projection_matrix"] as mat4;
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const gl = this.gl;
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gl.enable(gl.DEPTH_TEST);
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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// gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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if (data["isMesh"]) {
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const { program, vao } = this.ecs.getById(data["applied_material"]);
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const attrCollection = [
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{
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name: "attr_pos",
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data: data["attr_pos"],
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size: 3,
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},
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{
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name: "attr_normals",
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data: data["attr_normals"],
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size: 3,
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},
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];
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updateVAO(gl, program as any, vao as any, attrCollection);
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gl.useProgram(program!);
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const model = data["u_model_matrix"];
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setMat4(gl, program as any, "model", model);
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setMat4(gl, program as any, "view", view);
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setMat4(gl, program as any, "projection", projection);
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gl.bindVertexArray(vao as any);
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const vertexCount = data["attr_pos"].length / 3;
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gl.drawArrays(gl.TRIANGLES, 0, vertexCount);
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console.log(vertexCount);
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}
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gl.bindVertexArray(null);
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gl.useProgram(null);
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}
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addMaterial(name: string, vs: string, fs: string) {
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const program = createProgram(this.gl, vs, fs);
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const vao = setupVAO(this.gl, program, []);
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return this.ecs.addEntity({
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name,
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isMaterial: true,
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program,
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vao,
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});
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}
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addCamera(name: string, setActive = true) {
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const uid = this.ecs.addEntity({
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name,
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});
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if (setActive) this.activeCamera = uid;
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}
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addMesh(name: string, positions: number[], normals?: number[]) {
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const numVerts = Math.floor(positions.length / 3);
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const numTris = Math.floor(numVerts / 3);
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positions.length = numTris * 9;
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if (!normals) {
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normals = [];
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const a = vec3.create();
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const b = vec3.create();
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const c = vec3.create();
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const e1 = vec3.create();
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const e2 = vec3.create();
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for (let i = 0; i < numTris; i++) {
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const base = i * 9;
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vec3.set(
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a,
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positions[base + 0],
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positions[base + 1],
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positions[base + 2],
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);
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vec3.set(
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b,
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positions[base + 3],
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positions[base + 4],
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positions[base + 5],
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);
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vec3.set(
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c,
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positions[base + 6],
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positions[base + 7],
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positions[base + 8],
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);
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vec3.subtract(e1, b, a);
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vec3.subtract(e2, c, a);
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vec3.cross(e1, e2, e1);
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vec3.normalize(e1, e1);
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normals.push(e1[0], e1[1], e1[2]);
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normals.push(e1[0], e1[1], e1[2]);
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normals.push(e1[0], e1[1], e1[2]);
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}
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}
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this.ecs.addEntity({
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name,
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attr_pos: new Float32Array(positions),
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attr_normals: new Float32Array(normals),
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isMesh: true,
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});
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}
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}
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export { Scene };
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