优化阴影,布局初步

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AncTe committed 2023-02-20 09:42:15 +08:00
1 parent 9d995567bd
commit 565dcab6dd
6 files changed
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@@ -4,7 +4,7 @@ import { createProgram } from '../webgl/canvas';
import { Matrix4 } from '../webgl/matrix';
import { isWebGLSupported } from '../webgl/utils';
import { Camera, Position3D } from './camera';
import { Particle, ParticleColor, ParticleOne } from './particle';
import { Particle, ParticleColor } from './particle';
// 顶点着色器与片元着色器
// 很像C对吧(但这不是C,是glsl
@@ -286,47 +286,3 @@ export class Renderer {
throw new Error(`Your service or browser does not support webgl!`);
}
}
window.addEventListener('load', async () => {
const renderer = new Renderer(
480 * core.domStyle.scale,
480 * core.domStyle.scale
);
const particle = new Particle();
const camera = new Camera();
renderer.bindCamera(camera);
particle.appendTo(renderer);
renderer.append(core.dom.gameDraw);
camera.lookAt([1, 1, 5], [0, 0, 0], [0, 1, 0]);
camera.setPerspective(20, 1, 1, 100);
particle.setColor([0.3, 0.6, 0.7, 1.0]);
particle.setRadius(2);
particle.setDensity(5000);
particle.setThreshold({
posX: 0.2,
posY: 0.2,
posZ: 10,
radius: 0,
color: 0
});
particle.generate();
renderer.canvas.style.position = 'absolute';
renderer.canvas.style.zIndex = '160';
renderer.render();
await sleep(5000);
const now: Position3D = [1, 1, 5];
const path = circle(1, 1000, [0, 0]);
let f = 0;
new Ticker().add(() => {
camera.lookAt(now, [0, 0, 0], [0, 1, 0]);
const [x, y] = path(f / 1000 / 2000);
f++;
now[0] = x;
now[1] = y;
renderer.render();
});
});