Made entire pipeline class based.
This commit is contained in:
32
ts/display/Camera.ts
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32
ts/display/Camera.ts
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export class Camera {
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public _camera:CCamera;
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constructor() {
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this._camera = cameraCreate();
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}
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public lookAt(x:number, y:number, z:number, lx:number, ly:number, lz:number) {
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cameraLookAt(this._camera, x, y, z, lx, ly, lz);
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}
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public look(
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x:number, y:number, z:number, pitch:number, yaw:number, roll:number
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) {
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cameraLook(this._camera, x, y, z, pitch, yaw, roll);
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}
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public perspective(fov:number, aspect:number, near:number, far:number) {
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cameraPerspective(this._camera, fov, aspect, near, far);
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}
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public ortho(
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left:number, right:number, bottom:number, top:number,
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near:number, far:number
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) {
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cameraOrtho(this._camera, left, right, bottom, top, near, far);
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}
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public dispose() {
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cameraDispose(this._camera);
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}
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}
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15
ts/display/Primitive.ts
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15
ts/display/Primitive.ts
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export class Primitive {
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public _primitive:CPrimitive;
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public constructor() {
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this._primitive = primitiveCreate();
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}
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draw(start:number=0, count:number=-1) {
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primitiveDraw(this._primitive, start, count);
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}
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public dispose() {
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primitiveDispose(this._primitive);
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}
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}
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11
ts/display/Quad.ts
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11
ts/display/Quad.ts
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import { Primitive } from "./Primitive";
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export class Quad extends Primitive {
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constructor(z:number = 0,
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x0:number = -1, y0:number = -1, u0:number = 0, v0:number = 0,
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x1:number = 1, y1:number = 1, u1:number = 1, v1:number = 1
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) {
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super();
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quadInit(this._primitive, z, x0, y0, u0, v0, x1, y1, u1, v1);
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}
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}
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39
ts/display/Shader.ts
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39
ts/display/Shader.ts
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import { Camera } from "./Camera";
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export class Shader {
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public _shader:CShader;
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constructor() {
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this._shader = shaderCreate();
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}
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public use() {
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shaderUse(this._shader);
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}
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public setCamera(camera:Camera) {
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shaderUseCamera(this._shader, camera._camera);
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}
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public setPosition(
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x:number, y:number, z:number, pitch:number, yaw:number, roll:number
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) {
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shaderUsePosition(this._shader, x,y,z, pitch,yaw,roll);
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}
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public setPositionAndScale(
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x:number, y:number, z:number,
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pitch:number, yaw:number, roll:number,
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sx:number, sy:number, sz:number
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) {
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shaderUsePositionAndScale(this._shader, x,y,z, pitch,yaw,roll, sx,sy,sz);
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}
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public setTexture(texture:CTexture) {
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shaderUseTexture(this._shader, texture);
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}
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public dispose() {
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shaderDispose(this._shader);
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}
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}
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