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* wip: use camera.projection instead of different camera instances Avoid switch camera projection needs to recreate the instance * update examples * release 2.0.0-alpha.35
44 lines
926 B
TypeScript
44 lines
926 B
TypeScript
import {
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Renderer,
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DeferredGBuffer,
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Scene,
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Mesh,
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CubeGeometry,
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StandardMaterial,
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Camera
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} from 'claygl';
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const renderer = new Renderer({
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canvas: document.getElementById('main') as HTMLCanvasElement
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});
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const gbuffer = new DeferredGBuffer({
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enableTargetTexture4: true
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});
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const camera = new Camera('perspective', {
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aspect: renderer.getViewportAspect()
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});
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camera.position.set(0, 0, 6);
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renderer.resize(window.innerWidth, window.innerHeight);
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gbuffer.resize(window.innerWidth, window.innerHeight);
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const scene = new Scene();
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const cube = new Mesh(new CubeGeometry(), new StandardMaterial());
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scene.add(cube);
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function update() {
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scene.update();
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camera.update();
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gbuffer.update(renderer, scene, camera);
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gbuffer.renderDebug(renderer, camera, 'velocity');
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}
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// startTimelin(() => {
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cube.position.x = -3;
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update();
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cube.position.x = 3;
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update();
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// cube.position.y = 1;
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// update();
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// });
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