Add lighting shader

This commit is contained in:
schmelczerandras 2020-07-22 22:47:26 +02:00
parent e88b4589d2
commit 0cd383794c
11 changed files with 144 additions and 295 deletions

View file

@ -4,6 +4,7 @@ import { ZoomCommand } from '../../commands/types/zoom';
import { BeforeDrawCommand } from '../../commands/types/before-draw';
import { PrimaryActionCommand } from '../../commands/types/primary-action';
import { vec2 } from 'gl-matrix';
import { CursorMoveCommand } from '../../commands/types/cursor-move-command';
export class Camera extends GameObject {
private inViewArea = 1920 * 1080;
@ -14,11 +15,11 @@ export class Camera extends GameObject {
this.addCommandExecutor(BeforeDrawCommand, this.draw.bind(this));
this.addCommandExecutor(MoveToCommand, this.moveTo.bind(this));
this.addCommandExecutor(ZoomCommand, this.zoom.bind(this));
this.addCommandExecutor(
PrimaryActionCommand,
CursorMoveCommand,
this.setCursorPosition.bind(this)
);
this.addCommandExecutor(ZoomCommand, this.zoom.bind(this));
}
private draw(c: BeforeDrawCommand) {
@ -35,7 +36,7 @@ export class Camera extends GameObject {
this.inViewArea *= c.factor;
}
private setCursorPosition(c: PrimaryActionCommand) {
private setCursorPosition(c: CursorMoveCommand) {
this.cursorPosition = c.position;
}
}

View file

@ -20,10 +20,10 @@ export class Dungeon extends GameObject {
let previousRadius = 0;
let previousEnd = vec2.create();
for (let i = 0; i < 5000; i += 50) {
const height = previousEnd.y + (Math.random() - 0.5) * 200;
for (let i = 0; i < 500000; i += 500) {
const height = previousEnd.y + (Math.random() - 0.5) * 2000;
const currentEnd = vec2.fromValues(i, height);
const currentToRadius = Math.random() * 10 + 30;
const currentToRadius = Math.random() * 10 + 300;
this.lines.push({
start: previousEnd,