device orientation

This commit is contained in:
2023-03-10 19:39:47 +01:00
parent 032ff9fc88
commit f3ad6b1d50
3 changed files with 64 additions and 1 deletions
+12
View File
@@ -18,6 +18,7 @@ const CHUNKS = {
precision highp float;
uniform vec2 resolution;
uniform vec3 mouse;
uniform vec3 orientation;
uniform float time;
uniform float frame;
`,
@@ -163,6 +164,10 @@ class RepaShader extends HTMLElement {
this._gl.viewport(0, 0, width, height);
}
_onOrientationEvent(e) {
this._orientation = [e.alpha, e.beta, e.gamma];
}
_onMouseEvent(e) {
const x = Math.min(Math.max(e.offsetX, 0), this._target.width);
const y = Math.min(Math.max(e.offsetY, 0), this._target.height);
@@ -291,6 +296,10 @@ class RepaShader extends HTMLElement {
// TODO touch ?
}
if (this.hasAttribute('orientation')) {
window.addEventListener('deviceorientation', this._onOrientationEvent.bind(this));
}
this.mode = this.getAttribute('mode') || this.mode;
const program = this._gl.createProgram();
@@ -326,6 +335,7 @@ class RepaShader extends HTMLElement {
this._uniLocation = {};
this._uniLocation.resolution = this._gl.getUniformLocation(this.program, 'resolution');
this._uniLocation.mouse = this._gl.getUniformLocation(this.program, 'mouse');
this._uniLocation.orientation = this._gl.getUniformLocation(this.program, 'orientation');
this._uniLocation.time = this._gl.getUniformLocation(this.program, 'time');
this._uniLocation.frame = this._gl.getUniformLocation(this.program, 'frame');
@@ -343,6 +353,7 @@ class RepaShader extends HTMLElement {
this._attLocation = this._gl.getAttribLocation(this.program, 'position');
this._mousePosition= [0, 0, 0];
this._orientation = [0, 0, 0];
this._startTime = Date.now();
this._frame = 0;
@@ -376,6 +387,7 @@ class RepaShader extends HTMLElement {
this._gl.clear(this._gl.COLOR_BUFFER_BIT);
this._gl.uniform2fv(this._uniLocation.resolution, [this._target.width, this._target.height]);
this._gl.uniform3fv(this._uniLocation.mouse, this._mousePosition);
this._gl.uniform3fv(this._uniLocation.orientation, this._orientation);
this._gl.uniform1f(this._uniLocation.time, this._nowTime * .001);
this._gl.uniform1f(this._uniLocation.frame, this._frame);