453 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			V
		
	
	
			
		
		
	
	
			453 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			V
		
	
	
import js.dom
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import math
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const (
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	vert_code = 'attribute vec3 position;uniform mat4 Pmatrix;uniform mat4 Vmatrix;uniform mat4 Mmatrix;attribute vec3 color;varying vec3 vColor;void main(void) {gl_Position = Pmatrix * Vmatrix * Mmatrix * vec4(position,1.);vColor = color;}
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	'
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	frag_code = 'precision mediump float;varying vec3 vColor;void main(void) {gl_FragColor = vec4(vColor, 1.);}
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	'
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	vertices     = [
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		f32(-1),
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		-1,
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		-1,
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		1,
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		-1,
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		-1,
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		1,
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		1,
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		-1,
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		-1,
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		1,
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		-1,
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		-1,
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		-1,
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		1,
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		1,
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		-1,
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		1,
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		1,
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		1,
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		1,
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		-1,
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		1,
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		1,
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		-1,
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		-1,
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		-1,
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		-1,
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		1,
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		-1,
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		-1,
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		1,
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		1,
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		-1,
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		-1,
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		1,
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		1,
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		-1,
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		-1,
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		1,
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		1,
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		-1,
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		1,
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		1,
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		1,
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		1,
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		-1,
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		1,
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		-1,
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		-1,
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		-1,
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		-1,
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		-1,
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		1,
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		1,
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		-1,
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		1,
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		1,
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		-1,
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		-1,
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		-1,
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		1,
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		-1,
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		-1,
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		1,
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		1,
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		1,
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		1,
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		1,
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		1,
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		1,
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		-1,
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	]
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	colors       = [
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		f32(5),
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		3,
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		7,
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		5,
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		3,
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		7,
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		5,
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		3,
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		7,
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		5,
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		3,
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		7,
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		1,
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		1,
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		3,
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		1,
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		1,
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		3,
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		1,
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		1,
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		3,
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		1,
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		1,
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		3,
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		0,
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		0,
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		1,
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		0,
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		0,
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		1,
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		0,
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		0,
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		1,
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		0,
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		0,
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		1,
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		1,
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		0,
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		0,
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		1,
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		0,
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		0,
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		1,
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		0,
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		0,
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		1,
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		0,
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		0,
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		1,
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		1,
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		0,
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		1,
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		1,
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		0,
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		1,
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		1,
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		0,
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		1,
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		1,
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		0,
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		0,
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		1,
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		0,
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		0,
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		1,
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		0,
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		0,
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		1,
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		0,
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		0,
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		1,
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		0,
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	]
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	indices      = [
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		u16(0),
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		1,
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		2,
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		0,
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		2,
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		3,
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		4,
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		5,
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		6,
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		4,
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		6,
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		7,
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		8,
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		9,
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		10,
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		8,
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		10,
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		11,
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		12,
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		13,
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		14,
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		12,
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		14,
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		15,
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		16,
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		17,
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		18,
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		16,
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		18,
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		19,
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		20,
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		21,
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		22,
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		20,
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		22,
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		23,
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	]
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	amortization = 0.95
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)
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fn get_webgl() (&JS.HTMLCanvasElement, JS.WebGLRenderingContext) {
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	JS.console.log(dom.document)
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	elem := dom.document.getElementById('myCanvas'.str) or { panic('cannot get canvas') }
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	match elem {
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		JS.HTMLCanvasElement {
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			webgl := elem.getContext('experimental-webgl'.str, js_undefined()) or {
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				panic('context not found')
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			}
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			match webgl {
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				JS.WebGLRenderingContext {
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					return elem, webgl
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				}
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				else {
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					panic('cannot get webgl')
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				}
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			}
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		}
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		else {
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			panic('not an canvas')
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		}
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	}
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}
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fn get_projection(angle f64, a f64, z_min f64, z_max f64) []f64 {
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	ang := math.tan((angle * 0.5) * math.pi / 180)
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	return [
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		0.5 / ang,
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		0,
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		0,
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		0,
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		0,
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		0.5 * a / ang,
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		0,
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		0,
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		0,
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		0,
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		-(z_max + z_min) / (z_max - z_min),
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		-1,
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		0,
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		0,
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		(-2 * z_max * z_min) / (z_max - z_min),
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		0,
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	]
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}
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fn JS.Math.cos(JS.Number) JS.Number
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fn JS.Math.sin(JS.Number) JS.Number
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fn rotate_x(mut m []f64, angle f64) {
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	c := math.cos(angle)
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	s := math.sin(angle)
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	mv1 := m[1]
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	mv5 := m[5]
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	mv9 := m[9]
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	m[1] = m[1] * c - m[2] * s
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	m[5] = m[5] * c - m[6] * s
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	m[9] = m[9] * c - m[10] * s
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	m[2] = m[2] * c + mv1 * s
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	m[6] = m[6] * c + mv5 * s
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	m[10] = m[10] * c + mv9 * s
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}
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fn rotate_y(mut m []f64, angle f64) {
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	c := math.cos(angle)
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	s := math.sin(angle)
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	mv0 := m[0]
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	mv4 := m[4]
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	mv8 := m[8]
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	m[0] = c * m[0] + s * m[2]
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	m[4] = c * m[4] + s * m[6]
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	m[8] = c * m[8] + s * m[10]
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	m[2] = c * m[2] - s * mv0
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	m[6] = c * m[6] - s * mv4
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	m[10] = c * m[10] - s * mv8
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}
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struct State {
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mut:
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	drag         bool
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	gl           JS.WebGLRenderingContext
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	canvas       JS.HTMLCanvasElement
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	old_x        f64
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	old_y        f64
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	dx           f64
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	dy           f64
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	theta        f64
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	phi          f64
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	time_old     f64
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	mo_matrix    []f64
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	view_matrix  []f64
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	proj_matrix  []f64
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	pmatrix      JS.WebGLUniformLocation
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	vmatrix      JS.WebGLUniformLocation
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	mmatrix      JS.WebGLUniformLocation
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	index_buffer JS.WebGLBuffer
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}
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fn animate(mut state State, time f64) {
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	if !state.drag {
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		state.dx = state.dx * amortization
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		state.dy = state.dy * amortization
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		state.theta += state.dx
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		state.phi += state.dy
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	}
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	state.mo_matrix[0] = 1
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	state.mo_matrix[1] = 0
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	state.mo_matrix[2] = 0
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	state.mo_matrix[3] = 0
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	state.mo_matrix[4] = 0
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	state.mo_matrix[5] = 1
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	state.mo_matrix[6] = 0
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	state.mo_matrix[7] = 0
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	state.mo_matrix[8] = 0
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	state.mo_matrix[9] = 0
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	state.mo_matrix[10] = 1
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	state.mo_matrix[11] = 0
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	state.mo_matrix[12] = 0
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	state.mo_matrix[13] = 0
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	state.mo_matrix[14] = 0
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	state.mo_matrix[15] = 1
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	// println('${state.theta} ${state.phi}')
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	rotate_x(mut state.mo_matrix, state.phi)
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	rotate_y(mut state.mo_matrix, state.theta)
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	state.time_old = time
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	state.gl.enable(dom.gl_depth_test())
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	state.gl.clearColor(0.5, 0.5, 0.5, 0.9)
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	state.gl.clearDepth(1.0)
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	state.gl.viewport(0.0, 0.0, state.canvas.width, state.canvas.height)
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	state.gl.clear(JS.Number(int(dom.gl_color_buffer_bit()) | int(dom.gl_depth_buffer_bit())))
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	state.gl.uniformMatrix4fv(state.pmatrix, JS.Boolean(false), state.proj_matrix.to_number_array())
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	state.gl.uniformMatrix4fv(state.vmatrix, JS.Boolean(false), state.view_matrix.to_number_array())
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	state.gl.uniformMatrix4fv(state.mmatrix, JS.Boolean(false), state.mo_matrix.to_number_array())
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	state.gl.bindBuffer(dom.gl_element_array_buffer(), state.index_buffer)
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	state.gl.drawElements(dom.gl_triangles(), indices.len, dom.gl_unsigned_short(), 0)
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	dom.window().requestAnimationFrame(fn [mut state] (time JS.Number) {
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		animate(mut state, f64(time))
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	})
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}
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fn main() {
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	canvas, gl := get_webgl()
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	vertex_buffer := gl.createBuffer() ?
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	gl.bindBuffer(dom.gl_array_buffer(), vertex_buffer)
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	gl.bufferData(dom.gl_array_buffer(), float32_array(vertices), dom.gl_static_draw())
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	color_buffer := gl.createBuffer() ?
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	gl.bindBuffer(dom.gl_array_buffer(), color_buffer)
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	gl.bufferData(dom.gl_array_buffer(), float32_array(colors), dom.gl_static_draw())
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	index_buffer := gl.createBuffer() ?
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	gl.bindBuffer(dom.gl_element_array_buffer(), index_buffer)
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	gl.bufferData(dom.gl_element_array_buffer(), uint16_array(indices), dom.gl_static_draw())
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	vert_shader := gl.createShader(dom.gl_vertex_shader()) ?
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	gl.shaderSource(vert_shader, vert_code.str)
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	gl.compileShader(vert_shader)
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	if !bool(JS.Boolean(gl.getShaderParameter(vert_shader, dom.gl_compile_status()))) {
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		panic('An error occurred when compiling vertex shader: ${string(gl.getShaderInfoLog(vert_shader))}')
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	}
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	frag_shader := gl.createShader(dom.gl_fragment_shader()) ?
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	gl.shaderSource(frag_shader, frag_code.str)
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	gl.compileShader(frag_shader)
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	if !bool(JS.Boolean(gl.getShaderParameter(frag_shader, dom.gl_compile_status()))) {
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		panic('An error occurred when compiling fragment shader: ${string(gl.getShaderInfoLog(frag_shader))}')
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	}
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	shader_program := gl.createProgram() ?
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	gl.attachShader(shader_program, vert_shader)
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	gl.attachShader(shader_program, frag_shader)
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	gl.linkProgram(shader_program)
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	if !bool(JS.Boolean(gl.getProgramParameter(shader_program, dom.gl_link_status()))) {
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		panic('unable to initialize the shader program: ${string(gl.getProgramInfoLog(shader_program))}')
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	}
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	pmatrix := gl.getUniformLocation(shader_program, 'Pmatrix'.str) ?
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	vmatrix := gl.getUniformLocation(shader_program, 'Vmatrix'.str) ?
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	mmatrix := gl.getUniformLocation(shader_program, 'Mmatrix'.str) ?
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	gl.bindBuffer(dom.gl_array_buffer(), vertex_buffer)
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	position := gl.getAttribLocation(shader_program, 'position'.str)
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	gl.vertexAttribPointer(position, JS.Number(3), dom.gl_float(), JS.Boolean(false),
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		JS.Number(0), JS.Number(0))
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	gl.enableVertexAttribArray(position)
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	gl.bindBuffer(dom.gl_array_buffer(), color_buffer)
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	color := gl.getAttribLocation(shader_program, 'color'.str)
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	gl.vertexAttribPointer(color, JS.Number(3), dom.gl_float(), JS.Boolean(false), JS.Number(0),
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		JS.Number(0))
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	gl.enableVertexAttribArray(color)
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	gl.useProgram(shader_program)
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	mut proj_matrix := get_projection(40.0, f64(canvas.width) / f64(canvas.height), 1.0,
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		100.0)
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	mut mo_matrix := [f64(1), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
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	mut view_matrix := [f64(1), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
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	view_matrix[14] = view_matrix[14] - 6
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	mut state := State{false, gl, canvas, 0, 0, 0, 0, 0, 0, 0, mo_matrix, view_matrix, proj_matrix, pmatrix, vmatrix, mmatrix, index_buffer}
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	canvas.addEventListener('mousedown'.str, fn [mut state] (e JS.Event) {
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		state.drag = true
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		match e {
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			JS.MouseEvent {
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				state.old_x = f64(e.pageX)
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				state.old_y = f64(e.pageY)
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				e.preventDefault()
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			}
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			else {}
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		}
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	}, JS.EventListenerOptions{})
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	canvas.addEventListener('mouseup'.str, fn [mut state] (e JS.Event) {
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		state.drag = false
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	}, JS.EventListenerOptions{})
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	canvas.addEventListener('mouseout'.str, fn [mut state] (e JS.Event) {
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		state.drag = false
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	}, JS.EventListenerOptions{})
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	canvas.addEventListener('mousemove'.str, fn [mut state] (e JS.Event) {
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		if !state.drag {
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			return
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		}
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		match e {
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			JS.MouseEvent {
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				state.dx = (f64(e.pageX) - state.old_x) * 2.0 * math.pi / f64(state.canvas.width)
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				state.dy = (f64(e.pageY) - state.old_y) * 2.0 * math.pi / f64(state.canvas.height)
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				state.theta += state.dx
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				state.phi += state.dy
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				state.old_x = f64(e.pageX)
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				state.old_y = f64(e.pageY)
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				e.preventDefault()
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			}
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			else {
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				panic('not a mouse event??')
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			}
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		}
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	}, JS.EventListenerOptions{})
 | 
						|
 | 
						|
	animate(mut state, 0)
 | 
						|
}
 |