fix index
This commit is contained in:
parent
459654d1d9
commit
53ca7e8ddf
7 changed files with 4 additions and 50 deletions
62
html/lib/basic-plane.js
Normal file
62
html/lib/basic-plane.js
Normal file
|
@ -0,0 +1,62 @@
|
|||
export class BasicPlane {
|
||||
constructor(gl, core) {
|
||||
this.gl = gl;
|
||||
this.core = core;
|
||||
|
||||
this.vertexPositions = new Float32Array([
|
||||
-1.0, -1.0, +1.0, -1.0, -1.0, +1.0, +1.0, +1.0,
|
||||
]);
|
||||
this.positionBuffer = this.initBuffer(this.vertexPositions);
|
||||
this.textureBuffer = this.initBuffer(
|
||||
new Float32Array([0, 0, 1, 0, 0, 1, 1, 1])
|
||||
);
|
||||
}
|
||||
|
||||
initBuffer(data, draw = this.gl.STATIC_DRAW) {
|
||||
const buffer = this.gl.createBuffer();
|
||||
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer);
|
||||
this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(data), draw);
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
attachShader(shader) {
|
||||
this.shader = shader;
|
||||
this.vertexPosition = shader.location("aVertexPosition");
|
||||
this.textureCoord = shader.location("aTextureCoord");
|
||||
|
||||
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.positionBuffer);
|
||||
this.gl.vertexAttribPointer(
|
||||
this.vertexPosition,
|
||||
2,
|
||||
this.gl.FLOAT,
|
||||
false,
|
||||
0,
|
||||
0
|
||||
);
|
||||
this.gl.enableVertexAttribArray(this.vertexPosition);
|
||||
|
||||
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.textureBuffer);
|
||||
this.gl.vertexAttribPointer(
|
||||
this.textureCoord,
|
||||
2,
|
||||
this.gl.FLOAT,
|
||||
false,
|
||||
0,
|
||||
0
|
||||
);
|
||||
this.gl.enableVertexAttribArray(this.textureCoord);
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
draw2D() {
|
||||
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.positionBuffer);
|
||||
this.shader.activate(this.core.projectionMatrix, this.core.modelViewMatrix);
|
||||
this.gl.drawArrays(
|
||||
this.gl.TRIANGLE_STRIP,
|
||||
0,
|
||||
this.vertexPositions.length / 2
|
||||
);
|
||||
}
|
||||
}
|
50
html/lib/platform.js
Normal file
50
html/lib/platform.js
Normal file
|
@ -0,0 +1,50 @@
|
|||
export const clear = (gl) => {};
|
||||
|
||||
export const main = (next) => {
|
||||
const canvas = document.querySelector("canvas");
|
||||
|
||||
canvas.width = window.innerWidth;
|
||||
canvas.height = window.innerHeight;
|
||||
|
||||
// Initialize the GL context
|
||||
const gl = canvas.getContext("webgl");
|
||||
|
||||
// Only continue if WebGL is available and working
|
||||
if (gl === null) {
|
||||
alert(
|
||||
"Unable to initialize WebGL. Your browser or machine may not support it."
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
const core = renderingCore(gl);
|
||||
core.clear();
|
||||
|
||||
next(gl, core);
|
||||
};
|
||||
|
||||
const renderingCore = (gl) => {
|
||||
const fieldOfView = (10 * Math.PI) / 180; // in radians
|
||||
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
|
||||
const zNear = 0.1;
|
||||
const zFar = 100.0;
|
||||
const projectionMatrix = glMatrix.mat4.create();
|
||||
glMatrix.mat4.perspective(projectionMatrix, fieldOfView, aspect, zNear, zFar);
|
||||
|
||||
const modelViewMatrix = glMatrix.mat4.create();
|
||||
glMatrix.mat4.translate(modelViewMatrix, modelViewMatrix, [-0.0, 0.0, -6.0]);
|
||||
|
||||
return {
|
||||
projectionMatrix,
|
||||
modelViewMatrix,
|
||||
clear() {
|
||||
gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
|
||||
gl.clearDepth(1.0); // Clear everything
|
||||
gl.enable(gl.DEPTH_TEST); // Enable depth testing
|
||||
gl.depthFunc(gl.LEQUAL); // Near things obscure far things
|
||||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||||
},
|
||||
};
|
||||
};
|
||||
|
||||
export const glMatrix = window.glMatrix;
|
74
html/lib/shader.js
Normal file
74
html/lib/shader.js
Normal file
|
@ -0,0 +1,74 @@
|
|||
export class Shader {
|
||||
constructor(gl) {
|
||||
this.gl = gl;
|
||||
this.program = gl.createProgram();
|
||||
this.startTime = Date.now();
|
||||
}
|
||||
|
||||
attach(type, source) {
|
||||
console.log("attaching shader", { type, source });
|
||||
const shader = this.gl.createShader(type);
|
||||
|
||||
this.gl.shaderSource(shader, source);
|
||||
this.gl.compileShader(shader);
|
||||
|
||||
if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
|
||||
throw new Error(
|
||||
"An error occurred compiling the shaders: " +
|
||||
this.gl.getShaderInfoLog(shader)
|
||||
);
|
||||
}
|
||||
|
||||
this.gl.attachShader(this.program, shader);
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
link() {
|
||||
this.gl.linkProgram(this.program);
|
||||
|
||||
if (!this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS)) {
|
||||
throw new Error(
|
||||
"Unable to initialize the shader program: " +
|
||||
this.gl.getProgramInfoLog(this.program)
|
||||
);
|
||||
}
|
||||
|
||||
console.log("shader linked");
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
location(name) {
|
||||
if (name[0] === "a") {
|
||||
return this.gl.getAttribLocation(this.program, name);
|
||||
} else if (name[0] === "u") {
|
||||
return this.gl.getUniformLocation(this.program, name);
|
||||
}
|
||||
}
|
||||
|
||||
updateTime() {
|
||||
const now = Date.now();
|
||||
const time = now - this.startTime;
|
||||
const sinTime = Math.sin(time);
|
||||
const cosTime = Math.cos(time);
|
||||
this.gl.uniform1f(this.location("uTime"), time);
|
||||
this.gl.uniform1f(this.location("uSinTime"), sinTime);
|
||||
this.gl.uniform1f(this.location("uCosTime"), cosTime);
|
||||
}
|
||||
|
||||
activate(projectionMatrix, modelViewMatrix) {
|
||||
this.gl.useProgram(this.program);
|
||||
this.gl.uniformMatrix4fv(
|
||||
this.location("uProjectionMatrix"),
|
||||
false,
|
||||
projectionMatrix
|
||||
);
|
||||
this.gl.uniformMatrix4fv(
|
||||
this.location("uModelViewMatrix"),
|
||||
false,
|
||||
modelViewMatrix
|
||||
);
|
||||
this.updateTime();
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue