glcanvas/js/main.js

162 lines
4.0 KiB
JavaScript
Raw Normal View History

2024-09-17 21:45:26 -04:00
/* Canvas set-up */
const canvas = document.getElementsByTagName("canvas")[0];
const gl = canvas.getContext("webgl", { antialias: false, preserveDrawingBuffer: false });
var projectionMatrix = mat4.create();
const resizeCanvas = () => {
var width = gl.canvas.clientWidth;
var height = gl.canvas.clientHeight;
if (gl.canvas.width != width || gl.canvas.height != height) {
gl.canvas.width = width;
gl.canvas.height = height;
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
mat4.perspective(
projectionMatrix,
(45 * Math.PI) / 180,
gl.canvas.clientWidth / gl.canvas.clientHeight,
0.1, 100.0
);
}
}
resizeCanvas();
/* Load shaders */
const fetchText = async url => (await fetch(url)).text();
const vsSrc = await fetchText("/shader/my.vert");
const fsSrc = await fetchText("/shader/my.frag");
const program = compile(gl, vsSrc, fsSrc);
gl.useProgram(program);
/* WebGL set-up */
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
/* Geometry */
var verts = new Float32Array([
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
-1.0, 1.0, -1.0,
-1.0, -1.0, -1.0,
]);
// var makeVerts = (szX, szZ) => {
// var fverts = new Float32Array([]);
// var findices = new Uint16Array([]);
// for (var x = 0; x <= szX; x += 1) {
// for (var z = 0; z <= szZ; z += 1) {
// var cverts = new Float32Array([
// 1.0, 1.0, 1.0,
// -1.0, 1.0, 1.0,
// -1.0, 0.0, 1.0,
// 1.0, 0.0, 1.0,
// 1.0, 0.0, -1.0,
// 1.0, 1.0, -1.0,
// -1.0, 1.0, -1.0,
// -1.0, 0.0, -1.0,
// ]);
// var cindices = new Uint8Array([
// 0, 1, 2, 0, 2, 3, // front
// 0, 3, 4, 0, 4, 5, // right
// 0, 5, 6, 0, 6, 1, // up
// 1, 6, 7, 1, 7, 2, // left
// 7, 4, 3, 7, 3, 2, // down
// 4, 7, 6, 4, 6, 5 // back
// ]).map;
// }
// }
// };
// var myVerts = makeVerts(5, 5);
// Indices of the vertices for each triangle
var indices = new Uint8Array([
0, 1, 2, 0, 2, 3, // front
0, 3, 4, 0, 4, 5, // right
0, 5, 6, 0, 6, 1, // up
1, 6, 7, 1, 7, 2, // left
7, 4, 3, 7, 3, 2, // down
4, 7, 6, 4, 6, 5 // back
]);
const modelViewMatrix = mat4.create();
mat4.translate(
modelViewMatrix,
modelViewMatrix,
[0.0, 0.0, -5.0]
);
/* Get attribs/uniforms */
var a_position = gl.getAttribLocation(program, 'a_position');
var u_projectionMtx = gl.getUniformLocation(program, 'u_projectionMtx');
var u_modelViewMtx = gl.getUniformLocation(program, 'u_modelViewMtx');
var u_clock = gl.getUniformLocation(program, 'u_clock');
/* Create buffers */
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ARRAY_BUFFER, verts, gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
gl.vertexAttribPointer(a_position, 3, gl.FLOAT, false, verts.BYTES_PER_ELEMENT * 3, 0);
gl.enableVertexAttribArray(a_position);
/* Utility function */
const rotate3D = (mtx, x, y, z) => {
mat4.rotate(
mtx, mtx,
x,
[1, 0, 0]
);
mat4.rotate(
mtx, mtx,
y,
[0, 1, 0]
);
mat4.rotate(
mtx, mtx,
z,
[0, 0, 1]
);
};
/* Render */
var lastDraw = performance.now();
const draw = () => {
requestAnimationFrame(draw);
// Resize if needed
resizeCanvas(gl);
// Rotate camera
var delta = performance.now() - lastDraw + 0.001;
lastDraw = performance.now();
var r1 = 1 / delta;
var r2 = r1 * 2;
r1 = (r1 * Math.PI) / 180;
r2 = (r1 * Math.PI) / 180;
// rotate3D(modelViewMatrix, r1, r2, r1);
// Set uniforms
gl.uniformMatrix4fv(u_projectionMtx, false, projectionMatrix);
gl.uniformMatrix4fv(u_modelViewMtx, false, modelViewMatrix);
gl.uniform1f(u_clock, performance.now() % 16384);
// Draw triangles
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawElements(gl.LINE_LOOP, indices.length, gl.UNSIGNED_BYTE, 0);
}
/* Start */
requestAnimationFrame(draw);