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test.js
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test.js
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const mat4 = glMatrix.mat4;
var vertexShaderText =
[
'precision mediump float;',
'',
'attribute vec3 vertPosition;',
'attribute vec3 vertColor;',
'varying vec3 fragColor;',
'uniform mat4 mWorld;',
'uniform mat4 mView;',
'uniform mat4 mProj;',
'',
'void main()',
'{',
' fragColor = vertColor;',
' gl_Position = mProj * mView * mWorld * vec4(vertPosition, 1.0);',
'}'
].join('\n');
var fragmentShaderText =
[
'precision mediump float;',
'',
'varying vec3 fragColor;',
'void main()',
'{',
' gl_FragColor = vec4(fragColor, 1.0);',
'}'
].join('\n');
var InitDemo = function () {
console.log('This is working');
var canvas = document.getElementById('game-surface');
var gl = canvas.getContext('webgl');
if (!gl) {
console.log('WebGL not supported, falling back on experimental-webgl');
gl = canvas.getContext('experimental-webgl');
}
if (!gl) {
alert('Your browser does not support WebGL');
}
gl.clearColor(0.75, 0.85, 0.8, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
gl.frontFace(gl.CCW);
gl.cullFace(gl.BACK);
//
// Create shaders
//
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(vertexShader, vertexShaderText);
gl.shaderSource(fragmentShader, fragmentShaderText);
gl.compileShader(vertexShader);
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
console.error('ERROR compiling vertex shader!', gl.getShaderInfoLog(vertexShader));
return;
}
gl.compileShader(fragmentShader);
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
console.error('ERROR compiling fragment shader!', gl.getShaderInfoLog(fragmentShader));
return;
}
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('ERROR linking program!', gl.getProgramInfoLog(program));
return;
}
gl.validateProgram(program);
if (!gl.getProgramParameter(program, gl.VALIDATE_STATUS)) {
console.error('ERROR validating program!', gl.getProgramInfoLog(program));
return;
}
//
// Create buffer
//
var boxVertices =
[ // X, Y, Z R, G, B
// Top
-1.0, 1.0, -1.0, 0.5, 0.5, 0.5,
-1.0, 1.0, 1.0, 0.5, 0.5, 0.5,
1.0, 1.0, 1.0, 0.5, 0.5, 0.5,
1.0, 1.0, -1.0, 0.5, 0.5, 0.5,
// Left
-1.0, 1.0, 1.0, 0.75, 0.25, 0.5,
-1.0, -1.0, 1.0, 0.75, 0.25, 0.5,
-1.0, -1.0, -1.0, 0.75, 0.25, 0.5,
-1.0, 1.0, -1.0, 0.75, 0.25, 0.5,
// Right
1.0, 1.0, 1.0, 0.25, 0.25, 0.75,
1.0, -1.0, 1.0, 0.25, 0.25, 0.75,
1.0, -1.0, -1.0, 0.25, 0.25, 0.75,
1.0, 1.0, -1.0, 0.25, 0.25, 0.75,
// Front
1.0, 1.0, 1.0, 1.0, 0.0, 0.15,
1.0, -1.0, 1.0, 1.0, 0.0, 0.15,
-1.0, -1.0, 1.0, 1.0, 0.0, 0.15,
-1.0, 1.0, 1.0, 1.0, 0.0, 0.15,
// Back
1.0, 1.0, -1.0, 0.0, 1.0, 0.15,
1.0, -1.0, -1.0, 0.0, 1.0, 0.15,
-1.0, -1.0, -1.0, 0.0, 1.0, 0.15,
-1.0, 1.0, -1.0, 0.0, 1.0, 0.15,
// Bottom
-1.0, -1.0, -1.0, 0.5, 0.5, 1.0,
-1.0, -1.0, 1.0, 0.5, 0.5, 1.0,
1.0, -1.0, 1.0, 0.5, 0.5, 1.0,
1.0, -1.0, -1.0, 0.5, 0.5, 1.0,
];
var boxIndices =
[
// Top
0, 1, 2,
0, 2, 3,
// Left
5, 4, 6,
6, 4, 7,
// Right
8, 9, 10,
8, 10, 11,
// Front
13, 12, 14,
15, 14, 12,
// Back
16, 17, 18,
16, 18, 19,
// Bottom
21, 20, 22,
22, 20, 23
];
var boxVertexBufferObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, boxVertexBufferObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(boxVertices), gl.STATIC_DRAW);
var boxIndexBufferObject = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, boxIndexBufferObject);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(boxIndices), gl.STATIC_DRAW);
var positionAttribLocation = gl.getAttribLocation(program, 'vertPosition');
var colorAttribLocation = gl.getAttribLocation(program, 'vertColor');
gl.vertexAttribPointer(
positionAttribLocation, // Attribute location
3, // Number of elements per attribute
gl.FLOAT, // Type of elements
gl.FALSE,
6 * Float32Array.BYTES_PER_ELEMENT, // Size of an individual vertex
0 // Offset from the beginning of a single vertex to this attribute
);
gl.vertexAttribPointer(
colorAttribLocation, // Attribute location
3, // Number of elements per attribute
gl.FLOAT, // Type of elements
gl.FALSE,
6 * Float32Array.BYTES_PER_ELEMENT, // Size of an individual vertex
3 * Float32Array.BYTES_PER_ELEMENT // Offset from the beginning of a single vertex to this attribute
);
gl.enableVertexAttribArray(positionAttribLocation);
gl.enableVertexAttribArray(colorAttribLocation);
// Tell OpenGL state machine which program should be active.
gl.useProgram(program);
var matWorldUniformLocation = gl.getUniformLocation(program, 'mWorld');
var matViewUniformLocation = gl.getUniformLocation(program, 'mView');
var matProjUniformLocation = gl.getUniformLocation(program, 'mProj');
var worldMatrix = new Float32Array(16);
var viewMatrix = new Float32Array(16);
var projMatrix = new Float32Array(16);
mat4.identity(worldMatrix);
mat4.lookAt(viewMatrix, [0, 0, -8], [0, 0, 0], [0, 1, 0]);
mat4.perspective(projMatrix, glMatrix.glMatrix.toRadian(45), canvas.clientWidth / canvas.clientHeight, 0.1, 1000.0);
gl.uniformMatrix4fv(matWorldUniformLocation, gl.FALSE, worldMatrix);
gl.uniformMatrix4fv(matViewUniformLocation, gl.FALSE, viewMatrix);
gl.uniformMatrix4fv(matProjUniformLocation, gl.FALSE, projMatrix);
var xRotationMatrix = new Float32Array(16);
var yRotationMatrix = new Float32Array(16);
//
// Main render loop
//
var identityMatrix = new Float32Array(16);
mat4.identity(identityMatrix);
var angle = 0;
var loop = function () {
angle = performance.now() / 1000 / 6 * 2 * Math.PI;
mat4.rotate(yRotationMatrix, identityMatrix, angle, [0, 1, 0]);
mat4.rotate(xRotationMatrix, identityMatrix, angle / 4, [1, 0, 0]);
mat4.mul(worldMatrix, yRotationMatrix, xRotationMatrix);
gl.uniformMatrix4fv(matWorldUniformLocation, gl.FALSE, worldMatrix);
gl.clearColor(0.75, 0.85, 0.8, 1.0);
gl.clear(gl.DEPTH_BUFFER_BIT | gl.COLOR_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, boxIndices.length, gl.UNSIGNED_SHORT, 0);
requestAnimationFrame(loop);
};
requestAnimationFrame(loop);
};