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DanTup revised this gist
Oct 5, 2014 . 1 changed file with 35 additions and 9 deletions.There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -44,12 +44,16 @@ class Game { RenderingContext _gl; Buffer vbuffer, tbuffer; int numItems; Texture playerTexture; double elapsedTime; double fadeAmount; Float32List vertices, textureCoords; int aVertexPosition, aTextureCoord; UniformLocation uSampler; Game(CanvasElement canvas) { _gl = canvas.getContext3d(); playerTexture = _gl.createTexture(); @@ -84,25 +88,40 @@ if (!_gl.getProgramParameter(program, LINK_STATUS)) print(_gl.getProgramInfoLog(program)); _gl.useProgram(program); var aspect = canvas.width / canvas.height; vertices = new Float32List.fromList([ -0.5, 0.5 * aspect, 0.5, 0.5 * aspect, 0.5, -0.5 * aspect, // Triangle 1 -0.5, 0.5 * aspect, 0.5,-0.5 * aspect, -0.5, -0.5 * aspect // Triangle 2 ]); textureCoords = new Float32List.fromList([ 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, ]); vbuffer = _gl.createBuffer(); _gl.bindBuffer(ARRAY_BUFFER, vbuffer); _gl.bufferData(ARRAY_BUFFER, vertices, STATIC_DRAW); numItems = vertices.length ~/ 2; tbuffer = _gl.createBuffer(); _gl.bindBuffer(ARRAY_BUFFER, tbuffer); _gl.bufferData(ARRAY_BUFFER, textureCoords, STATIC_DRAW); aVertexPosition = _gl.getAttribLocation(program, "aVertexPosition"); _gl.enableVertexAttribArray(aVertexPosition); aTextureCoord = _gl.getAttribLocation(program, "aTextureCoord"); _gl.enableVertexAttribArray(aTextureCoord); uSampler = _gl.getUniformLocation(program, "uSampler"); window.animationFrame.then(_gameLoop); } @@ -124,9 +143,16 @@ // Clear. _gl.clear(RenderingContext.COLOR_BUFFER_BIT); _gl.bindBuffer(ARRAY_BUFFER, vbuffer); _gl.vertexAttribPointer(aVertexPosition, 2, FLOAT, false, 0, 0); _gl.bindBuffer(ARRAY_BUFFER, tbuffer); _gl.vertexAttribPointer(aTextureCoord, 2, FLOAT, false, 0, 0); _gl.bindTexture(TEXTURE_2D, playerTexture); _gl.uniform1i(uSampler, 0); _gl.drawArrays(TRIANGLES, 0, numItems); } } </script> -
DanTup created this gist
Oct 5, 2014 .There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,135 @@ <!DOCTYPE html> <html> <head> <title>MySecondGame</title> </head> <body> <canvas width="1024" height="768"></canvas> <div style="display: none;"> <img id="img-player" src="assets/player.png" /> </div> <script id="vertex" type="x-shader"> attribute vec2 aVertexPosition; void main() { gl_Position = vec4(aVertexPosition, 0.0, 1.0); } </script> <script id="fragment" type="x-shader"> #ifdef GL_ES precision highp float; #endif uniform vec4 uColor; void main() { gl_FragColor = uColor; } </script> <script type="application/dart"> import 'dart:async'; import 'dart:html'; import 'dart:math'; import 'dart:typed_data'; import 'dart:web_gl'; Game game; main() { game = new Game(document.querySelector('canvas')); } class Game { RenderingContext _gl; Buffer vbuffer; int numItems; Texture playerTexture; double elapsedTime; double fadeAmount; Game(CanvasElement canvas) { _gl = canvas.getContext3d(); playerTexture = _gl.createTexture(); _gl.bindTexture(TEXTURE_2D, playerTexture); _gl.texImage2DUntyped(TEXTURE_2D, 0, RGBA, RGBA, UNSIGNED_BYTE, document.querySelector('#img-player')); _gl.texParameteri(TEXTURE_2D, TEXTURE_MAG_FILTER, NEAREST); _gl.texParameteri(TEXTURE_2D, TEXTURE_MIN_FILTER, LINEAR_MIPMAP_NEAREST); _gl.generateMipmap(TEXTURE_2D); _gl.bindTexture(TEXTURE_2D, null); var vsScript = document.querySelector('#vertex'); var vs = _gl.createShader(VERTEX_SHADER); _gl.shaderSource(vs, vsScript.text); _gl.compileShader(vs); var fsScript = document.querySelector('#fragment'); var fs = _gl.createShader(FRAGMENT_SHADER); _gl.shaderSource(fs, fsScript.text); _gl.compileShader(fs); var program = _gl.createProgram(); _gl.attachShader(program, vs); _gl.attachShader(program, fs); _gl.linkProgram(program); if (!_gl.getShaderParameter(vs, COMPILE_STATUS)) print(_gl.getShaderInfoLog(vs)); if (!_gl.getShaderParameter(fs, COMPILE_STATUS)) print(_gl.getShaderInfoLog(fs)); if (!_gl.getProgramParameter(program, LINK_STATUS)) print(_gl.getProgramInfoLog(program)); var aspect = canvas.width / canvas.height; var vertices = new Float32List.fromList([ -0.5, 0.5 * aspect, 0.5, 0.5 * aspect, 0.5, -0.5 * aspect, // Triangle 1 -0.5, 0.5 * aspect, 0.5,-0.5 * aspect, -0.5, -0.5 * aspect // Triangle 2 ]); vbuffer = _gl.createBuffer(); _gl.bindBuffer(ARRAY_BUFFER, vbuffer); _gl.bufferData(ARRAY_BUFFER, vertices, STATIC_DRAW); numItems = vertices.length ~/ 2; _gl.useProgram(program); var uColor = _gl.getUniformLocation(program, "uColor"); _gl.uniform4fv(uColor, new Float32List.fromList([0.0, 0.3, 0.0, 1.0])); var aVertexPosition = _gl.getAttribLocation(program, "aVertexPosition"); _gl.enableVertexAttribArray(aVertexPosition); _gl.vertexAttribPointer(aVertexPosition, 2, FLOAT, false, 0, 0); window.animationFrame.then(_gameLoop); } _gameLoop(num time) { elapsedTime = time; _update(); _render(); window.animationFrame.then(_gameLoop); } _update() { // Use sine curve for fading. Sine is -1-1, so tweak to be 0 - 1. fadeAmount = (sin(elapsedTime/1000) / 2) + 0.5; } _render() { // Set colour for clearing to. _gl.clearColor(fadeAmount, 1 - fadeAmount, 0.0, 1.0); // Clear. _gl.clear(RenderingContext.COLOR_BUFFER_BIT); _gl.bindTexture(TEXTURE_2D, playerTexture); _gl.drawArrays(TRIANGLES, 0, numItems); _gl.bindTexture(TEXTURE_2D, null); } } </script> <script src="packages/browser/dart.js"></script> </body> </html>