Created
September 12, 2016 18:57
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/* | |
<p> This example shows how to draw a mesh with regl </p> | |
*/ | |
const regl = require('regl')() | |
const mat4 = require('gl-mat4') | |
const bunny = require('bunny') | |
var vert = ` | |
precision mediump float; | |
attribute vec3 position; | |
uniform mat4 model, view, projection; | |
void main() { | |
gl_Position = projection * view * model * vec4(position, 1); | |
} | |
` | |
var frag = ` | |
precision mediump float; | |
void main() { | |
gl_FragColor = vec4(1, 1, 1, 1); | |
}` | |
const drawBunny = regl({ | |
vert: regl.prop('vert'), | |
frag: regl.prop('frag'), | |
// this converts the vertices of the mesh into the position attribute | |
attributes: { | |
position: bunny.positions | |
}, | |
// and this converts the faces fo the mesh into elements | |
elements: bunny.cells, | |
uniforms: { | |
model: mat4.identity([]), | |
view: ({tick}) => { | |
const t = 0.01 * tick | |
return mat4.lookAt([], | |
[30 * Math.cos(t), 2.5, 30 * Math.sin(t)], | |
[0, 2.5, 0], | |
[0, 1, 0]) | |
}, | |
projection: ({viewportWidth, viewportHeight}) => | |
mat4.perspective([], | |
Math.PI / 4, | |
viewportWidth / viewportHeight, | |
0.01, | |
1000) | |
} | |
}) | |
var frame = 0 | |
regl.frame(() => { | |
regl.clear({ | |
depth: 1, | |
color: [0, 0, 0, 1] | |
}) | |
drawBunny({ | |
vert: vert, | |
frag: frag | |
}) | |
if ((frame++ % 30) == 0) { | |
console.log(regl.stats) | |
} | |
}) |
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