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Render Cube
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/// <reference path="typings/webgl/webgl.d.ts" /> | |
var canvas = document.body.appendChild(document.createElement('canvas')) | |
var clear = require('gl-clear')({ | |
color: [0, 0, 0, 1] | |
}) | |
var gl = require('gl-context')(canvas) | |
var createBuffer = require('gl-buffer') | |
var mat4 = require('gl-mat4') | |
var glslify = require('glslify') | |
var shell = require("game-shell")() | |
var shader = glslify({ | |
frag: './shader.frag', | |
vert: './shader.vert' | |
})(gl) | |
var triangleMatrix = mat4.create() | |
var squareMatrix = mat4.create() | |
var projectionMatrix = mat4.create() | |
// var matrix = mat4.create() | |
var l = 1.0 | |
var cubeBuffer = createBuffer(gl, new Float32Array([ | |
// Front | |
+l, +l, +l, | |
-l, +l, +l, | |
+l, -l, +l, | |
+l, -l, +l, | |
-l, +l, +l, | |
-l, -l, +l, | |
// Back | |
+l, +l, -l, | |
-l, +l, -l, | |
+l, -l, -l, | |
+l, -l, -l, | |
-l, +l, -l, | |
-l, -l, -l, | |
// Bottom | |
+l, -l, -l, | |
-l, -l, -l, | |
+l, -l, +l, | |
+l, -l, +l, | |
-l, -l, -l, | |
-l, -l, +l, | |
// Top | |
+l, +l, -l, | |
-l, +l, -l, | |
+l, +l, +l, | |
+l, +l, +l, | |
-l, +l, -l, | |
-l, +l, +l, | |
// Left | |
-l, +l, +l, | |
-l, +l, -l, | |
-l, -l, +l, | |
-l, -l, +l, | |
-l, +l, -l, | |
-l, -l, -l, | |
// Right | |
+l, +l, +l, | |
+l, +l, -l, | |
+l, -l, +l, | |
+l, -l, +l, | |
+l, +l, -l, | |
+l, -l, -l | |
])) | |
cubeBuffer.length = 35 | |
var rotate = 0; | |
// Draw A quad | |
var q = l + 0.25 | |
var p = l - 0.25 | |
var cubeOutlineArray = createBuffer(gl, new Float32Array([ | |
// Front | |
+q, +q, +q, | |
-q, +q, +q, | |
+q, +p, +q, | |
+q, +p, +q, | |
-q, +q, +q, | |
-q, +p, +q | |
])) | |
cubeOutlineArray.length = 5 | |
function cube(x, y, z) { | |
var matrix = mat4.create() | |
mat4.identity(matrix, matrix) | |
mat4.translate(matrix, matrix, [x, y, z]) | |
mat4.rotateX(matrix, matrix, rotate) | |
// mat4.rotateY(matrix, matrix, rotate) | |
// mat4.rotateZ(matrix, matrix, rotate) | |
rotate += 0.001 | |
cubeBuffer.bind() | |
shader.attributes.aPosition.pointer() | |
shader.uniforms.uModelView = matrix | |
shader.uniforms.color = [0, 1, 0] | |
gl.drawArrays(gl.TRIANGLES, 0, cubeBuffer.length) | |
cubeOutlineArray.bind() | |
shader.attributes.aPosition.pointer() | |
shader.uniforms.color = [1, 0, 0] | |
gl.drawArrays(gl.TRIANGLES, 0, cubeOutlineArray.length) | |
} | |
shell.on("init", function() { | |
// Setup WebGL Context | |
var width = gl.drawingBufferWidth | |
var height = gl.drawingBufferHeight | |
clear(gl) | |
gl.viewport(0, 0, width, height) | |
mat4.perspective(projectionMatrix, Math.PI / 4, width / height, 0.1, 100) | |
// Bind the shader | |
shader.bind() | |
shader.uniforms.uProjection = projectionMatrix | |
// Enable attribute pointer | |
}) | |
shell.on("tick", function() { | |
}) | |
shell.on("render", function(frame_time) { | |
cube(0, 0, -7) | |
}) | |
shell.on("resize", function() { | |
}) | |
// Resize the canvas to fit the screen | |
window.addEventListener('resize', require('canvas-fit')(canvas), false) | |
function drawQuad(a, b, c, d){ | |
var array = new Float32Array([ | |
// Triangle 1 | |
a.x, a.y, a.z, | |
b.x, b.y, b.z, | |
c.x, c.y, c.z, | |
// Triangle 2 | |
c.x, c.y, c.z, | |
b.x, b.y, b.z, | |
d.x, d.y, d.z | |
]) | |
} |
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