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authorJon Santmyer <jon@jonsantmyer.com>2021-12-29 12:11:44 -0500
committerJon Santmyer <jon@jonsantmyer.com>2021-12-29 12:11:44 -0500
commitd574b18884401d2a0a1f8d4422c1512de3dcbee6 (patch)
treef08466db076564aae7bfa685a9a733bfc20c3dd7 /blockgame/main.js
parent9acfb6bfffc31e39dfb273f870a2235e5968ffc9 (diff)
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Change style for better readability.
style.css overhaul, now resembles windows 3.1 UI. slight change to intro text. reposition buttons to right edge. projects box. diheap project summary and download page.
Diffstat (limited to 'blockgame/main.js')
-rw-r--r--blockgame/main.js98
1 files changed, 0 insertions, 98 deletions
diff --git a/blockgame/main.js b/blockgame/main.js
deleted file mode 100644
index d797889..0000000
--- a/blockgame/main.js
+++ /dev/null
@@ -1,98 +0,0 @@
-import * as _shaders from "./shaders.js"
-import * as _mesh from "./mesh.js"
-import * as _camera from "./camera.js"
-
-/*function drawScene(gl, shader, camera, mesh) {
- gl.clearColor(0.0, 0.0, 0.0, 1.0);
- gl.clearDepth(1.0);
- gl.enable(gl.DEPTH_TEST);
- gl.depthFunc(gl.LEQUAL);
-
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
-
- gl.useProgram(shader.program);
- camera.use(gl, shader);
-
- gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
-}
-
-function main() {
- const canvas = document.querySelector("#glCanvas");
- const gl = canvas.getContext("webgl")
-
- if(gl == null) {
- alert("Unable to initialize WebGL.");
- return;
- }
-
- const shader = _shaders.init(gl);
- const mesh = new _mesh.Mesh(gl, 2);
- const camera = new _camera.Camera(gl, 45, 0.1, 1000.0);
- camera.setpos(vec3.create(0, 0, -6.0));
-
- mesh.add_positions(gl,
- [-1.0, 1.0,
- 1.0, 1.0,
- -1.0, -1.0,
- 1.0, -1.0]);
- mesh.addattrib(gl, shader, mesh.posbuffer, 2, gl.FLOAT, false, 0, 0);
-
- drawScene(gl, shader, camera, mesh);
-
- console.log(mesh);
- console.log(camera);
- console.log(shader);
-}*/
-
-main();
-
-//
-// Start here
-//
-function main() {
- const canvas = document.querySelector('#glCanvas');
- const gl = canvas.getContext('webgl');
-
- // If we don't have a GL context, give up now
-
- if (!gl) {
- alert('Unable to initialize WebGL. Your browser or machine may not support it.');
- return;
- }
-
- // Vertex shader program
- const shader = _shaders.init(gl);
- const mesh = new _mesh.Mesh(gl, 2);
- const camera = new _camera.Camera(gl);
-
- const positions = [
- 1.0, 1.0,
- -1.0, 1.0,
- 1.0, -1.0,
- -1.0, -1.0,
- ];
- mesh.add_positions(gl, positions);
-
- drawScene(gl, shader, camera, mesh);
-}
-
-function drawScene(gl, shader, camera, mesh) {
- gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
- gl.clearDepth(1.0); // Clear everything
- gl.enable(gl.DEPTH_TEST); // Enable depth testing
- gl.depthFunc(gl.LEQUAL); // Near things obscure far things
-
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
- mesh.addattrib(gl, shader, mesh.posbuffer, 2, gl.FLOAT, false, 0, 0);
-
- gl.useProgram(shader.program);
- camera.use(gl, shader);
-
- {
- const offset = 0;
- const vertexCount = 4;
- gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
- }
-}
-
-//window.onload = main;