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-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;