diff options
Diffstat (limited to 'blockgame/main.js')
-rw-r--r-- | blockgame/main.js | 98 |
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; |