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webGLTestingScript.js
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188 lines (150 loc) · 3.93 KB
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var gl;
var cmTID;
var vbo;
var ebo;
var vertexSource = `
void main()
{
}
`;
var fragmentSource = ``;
class Shader { //shader class
var programID;
var vertexID;
var fragID;
var geometryID = null;
function makeShader(var type, var source) {
var shader;
if (type == "vertex") { //set shader type
shader = gl.createShader(gl.VERTEX_SHADER);
} else if (type == "fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (type == "geometry") {
shader = gl.createShader(gl.GEOMETRY_SHADER);
}
gl.shaderSource(shader, source); //set it's source
gl.compileShader(shader); //and compile it
//get any compile errors
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.log("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader; //and return the shader
}
function compileShaderProgram(var vertex, var fragment, var geometry = null) {
programID = gl.createProgram(); //create a shader program
vertexID = makeShader("vertex", vertex); //make the shaders
fragID = makeShader("fragment", fragment);
if (geometry) {
geometryID = makeShader("geometry", geometry);
}
gl.attachShader(programID, vertex);
gl.attachShader(programID, fragment); //attatch them
if (geometry) {
gl.attachShader(programID, geometry);
}
//TODO - Link shader attribs
}
function use() {
gl.useProgram(programID);
}
}
class Cube() {
var position;
var scale;
var rotation;
var color;
constructor() {
position = glm.vec3(0.0, 0.0, 0.0);
scale = glm.vec3(1.0, 1.0, 1.0);
rotation = glm.vec3(1.0, 1.0, 1.0);
color = glm.vec3(1.0, 1.0, 1.0);
}
function move(x, y) {
position
}
}
class CubeRenderer() {
var shader;
var vao;
var vbo;
var ebo;
constructor(Shader) {
shader = Shader;
vbo = gl.createBuffer();
ebo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo);
var vertices[] = {
0.0, 0.0, 0.5,
1.0, 0.0, 0.5,
1.0, -1.0, 0.5,
0.0, -1.0, 0.5,
0.0, 0.0, -0.5,
1.0, 0.0, -0.5,
1.0, -1.0, -0.5,
0.0, -1.0, -0.5
};
//TODO add elements array
}
}
class Rectangle() {
var position = glm.vec2(0.0, 0.0);
var scale;
var rotation = 0;
constructor() {
position = glm.vec2(0.0, 0.0);
scale = glm.vec2(1.0, 1.0);
rotation = 0.0;
}
}
class RectangleRenderer() {
var shader;
var vao;
var vbo;
var ebo;
constructor(Shader) {
shader = Shader;
vbo = gl.createBuffer();
ebo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
}
}
function initWebGL(var canvas) {
gl = null;
gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl"); //get the context
if (!gl) { //if it didn't initialize
alert("The WebGL context failed to initialize. You may need to update your browser.");
}
return gl;
}
function start() {
var canvas = document.getElementById("paint"); //get the canvas element
gl = initWebGL(canvas);
if (!gl) {
document.write("The WebGL context failed to initialize.");
return;
}
gl.clearColor(0.0, 0.0, 0.0, 1.0); //clear colors
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
vbo = gl.createBuffer();
ebo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo);
var shader = new Shader();
shader.compileShaderProgram(vertexSource, fragmentSource);
main();
}
function update() {
}
function draw() {
}
function main() {
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
clearTimeout(cmTID);
setTimeout(main, 100);
}