-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathwall.js
191 lines (154 loc) · 6.03 KB
/
wall.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
/// <reference path="webgl.d.ts" />
let wall = class {
constructor(gl, pos) {
this.positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBuffer);
this.positions = [
//Left Wall
-7.5, -1.0, -50.0,
-7.5, -1.0, 0.0,
-7.5, 6.0, 0.0,
-7.5, 6.0, -50.0,
//Right Wall
7.5, -1.0, -50.0,
7.5, -1.0, 0.0,
7.5, 6.0, 0.0,
7.5, 6.0, -50.0,
];
this.rotation = 0;
this.pos = pos;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.positions), gl.STATIC_DRAW);
// this.faceColors = [
// [ Math.random(), Math.random(), Math.random(), Math.random()], // Left face: purple
// [ Math.random(), Math.random(), Math.random(), Math.random()],
// [ Math.random(), Math.random(), Math.random(), Math.random()],
// [ Math.random(), Math.random(), Math.random(), Math.random()],
// [ Math.random(), Math.random(), Math.random(), Math.random()],
// [ Math.random(), Math.random(), Math.random(), Math.random()],
// ];
// var colors = [];
// for (var j = 0; j < this.faceColors.length; ++j) {
// const c = this.faceColors[j];
// Repeat each color four times for the four vertices of the face
// colors = colors.concat(c, c, c, c);
// }
// const colorBuffer = gl.createBuffer();
// gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
// gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
const textureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer);
const textureCoordinates = [
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates),
gl.STATIC_DRAW);
// Build the element array buffer; this specifies the indices
// into the vertex arrays for each face's vertices.
const indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
// This array defines each face as two triangles, using the
// indices into the vertex array to specify each triangle's
// position.
const indices = [
0, 1, 2, 0, 2, 3, // front
4, 5, 6, 4, 6, 7,
// 8, 9, 10, 8, 10, 11,
// 12, 13, 14, 12, 14, 15,
// 16, 17, 18, 16, 18, 19,
// 20, 21, 22, 20, 22, 23,
];
// Now send the element array to GL
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
new Uint16Array(indices), gl.STATIC_DRAW);
this.buffer = {
position: this.positionBuffer,
textureCoord: textureCoordBuffer,
indices: indexBuffer,
// color: colorBuffer,
}
}
drawWall(gl, projectionMatrix, programInfo, deltaTime) {
const modelViewMatrix = mat4.create();
mat4.translate(
modelViewMatrix,
modelViewMatrix,
this.pos
);
// this.rotation += Math.PI / (((Math.random()) % 100) + 50);
mat4.rotate(modelViewMatrix,
modelViewMatrix,
this.rotation,
[1, 1, 1]);
{
const numComponents = 3;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer.position);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexPosition,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.vertexPosition);
}
// Tell WebGL how to pull out the colors from the color buffer
// into the vertexColor attribute.
{
const numComponents = 2;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer.textureCoord);
// gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer.color);
gl.vertexAttribPointer(
// programInfo.attribLocations.vertexColor,
programInfo.attribLocations.textureCoord,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
// programInfo.attribLocations.vertexColor
programInfo.attribLocations.textureCoord);
}
// Tell WebGL which indices to use to index the vertices
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.buffer.indices);
// Tell WebGL to use our program when drawing
gl.useProgram(programInfo.program);
// Set the shader uniforms
gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix,
false,
projectionMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.modelViewMatrix,
false,
modelViewMatrix);
// Tell WebGL we want to affect texture unit 0
gl.activeTexture(gl.TEXTURE0);
// Bind the texture to texture unit 0
gl.bindTexture(gl.TEXTURE_2D, textureWall);
// Tell the shader we bound the texture to texture unit 0
gl.uniform1i(programInfo.uniformLocations.uSampler, 0);
{
const vertexCount = 12;
const type = gl.UNSIGNED_SHORT;
const offset = 0;
gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
}
}
};