-
Notifications
You must be signed in to change notification settings - Fork 16
/
base.js
208 lines (184 loc) · 6.34 KB
/
base.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
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
let base = class {
constructor(gl, pos, height, width, depth,angle) {
this.positionBuffer = gl.createBuffer();
this.angle=angle;
this.uFlash=0;
this.uGray=0;
gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBuffer);
this.positions = [
// Front face
-height, -width, depth,
height, -width, depth,
height, width, depth,
-height, width, depth,
//Back Face
-height, -width, -depth,
height, -width, -depth,
height, width, -depth,
-height, width, -depth,
//Top Face
-height, width, -depth,
height, width, -depth,
height, width, depth,
-height, width, depth,
//Bottom Face
-height, -width, -depth,
height, -width, -depth,
height, -width, depth,
-height, -width, depth,
//Left Face
-height, -width, -depth,
-height, width, -depth,
-height, width, depth,
-height, -width, depth,
//Right Face
height, -width, -depth,
height, width, -depth,
height, width, depth,
height, -width, depth,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.positions), gl.STATIC_DRAW);
this.pos = pos;
// Now set up the texture coordinates for the faces.
const textureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer);
const textureCoordinates = [
// Front
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Back
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Top
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Bottom
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Right
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Left
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, // back
8, 9, 10, 8, 10, 11, // top
12, 13, 14, 12, 14, 15, // bottom
16, 17, 18, 16, 18, 19, // right
20, 21, 22, 20, 22, 23, // left
];
// 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,
}
}
drawBase(gl,projectionMatrix,programInfo,deltaTime,texture){
const modelViewMatrix = mat4.create();
mat4.translate(
modelViewMatrix,
modelViewMatrix,
this.pos
);
var PI = 3.14159265359;
this.angle = this.angle*PI/180;
mat4.rotate(modelViewMatrix, // destination matrix
modelViewMatrix, // matrix to rotate
this.angle, // amount to rotate in radians
[0, 0, 1]); // axis to rotate around (axis)
{
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 texture coordinates from
// the texture coordinate buffer into the textureCoord 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.vertexAttribPointer(
programInfo.attribLocations.textureCoord,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
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);
// Specify the texture to map onto the faces.
// 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, texture);
// Tell the shader we bound the texture to texture unit 0
gl.uniform1i(programInfo.uniformLocations.uSampler, 0);
gl.uniform1i(programInfo.uniformLocations.uGray, this.uGray);
gl.uniform1i(programInfo.uniformLocations.uFlash, this.uFlash);
// gl.getUniformLocation()
{
const vertexCount = 36;
const type = gl.UNSIGNED_SHORT;
const offset = 0;
gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
}
gl.uniform1i(programInfo.uniformLocations.uGray, 0);
gl.uniform1i(programInfo.uniformLocations.uFlash, 0);
}
}