some stuff
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64bf69ec71
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505aee8ecc
130
src/script.js
130
src/script.js
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@ -7,6 +7,15 @@ let program;
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let cubeVertices;
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let cubeVertexBuffer;
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let lineCubeVertices;
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let lineCubeVertexBuffer;
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let originVertices;
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let originVertexBuffer;
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let floorVertices;
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let floorVertexBuffer;
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let lastFrame = Date.now();
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async function init() {
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@ -72,37 +81,66 @@ async function init() {
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1, -1, -1, 0.5, 1, 1
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];
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lineCubeVertices = [
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1, 1, 1, 1, 0, 0,
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1, 1, -1, 1, 0, 0,
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1, 1, 1, 1, 0, 0,
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1, -1, 1, 1, 0, 0,
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1, 1, 1, 1, 0, 0,
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-1, 1, 1, 1, 0, 0,
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1, 1, -1, 1, 0, 0,
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1, -1, -1, 1, 0, 0,
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1, 1, -1, 1, 0, 0,
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-1, 1, -1, 1, 0, 0,
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1, -1, 1, 1, 0, 0,
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1, -1, -1, 1, 0, 0,
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1, -1, 1, 1, 0, 0,
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-1, -1, 1, 1, 0, 0,
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-1, 1, 1, 1, 0, 0,
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-1, 1, -1, 1, 0, 0,
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-1, 1, 1, 1, 0, 0,
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-1, -1, 1, 1, 0, 0,
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1, -1, -1, 1, 0, 0,
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-1, -1, -1, 1, 0, 0,
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-1, -1, 1, 1, 0, 0,
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-1, -1, -1, 1, 0, 0,
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-1, 1, -1, 1, 0, 0,
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-1, -1, -1, 1, 0, 0,
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];
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originVertices = [
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0, 0, 0, 1, 0, 0,
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1, 0, 0, 1, 0, 0,
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0, 0, 0, 0, 1, 0,
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0, 1, 0, 0, 1, 0,
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0, 0, 0, 0, 0, 1,
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0, 0, 1, 0, 0, 1,
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];
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floorVertices = [
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1, 0, 1, 0, 0, 0,
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-1, 0, -1, 0, 0, 0,
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-1, 0, 1, 0, 0, 0,
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-1, 0, -1, 0, 0, 0,
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1, 0, 1, 0, 0, 0,
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1, 0, -1, 0, 0, 0,
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];
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cubeVertexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cubeVertices), gl.STATIC_DRAW);
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// get location of vertPosition attribute
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let positionAttribLocation = gl.getAttribLocation(program, "vertPosition");
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let colorAttribLocation = gl.getAttribLocation(program, "vertColor");
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lineCubeVertexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, lineCubeVertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(lineCubeVertices), gl.STATIC_DRAW);
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gl.vertexAttribPointer(
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positionAttribLocation, // which attribute is read
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3, // number of values to read
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gl.FLOAT, // type of values
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gl.FALSE, // whether to normalize
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6 * Float32Array.BYTES_PER_ELEMENT, // size of individual vertex / distance between values to read
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0 // offset where to start reading
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);
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// enable attribute
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gl.enableVertexAttribArray(positionAttribLocation);
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originVertexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, originVertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(originVertices), gl.STATIC_DRAW);
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gl.vertexAttribPointer(
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colorAttribLocation, // which attribute is read
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3, // number of values to read
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gl.FLOAT, // type of values
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gl.FALSE, // whether to normalize
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6 * Float32Array.BYTES_PER_ELEMENT, // size of individual vertex / distance between values to read
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3 * Float32Array.BYTES_PER_ELEMENT // offset where to start reading
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);
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gl.enableVertexAttribArray(colorAttribLocation);
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floorVertexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, floorVertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(floorVertices), gl.STATIC_DRAW);
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// unbind buffer
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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@ -116,6 +154,17 @@ async function init() {
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requestAnimationFrame(draw);
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}
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function setAttribPointers() {
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let positionAttribLocation = gl.getAttribLocation(program, "vertPosition");
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let colorAttribLocation = gl.getAttribLocation(program, "vertColor");
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gl.vertexAttribPointer(positionAttribLocation, 3, gl.FLOAT, gl.FALSE, 6 * Float32Array.BYTES_PER_ELEMENT, 0);
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gl.vertexAttribPointer(colorAttribLocation, 3, gl.FLOAT, gl.FALSE, 6 * Float32Array.BYTES_PER_ELEMENT, 3 * Float32Array.BYTES_PER_ELEMENT);
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gl.enableVertexAttribArray(positionAttribLocation);
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gl.enableVertexAttribArray(colorAttribLocation);
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}
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let frameCount = 0;
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let lastStatUpdate = Date.now();
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@ -156,11 +205,11 @@ async function draw() {
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let modelViewLocation = gl.getUniformLocation(program, "modelViewMatrix");
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let projectionLocation = gl.getUniformLocation(program, "projectionMatrix");
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let modelMatrix = [];
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mat4Identity(modelMatrix);
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mat4RotateX(modelMatrix, modelMatrix, hue * 2 * Math.PI);
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mat4RotateY(modelMatrix, modelMatrix, hue * 2 * Math.PI);
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let projectionMatrix = [];
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mat4BuildPerspective(projectionMatrix, 90.0 / 180.0 * Math.PI, cv.width / cv.height, 0.1, 20);
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gl.uniformMatrix4fv(projectionLocation, gl.FALSE, new Float32Array(projectionMatrix));
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let viewMatrix = [];
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let cameraPosition = [2, 2, 2];
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@ -168,20 +217,35 @@ async function draw() {
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let cameraUp = [0, 1, 0];
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mat4BuildLookAt(viewMatrix, cameraPosition, cameraLookAt, cameraUp);
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let modelMatrix = [];
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mat4Identity(modelMatrix);
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mat4RotateX(modelMatrix, modelMatrix, hue * 2 * Math.PI);
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mat4RotateY(modelMatrix, modelMatrix, hue * 2 * Math.PI);
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let modelViewMatrix = [];
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mat4Multiply(modelViewMatrix, viewMatrix, modelMatrix);
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gl.uniformMatrix4fv(modelViewLocation, gl.FALSE, new Float32Array(modelViewMatrix));
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let projectionMatrix = [];
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mat4BuildPerspective(projectionMatrix, 90.0 / 180.0 * Math.PI, cv.width / cv.height, 0.1, 20);
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gl.uniformMatrix4fv(projectionLocation, gl.FALSE, new Float32Array(projectionMatrix));
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gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexBuffer);
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setAttribPointers();
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gl.drawArrays(gl.TRIANGLES, 0, cubeVertices.length / 6);
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gl.lineWidth(3);
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gl.bindBuffer(gl.ARRAY_BUFFER, lineCubeVertexBuffer);
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setAttribPointers();
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gl.drawArrays(gl.LINES, 0, lineCubeVertices.length / 6);
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gl.uniformMatrix4fv(modelViewLocation, gl.FALSE, new Float32Array(viewMatrix));
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gl.bindBuffer(gl.ARRAY_BUFFER, originVertexBuffer);
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setAttribPointers();
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gl.drawArrays(gl.LINES, 0, originVertices.length / 6);
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lastFrame = now;
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requestAnimationFrame(draw);
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}
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