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all methods are implemented for triangle.js, not rendering anything t…
…hough
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Original file line number | Original file line | Diff line number | Diff line change |
---|---|---|---|
@@ -1,64 +1,60 @@ | |||
var WebGLRenderingContext = require('../lib/webgl.js'); | var webgl = require('../lib/webgl.js'); | ||
var vertices = [ | |||
0.75, 0.75, 0.0, 1.0, | |||
0.75, -0.75, 0.0, 1.0, | |||
-0.75, -0.75, 0.0, 1.0, | |||
]; | |||
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function e(name, result) { | |||
var e = ctx.getError() | |||
if (e) { | |||
console.log(name, 'failed!', e); | |||
fail(); | |||
} else { | |||
console.log(name, 'passed!'); | |||
} | |||
return result; | |||
} | |||
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var ctx = new WebGLRenderingContext(); | var ctx = new webgl.WebGLRenderingContext(); | ||
var program = ctx.createProgram(); | var program = e('create program', ctx.createProgram()); | ||
var shaders = { | var shaders = { | ||
vertex : "attribute vec3 pos;\nvoid main() {\n gl_Position = vec4(pos, 1.0);\n}", | vertex : "attribute vec3 pos;\nvoid main() {\n gl_Position = vec4(pos, 1.0);\n}", | ||
frag : "void main() {\n gl_FragColor = vec4(1.0, 0, 1, 1.0);\n}" | frag : "void main() {\n gl_FragColor = vec4(1.0, 0, 1, 1.0);\n}" | ||
}; | }; | ||
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var vertexShader = ctx.createShader(ctx.VERTEX_SHADER); | var vertexShader = e('create shader', ctx.createShader(ctx.VERTEX_SHADER)); | ||
var fragShader = ctx.createShader(ctx.FRAGMENT_SHADER); | var fragShader = e('create shader', ctx.createShader(ctx.FRAGMENT_SHADER)); | ||
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ctx.shaderSource(vertexShader, shaders.vertex); | e('shader source', ctx.shaderSource(vertexShader, shaders.vertex)); | ||
ctx.shaderSource(fragShader, shaders.frag); | e('shader source', ctx.shaderSource(fragShader, shaders.frag)); | ||
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e('compile shader', ctx.compileShader(vertexShader)); | ||
ctx.compileShader(vertexShader); | e('compile shader', ctx.compileShader(fragShader)); | ||
ctx.compileShader(fragShader); | e('attach shader', ctx.attachShader(program, vertexShader)); | ||
|
e('attach shader', ctx.attachShader(program, fragShader)); | ||
ctx.attachShader(program, vertexShader); | e('link program', ctx.linkProgram(program)); | ||
ctx.attachShader(program, fragShader); | |||
ctx.linkProgram(program); | |||
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if (!ctx.getProgramParameter(program, ctx.LINK_STATUS)) { | if (!ctx.getProgramParameter(program, ctx.LINK_STATUS)) { | ||
console.log("Could not link program"); | console.log("Could not link program.\n Error:", ctx.getError()); | ||
console.log(ctx.getProgramInfoLog(program)); | |||
fail(); | fail(); | ||
} | } | ||
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ctx.useProgram(program); | e('use program', ctx.useProgram(program)); | ||
var attr = ctx.getAttribLocation(program, "pos"); | var attr = e('attribute location', ctx.getAttribLocation(program, "pos")); | ||
var vertexBuffer = ctx.createBuffer(); | var vertexBuffer = e('create buffer', ctx.createBuffer()); | ||
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vertexBuffer.itemSize = 3; | |||
vertexBuffer.numItems = 3; | |||
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/* | e('bind buffer', ctx.bindBuffer(ctx.ARRAY_BUFFER, vertexBuffer)); | ||
const float vertexPositions[] = { | e('buffer data', ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(vertexBuffer))); | ||
0.75f, 0.75f, 0.0f, 1.0f, | |||
0.75f, -0.75f, 0.0f, 1.0f, | |||
-0.75f, -0.75f, 0.0f, 1.0f, | |||
}; | |||
*/ | |||
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var vertices = [ | |||
0.0, 1.0, 0.0, | |||
-1.0, -1.0, 0.0, | |||
1.0, -1.0, 0.0 | |||
]; | |||
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ctx.bindBuffer(ctx.ARRAY_BUFFER, vertexBuffer); | |||
ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(vertexBuffer)); | |||
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var a = 10000; | var a = 10000; | ||
while(a--) { | while(a--) { | ||
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e('clear color', ctx.clearColor(0.5, 0.5, 0.5, 1)); | ||
ctx.clearColor(0.5, 0.5, 0.5, 1); | e('clear', ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT)); | ||
ctx.clear(ctx.COLOR_BUFFER_BIT, ctx.DEPTH_BUFFER_BIT); | e('bind buffer', ctx.bindBuffer(ctx.ARRAY_BUFFER, vertexBuffer)); | ||
ctx.bindBuffer(ctx.ARRAY_BUFFER, vertexBuffer); | e('enable vertex attrib array', ctx.enableVertexAttribArray(attr)); | ||
ctx.enableVertexAttribArray(attr); | e('vertex pointer', ctx.vertexAttribPointer(attr, 3, ctx.FLOAT, false, 0, 0)); | ||
ctx.vertexAttribPointer(attr, vertexBuffer.itemSize, ctx.FLOAT, false, 0, 0); | e('draw arrays', ctx.drawArrays(ctx.TRIANGLES, 0, 3)); | ||
ctx.drawArrays(ctx.TRIANGLES, 0, 3); | e('flush', ctx.flush()); | ||
ctx.flush(); | |||
} | } | ||
|
console.log("DONE"); | ||
fail(); |
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