From a4d4b871d99657dfb743aa63c4b561db6493b7eb Mon Sep 17 00:00:00 2001 From: BuildTools Date: Fri, 17 Apr 2020 23:09:52 -0500 Subject: [PATCH] remove java script reference --- src/main/java/backsun/lod/hellofunctions.js | 78 --------------------- 1 file changed, 78 deletions(-) delete mode 100644 src/main/java/backsun/lod/hellofunctions.js diff --git a/src/main/java/backsun/lod/hellofunctions.js b/src/main/java/backsun/lod/hellofunctions.js deleted file mode 100644 index 86bcf7511..000000000 --- a/src/main/java/backsun/lod/hellofunctions.js +++ /dev/null @@ -1,78 +0,0 @@ -import { initShaders, vec4, flatten } from "../../helperfunctions.js"; -let gl; -let canvas; -let program; -window.onload = function init() { - canvas = document.getElementById("gl-canvas"); - gl = canvas.getContext("webgl2"); - if (!gl) { - alert("WebGL isn't available"); - } - program = initShaders(gl, "vertex-shader", "fragment-shader"); - gl.useProgram(program); - // creating and buffering data - let trianglePoints = []; // create empty array - // large square - trianglePoints.push(new vec4(0, -0.2, 0, 1)); - trianglePoints.push(new vec4(0.4, 0.2, 0, 1)); - trianglePoints.push(new vec4(0, 0.6, 0, 1)); - trianglePoints.push(new vec4(0, 0.6, 0, 1)); - trianglePoints.push(new vec4(0, -0.2, 0, 1)); - trianglePoints.push(new vec4(-.4, 0.2, 0, 1)); - // bottom small square - trianglePoints.push(new vec4(0, -0.3, 0, 1)); - trianglePoints.push(new vec4(0.175, -0.475, 0, 1)); - trianglePoints.push(new vec4(0, -0.65, 0, 1)); - trianglePoints.push(new vec4(0, -0.3, 0, 1)); - trianglePoints.push(new vec4(0, -0.65, 0, 1)); - trianglePoints.push(new vec4(-0.175, -0.475, 0, 1)); - let offset = 0.225; - // center right small square - trianglePoints.push(new vec4(0 + offset, -0.3 + offset, 0, 1)); - trianglePoints.push(new vec4(0.175 + offset, -0.475 + offset, 0, 1)); - trianglePoints.push(new vec4(0 + offset, -0.65 + offset, 0, 1)); - trianglePoints.push(new vec4(0 + offset, -0.3 + offset, 0, 1)); - trianglePoints.push(new vec4(0 + offset, -0.65 + offset, 0, 1)); - trianglePoints.push(new vec4(-0.175 + offset, -0.475 + offset, 0, 1)); - offset = offset * 2; - // top right small square - trianglePoints.push(new vec4(0 + offset, -0.3 + offset, 0, 1)); - trianglePoints.push(new vec4(0.175 + offset, -0.475 + offset, 0, 1)); - trianglePoints.push(new vec4(0 + offset, -0.65 + offset, 0, 1)); - trianglePoints.push(new vec4(0 + offset, -0.3 + offset, 0, 1)); - trianglePoints.push(new vec4(0 + offset, -0.65 + offset, 0, 1)); - trianglePoints.push(new vec4(-0.175 + offset, -0.475 + offset, 0, 1)); - offset = 0.225; - // center right small square - trianglePoints.push(new vec4(0 - offset, -0.3 + offset, 0, 1)); - trianglePoints.push(new vec4(0.175 - offset, -0.475 + offset, 0, 1)); - trianglePoints.push(new vec4(0 - offset, -0.65 + offset, 0, 1)); - trianglePoints.push(new vec4(0 - offset, -0.3 + offset, 0, 1)); - trianglePoints.push(new vec4(0 - offset, -0.65 + offset, 0, 1)); - trianglePoints.push(new vec4(-0.175 - offset, -0.475 + offset, 0, 1)); - offset = offset * 2; - // top right small square - trianglePoints.push(new vec4(0 - offset, -0.3 + offset, 0, 1)); - trianglePoints.push(new vec4(0.175 - offset, -0.475 + offset, 0, 1)); - trianglePoints.push(new vec4(0 - offset, -0.65 + offset, 0, 1)); - trianglePoints.push(new vec4(0 - offset, -0.3 + offset, 0, 1)); - trianglePoints.push(new vec4(0 - offset, -0.65 + offset, 0, 1)); - trianglePoints.push(new vec4(-0.175 - offset, -0.475 + offset, 0, 1)); - //note that this is default viewing, so we have to stay between -1 and 1 for all coordinates - let bufferID = gl.createBuffer(); // create handle/reference to GPU memory spot - gl.bindBuffer(gl.ARRAY_BUFFER, bufferID); - gl.bufferData(gl.ARRAY_BUFFER, flatten(trianglePoints), gl.STATIC_DRAW); // send from main memory to GPU memory - // flatten converts data to 1D array - let vPosition = gl.getAttribLocation(program, "vPosition"); - gl.vertexAttribPointer(vPosition, 4, gl.FLOAT, false, 0, 0); - gl.enableVertexAttribArray(vPosition); - // end creating and buffering data - gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); // choose where we are going to draw to on the page - gl.clearColor(0.0, 0.0, 0.0, 1.0); // what is the background color (where we haven't drawn anything) - render(); // draw the frame -}; -function render() { - gl.clear(gl.COLOR_BUFFER_BIT); // remove everything that we drew last frame - gl.drawArrays(gl.TRIANGLES, 0, 36); -} -//# sourceMappingURL=hellofunctions.js.map \ No newline at end of file