remove java script reference
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@@ -1,78 +0,0 @@
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import { initShaders, vec4, flatten } from "../../helperfunctions.js";
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let gl;
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let canvas;
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let program;
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window.onload = function init() {
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canvas = document.getElementById("gl-canvas");
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gl = canvas.getContext("webgl2");
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if (!gl) {
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alert("WebGL isn't available");
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}
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program = initShaders(gl, "vertex-shader", "fragment-shader");
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gl.useProgram(program);
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// creating and buffering data
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let trianglePoints = []; // create empty array
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// large square
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trianglePoints.push(new vec4(0, -0.2, 0, 1));
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trianglePoints.push(new vec4(0.4, 0.2, 0, 1));
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trianglePoints.push(new vec4(0, 0.6, 0, 1));
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trianglePoints.push(new vec4(0, 0.6, 0, 1));
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trianglePoints.push(new vec4(0, -0.2, 0, 1));
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trianglePoints.push(new vec4(-.4, 0.2, 0, 1));
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// bottom small square
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trianglePoints.push(new vec4(0, -0.3, 0, 1));
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trianglePoints.push(new vec4(0.175, -0.475, 0, 1));
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trianglePoints.push(new vec4(0, -0.65, 0, 1));
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trianglePoints.push(new vec4(0, -0.3, 0, 1));
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trianglePoints.push(new vec4(0, -0.65, 0, 1));
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trianglePoints.push(new vec4(-0.175, -0.475, 0, 1));
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let offset = 0.225;
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// center right small square
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trianglePoints.push(new vec4(0 + offset, -0.3 + offset, 0, 1));
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trianglePoints.push(new vec4(0.175 + offset, -0.475 + offset, 0, 1));
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trianglePoints.push(new vec4(0 + offset, -0.65 + offset, 0, 1));
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trianglePoints.push(new vec4(0 + offset, -0.3 + offset, 0, 1));
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trianglePoints.push(new vec4(0 + offset, -0.65 + offset, 0, 1));
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trianglePoints.push(new vec4(-0.175 + offset, -0.475 + offset, 0, 1));
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offset = offset * 2;
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// top right small square
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trianglePoints.push(new vec4(0 + offset, -0.3 + offset, 0, 1));
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trianglePoints.push(new vec4(0.175 + offset, -0.475 + offset, 0, 1));
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trianglePoints.push(new vec4(0 + offset, -0.65 + offset, 0, 1));
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trianglePoints.push(new vec4(0 + offset, -0.3 + offset, 0, 1));
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trianglePoints.push(new vec4(0 + offset, -0.65 + offset, 0, 1));
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trianglePoints.push(new vec4(-0.175 + offset, -0.475 + offset, 0, 1));
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offset = 0.225;
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// center right small square
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trianglePoints.push(new vec4(0 - offset, -0.3 + offset, 0, 1));
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trianglePoints.push(new vec4(0.175 - offset, -0.475 + offset, 0, 1));
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trianglePoints.push(new vec4(0 - offset, -0.65 + offset, 0, 1));
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trianglePoints.push(new vec4(0 - offset, -0.3 + offset, 0, 1));
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trianglePoints.push(new vec4(0 - offset, -0.65 + offset, 0, 1));
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trianglePoints.push(new vec4(-0.175 - offset, -0.475 + offset, 0, 1));
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offset = offset * 2;
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// top right small square
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trianglePoints.push(new vec4(0 - offset, -0.3 + offset, 0, 1));
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trianglePoints.push(new vec4(0.175 - offset, -0.475 + offset, 0, 1));
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trianglePoints.push(new vec4(0 - offset, -0.65 + offset, 0, 1));
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trianglePoints.push(new vec4(0 - offset, -0.3 + offset, 0, 1));
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trianglePoints.push(new vec4(0 - offset, -0.65 + offset, 0, 1));
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trianglePoints.push(new vec4(-0.175 - offset, -0.475 + offset, 0, 1));
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//note that this is default viewing, so we have to stay between -1 and 1 for all coordinates
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let bufferID = gl.createBuffer(); // create handle/reference to GPU memory spot
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gl.bindBuffer(gl.ARRAY_BUFFER, bufferID);
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gl.bufferData(gl.ARRAY_BUFFER, flatten(trianglePoints), gl.STATIC_DRAW); // send from main memory to GPU memory
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// flatten converts data to 1D array
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let vPosition = gl.getAttribLocation(program, "vPosition");
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gl.vertexAttribPointer(vPosition, 4, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(vPosition);
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// end creating and buffering data
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gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); // choose where we are going to draw to on the page
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gl.clearColor(0.0, 0.0, 0.0, 1.0); // what is the background color (where we haven't drawn anything)
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render(); // draw the frame
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};
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function render() {
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gl.clear(gl.COLOR_BUFFER_BIT); // remove everything that we drew last frame
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gl.drawArrays(gl.TRIANGLES, 0, 36);
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}
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//# sourceMappingURL=hellofunctions.js.map
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