remove java script reference

This commit is contained in:
BuildTools
2020-04-17 23:09:52 -05:00
parent f413d51a34
commit a4d4b871d9
@@ -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