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Kaleidoscope app javascript
Kaleidoscope app javascript







kaleidoscope app javascript

Gl.uniform3fv(u_lightWorldPosLoc, u_lightWorldPos) Uniforms.u_worldViewProjection = m4.multiply(viewProjection, world) Uniforms.u_worldInverseTranspose = m4.transpose(m4.inverse(world)) Gl.vertexAttribPointer(texcoordLoc, 2, gl.FLOAT, false, 0, 0) Gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 0, 0) Gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 0, 0)

kaleidoscope app javascript kaleidoscope app javascript

WebGL gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer) TWGL tBuffersAndAttributes(gl, programInfo, bufferInfo) Setting Attributes and Indices for a Cube Gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW) Gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indicesBuffer) Gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoords), gl.STATIC_DRAW) Gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer) Gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normals), gl.STATIC_DRAW) Ĭonst texcoordBuffer = gl.createBuffer() Gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer) Gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW) Gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer) WebGL const positions = Ĭonst normals = Ĭonst texcoords = Ĭonst indices = Ĭonst positionBuffer = gl.createBuffer() WebGL // Note: I'm conceding that you'll likely already have the 30 lines ofĬonst program = twgl.createProgramFromScripts(gl, ) Ĭonst u_lightWorldPosLoc = gl.getUniformLocation(program, "u_lightWorldPos") Ĭonst u_lightColorLoc = gl.getUniformLocation(program, "u_lightColor") Ĭonst u_ambientLoc = gl.getUniformLocation(program, "u_ambient") Ĭonst u_specularLoc = gl.getUniformLocation(program, "u_specular") Ĭonst u_shininessLoc = gl.getUniformLocation(program, "u_shininess") Ĭonst u_specularFactorLoc = gl.getUniformLocation(program, "u_specularFactor") Ĭonst u_diffuseLoc = gl.getUniformLocation(program, "u_diffuse") Ĭonst u_worldLoc = gl.getUniformLocation(program, "u_world") Ĭonst u_worldInverseTransposeLoc = gl.getUniformLocation(program, "u_worldInverseTranspose") Ĭonst u_worldViewProjectionLoc = gl.getUniformLocation(program, "u_worldViewProjection") Ĭonst u_viewInverseLoc = gl.getUniformLocation(program, "u_viewInverse") Ĭonst positionLoc = gl.getAttribLocation(program, "a_position") Ĭonst normalLoc = gl.getAttribLocation(program, "a_normal") Ĭonst texcoordLoc = gl.getAttribLocation(program, "a_texcoord") TWGL const programInfo = twgl.createProgramInfo(gl, ) Compiling a Shader and looking up locations

#Kaleidoscope app javascript code#

There's a few extra helpers and lower-level functions if you need them but those 6 functions are the core of TWGL.Ĭompare the TWGL vs WebGL code for a point lit cube. twgl.createFramebufferInfo creates a framebuffer and attachments.twgl.createTextures creates textures of various sorts.

kaleidoscope app javascript

tBuffersAndAttributes binds buffers and sets attributes.twgl.createBufferInfoFromArrays creates buffers and attribute settings.twgl.createProgramInfo compiles a shader and creates setters for attribs and uniforms.A simple lit cube in WebGL might easily take over 60 calls into WebGL.Īt its core there's really only a few main functions Setting up shaders, buffers, attributes and uniforms tBuffersAndAttributes(gl, programInfo, bufferInfo) Gl.viewport(0, 0, gl.canvas.width, gl.canvas.height) Twgl.resizeCanvasToDisplaySize(gl.canvas) Position: ,Ĭonst bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays) Not including the shaders (which is a simple quad shader) here's the entire code Ĭonst gl = document.getElementById("c").getContext("webgl") Ĭonst programInfo = twgl.createProgramInfo(gl, ) To do stuff low-level with WebGL consider using TWGL. If you want to get stuff done use three.js. This library's sole purpose is to make using the WebGL API less verbose.









Kaleidoscope app javascript