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headchaser.js
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/// <reference path="webgl.d.ts" />
let headchaser = class {
constructor(gl, pos) {
this.positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBuffer);
this.positions = [
// Front face
-0.15, 0.9, 0.0,
0.15, 0.9, 0.0,
0.15, 1.2, 0.0,
-0.15, 1.2, 0.0,
//Back Face
-0.15, 1.2, 0.0,
0.15, 1.2, 0.0,
0.15, 1.2, -0.2,
-0.15, 1.2, -0.2,
// Front face
-0.15, 0.9, 0.0,
-0.15, 0.9, -0.2,
-0.15, 1.2, -0.2,
-0.15, 1.2, 0.0,
//Back Face
0.15, 0.9, 0.0,
0.15, 0.9, -0.2,
0.15, 1.2, -0.2,
0.15, 1.2, 0.0,
];
this.rotation = 0;
this.pos = pos;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.positions), gl.STATIC_DRAW);
const textureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer);
const textureCoordinates = [
// Front
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Back
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Front
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Back
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates),
gl.STATIC_DRAW);
// Build the element array buffer; this specifies the indices
// into the vertex arrays for each face's vertices.
const indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
// This array defines each face as two triangles, using the
// indices into the vertex array to specify each triangle's
// position.
const indices = [
0, 1, 2, 0, 2, 3, // front
4, 5, 6, 4, 6, 7,
8, 9, 10, 8, 10, 11,
12, 13, 14, 12, 14, 15,
];
// Now send the element array to GL
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
new Uint16Array(indices), gl.STATIC_DRAW);
this.buffer = {
position: this.positionBuffer,
textureCoord: textureCoordBuffer,
indices: indexBuffer,
}
}
drawheadchaser(gl, projectionMatrix, programInfo, deltaTime, texture) {
const modelViewMatrix = mat4.create();
mat4.translate(
modelViewMatrix,
modelViewMatrix,
this.pos
);
//this.rotation += Math.PI / (((Math.random()) % 100) + 50);
mat4.rotate(modelViewMatrix,
modelViewMatrix,
this.rotation,
[1, 1, 1]);
{
const numComponents = 3;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer.position);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexPosition,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.vertexPosition);
}
// tell webgl how to pull out the texture coordinates from buffer
{
const num = 2; // every coordinate composed of 2 values
const type = gl.FLOAT; // the data in the buffer is 32 bit float
const normalize = false; // don't normalize
const stride = 0; // how many bytes to get from one set to the next
const offset = 0; // how many bytes inside the buffer to start from
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer.textureCoord);
gl.vertexAttribPointer(programInfo.attribLocations.textureCoord, num, type, normalize, stride, offset);
gl.enableVertexAttribArray(programInfo.attribLocations.textureCoord);
}
// Tell WebGL we want to affect texture unit 0
gl.activeTexture(gl.TEXTURE0);
// Bind the texture to texture unit 0
gl.bindTexture(gl.TEXTURE_2D, texture);
// Tell the shader we bound the texture to texture unit 0
gl.uniform1i(programInfo.uniformLocations.uSampler, 0);
// Tell WebGL which indices to use to index the vertices
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.buffer.indices);
// Tell WebGL to use our program when drawing
gl.useProgram(programInfo.program);
// Set the shader uniforms
gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix,
false,
projectionMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.modelViewMatrix,
false,
modelViewMatrix);
{
const vertexCount = 24;
const type = gl.UNSIGNED_SHORT;
const offset = 0;
gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
}
}
};
//
// Initialize a texture and load an image.
// When the image finished loading copy it into the texture.
//
function loadTexture(gl, url) {
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
// Because images have to be download over the internet
// they might take a moment until they are ready.
// Until then put a single pixel in the texture so we can
// use it immediately. When the image has finished downloading
// we'll update the texture with the contents of the image.
const level = 0;
const internalFormat = gl.RGBA;
const width = 1;
const height = 1;
const border = 0;
const srcFormat = gl.RGBA;
const srcType = gl.UNSIGNED_BYTE;
const pixel = new Uint8Array([0, 0, 255, 255]); // opaque blue
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
width, height, border, srcFormat, srcType,
pixel);
const image = new Image();
image.onload = function() {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
srcFormat, srcType, image);
// WebGL1 has different requirements for power of 2 images
// vs non power of 2 images so check if the image is a
// power of 2 in both dimensions.
if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
// Yes, it's a power of 2. Generate mips.
gl.generateMipmap(gl.TEXTURE_2D);
} else {
// No, it's not a power of 2. Turn off mips and set
// wrapping to clamp to edge
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
}
};
image.src = url;
return texture;
}
function isPowerOf2(value) {
return (value & (value - 1)) == 0;
}