Files
Kepler/engine/quad.js
2025-11-17 17:18:43 +01:00

97 lines
2.5 KiB
JavaScript
Executable File

import primitives from './primitives.js';
import {math, vector3, matrix4} from './math.js';
/**
* quad this.engine.quad.draw( shader );
**/
class quad{
constructor( ) {
}
/**
* set viewport
* @param {(viewport)} viewport
**/
setViewport( viewport ){
this.viewport = viewport;
this.gl = viewport.gl;
var plane = this.viewport.primitives.createPlane(2, 2, 1, 1);
console.log(plane);
this.quadView = matrix4.lookAt([0, 0, 0], [0, -1, 0], [0, 0, -1]);
this.quadProjection = matrix4.orthographic(-1, 1, -1, 1, -1, 1);
this.viewProjection = matrix4.mul(this.quadView, this.quadProjection);
this.quadVertices = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.quadVertices);
this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(plane.vertices), this.gl.STATIC_DRAW);
this.quadVertices.name = 'position';
this.quadVertices.itemSize = 3;
this.quadVertices.numItems = plane.vertices.length / 3;
this.quadUv = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.quadUv);
this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(plane.textureCoordinates), this.gl.STATIC_DRAW);
this.quadUv.name = 'uv';
this.quadUv.itemSize = 2;
this.quadUv.numItems = plane.textureCoordinates.length / 2;
this.quadIndices = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.quadIndices);
this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(plane.indices), this.gl.STATIC_DRAW);
this.quadIndices.name = 'index';
this.quadIndices.itemSize = 1;
this.quadIndices.numItems = plane.indices.length;
}
draw( shader ) {
if( !shader.compiled ) {
shader.setViewport( this.viewport );
shader.compile();
}
shader.update();
var quadVertices = this.quadVertices;
var quadIndices = this.quadIndices;
var quadUv = this.quadUv;
//console.log(quadUv);
this.gl.useProgram( shader.program );
var attribute = shader.getAttributeByName('position');
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, quadVertices);
this.gl.vertexAttribPointer(attribute, quadVertices.itemSize, this.gl.FLOAT, false, 0, 0);
var attribute = shader.getAttributeByName('uv');
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, quadUv);
this.gl.vertexAttribPointer(attribute, quadUv.itemSize, this.gl.FLOAT, false, 0, 0);
this.gl.bindBuffer( this.gl.ELEMENT_ARRAY_BUFFER, quadIndices );
this.gl.drawElements( this.gl.TRIANGLES, quadIndices.numItems, this.gl.UNSIGNED_SHORT, 0 );
}
}
export {quad as default};