waves
This commit is contained in:
539
waves2.html
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539
waves2.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>WebGL Wave Simulation (Optimized CPU Calculation)</title>
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<script src="https://cdn.tailwindcss.com"></script>
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<style>
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body {
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font-family: 'Inter', sans-serif;
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background-color: #1a202c; /* dark gray */
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display: flex;
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justify-content: center;
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align-items: center;
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min-height: 100vh;
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margin: 0;
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overflow: hidden;
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color: white;
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flex-direction: column;
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}
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.container {
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padding: 1.5rem;
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background-color: #2d3748; /* dark blue-gray */
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border-radius: 12px;
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box-shadow: 0 4px 6px rgba(0, 0, 0, 0.25);
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margin: 1rem;
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max-width: 800px;
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width: 100%;
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text-align: center;
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}
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#webgl-canvas {
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background-color: #1a202c;
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border-radius: 8px;
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width: 100%;
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height: 600px;
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cursor: grab;
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touch-action: none; /* Disable touch gestures on the canvas */
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}
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#webgl-canvas:active {
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cursor: grabbing;
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}
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.controls {
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display: flex;
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flex-direction: column;
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align-items: center;
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gap: 1.5rem;
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margin-top: 1.5rem;
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}
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.wave-controls {
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display: flex;
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justify-content: center;
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align-items: center;
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flex-wrap: wrap;
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gap: 1rem;
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padding: 0.75rem;
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background-color: #4a5568;
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border-radius: 8px;
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box-shadow: inset 0 2px 4px rgba(0,0,0,0.1);
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}
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.control-group {
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display: flex;
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flex-direction: column;
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align-items: center;
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gap: 0.5rem;
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min-width: 150px;
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}
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input[type="range"] {
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-webkit-appearance: none;
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appearance: none;
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width: 100%;
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height: 8px;
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background: #cbd5e0;
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outline: none;
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border-radius: 4px;
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}
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input[type="range"]::-webkit-slider-thumb {
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-webkit-appearance: none;
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appearance: none;
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width: 20px;
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height: 20px;
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background: #4299e1;
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cursor: pointer;
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border-radius: 50%;
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border: 2px solid #fff;
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}
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input[type="range"]::-moz-range-thumb {
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width: 20px;
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height: 20px;
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background: #4299e1;
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cursor: pointer;
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border-radius: 50%;
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border: 2px solid #fff;
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}
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.toggle-button {
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padding: 0.75rem 1.5rem;
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background-color: #4299e1;
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color: white;
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font-weight: 600;
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border-radius: 8px;
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box-shadow: 0 2px 4px rgba(0,0,0,0.2);
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cursor: pointer;
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transition: background-color 0.2s ease-in-out;
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}
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.toggle-button:hover {
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background-color: #2b6cb0;
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}
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</style>
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</head>
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<body>
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<div class="container">
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<h1 class="text-2xl font-bold mb-4 text-white">WebGL Wave Simulation (Optimized CPU Calculation)</h1>
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<canvas id="webgl-canvas"></canvas>
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<div class="controls">
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<button id="toggle-render-mode" class="toggle-button">Toggle Solid</button>
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<div class="wave-controls">
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<div class="control-group">
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<label for="amplitude-slider" class="text-gray-300 text-sm">Amplitude</label>
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<input type="range" id="amplitude-slider" min="0.1" max="1" step="0.01" value="0.5">
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</div>
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<div class="control-group">
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<label for="speed-slider" class="text-gray-300 text-sm">Animation Speed</label>
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<input type="range" id="speed-slider" min="0.001" max="2" step="0.001" value="0.5">
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</div>
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</div>
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<p class="text-sm mt-2 text-gray-400">
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Click and drag to orbit the camera, and use the mouse scroll to zoom in and out.
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</p>
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</div>
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</div>
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<script>
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// Use a self-executing function to avoid polluting the global scope.
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(function() {
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// Get the canvas and WebGL context.
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const canvas = document.getElementById('webgl-canvas');
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const gl = canvas.getContext('webgl');
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if (!gl) {
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console.error("Unable to initialize WebGL. Your browser may not support it.");
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const errorMessage = document.createElement('p');
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errorMessage.textContent = 'Error: WebGL is not supported in this browser.';
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document.body.querySelector('.container').appendChild(errorMessage);
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return;
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}
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// --- Shaders ---
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// The vertex shader is now very simple and efficient.
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const vsSource = `
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precision highp float;
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attribute vec3 a_position;
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attribute vec3 a_normal;
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uniform mat4 u_modelViewMatrix;
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uniform mat4 u_projectionMatrix;
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uniform float u_time;
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uniform float u_amplitude;
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varying vec3 v_color;
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varying vec3 v_normal;
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const float G = 9.81; // Gravity
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#define NUM_WAVES 16
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void main() {
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// This is a simplified wave summation that approximates the IFFT result.
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// It is not a true FFT but provides a good visual effect.
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float waveHeight = 0.0;
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for (int i = 0; i < NUM_WAVES; i++) {
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float f_i = float(i);
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// Create a unique wave vector for each loop iteration.
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// We use f_i + 1.0 to prevent k_len from being 0 on the first iteration.
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vec2 k = vec2(cos(f_i), sin(f_i)) * (f_i + 1.0);
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float k_len = length(k);
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float omega = sqrt(G * k_len);
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float phase = dot(k, a_position.xz) - omega * u_time;
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waveHeight += sin(phase) * u_amplitude / k_len;
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}
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vec3 newPosition = vec3(a_position.x, a_position.y + waveHeight, a_position.z);
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gl_Position = u_projectionMatrix * u_modelViewMatrix * vec4(newPosition, 1.0);
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// Pass data to fragment shader.
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v_color = vec3(0.1, 0.4, 0.8);
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v_normal = a_normal;
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}
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`;
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// The fragment shader remains simple for now.
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const fsSource = `
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precision mediump float;
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varying vec3 v_color;
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varying vec3 v_normal;
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uniform mat4 u_modelViewMatrix;
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void main() {
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// Simple diffuse lighting
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vec3 lightDirection = normalize(vec3(0.5, 1.0, 0.5));
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vec3 normal = normalize(v_normal);
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float light = dot(normal, lightDirection);
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// Combine color and light
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vec3 finalColor = v_color * (light * 0.5 + 0.5);
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gl_FragColor = vec4(finalColor, 1.0);
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}
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`;
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// --- Shader and Program Initialization Functions ---
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function compileShader(gl, type, source) {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
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gl.deleteShader(shader);
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return null;
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}
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return shader;
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}
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function initShaderProgram(gl, vsSource, fsSource) {
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const vertexShader = compileShader(gl, gl.VERTEX_SHADER, vsSource);
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const fragmentShader = compileShader(gl, gl.FRAGMENT_SHADER, fsSource);
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if (!vertexShader || !fragmentShader) {
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return null;
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}
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const shaderProgram = gl.createProgram();
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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gl.linkProgram(shaderProgram);
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
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return null;
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}
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return shaderProgram;
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}
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const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
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if (!shaderProgram) {
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return;
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}
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gl.useProgram(shaderProgram);
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const programInfo = {
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attribs: {
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position: gl.getAttribLocation(shaderProgram, 'a_position'),
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normal: gl.getAttribLocation(shaderProgram, 'a_normal'),
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},
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uniforms: {
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projectionMatrix: gl.getUniformLocation(shaderProgram, 'u_projectionMatrix'),
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modelViewMatrix: gl.getUniformLocation(shaderProgram, 'u_modelViewMatrix'),
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time: gl.getUniformLocation(shaderProgram, 'u_time'),
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amplitude: gl.getUniformLocation(shaderProgram, 'u_amplitude'),
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},
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};
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// --- UI Controls ---
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let amplitude = 0.5;
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let speedFactor = 0.5;
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const amplitudeSlider = document.getElementById('amplitude-slider');
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amplitudeSlider.addEventListener('input', (e) => {
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amplitude = parseFloat(e.target.value);
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});
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const speedSlider = document.getElementById('speed-slider');
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speedSlider.addEventListener('input', (e) => {
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speedFactor = parseFloat(e.target.value);
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});
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// --- Geometry ---
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const N = 128;
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const vertexData = [];
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const normalData = [];
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const indicesTriangles = [];
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const indicesLines = [];
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const PLANE_SCALE = 2.0;
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// Generate vertices, normals, and indices
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for (let i = 0; i < N; i++) {
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for (let j = 0; j < N; j++) {
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const x = ((j / (N - 1)) * 2 - 1) * PLANE_SCALE;
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const z = ((i / (N - 1)) * 2 - 1) * PLANE_SCALE;
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const y = 0;
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vertexData.push(x, y, z);
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normalData.push(0, 1, 0);
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// Generate indices for triangles (solid)
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if (i < N - 1 && j < N - 1) {
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const i1 = i * N + j;
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const i2 = i * N + j + 1;
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const i3 = (i + 1) * N + j;
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const i4 = (i + 1) * N + j + 1;
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indicesTriangles.push(i1, i2, i3);
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indicesTriangles.push(i2, i4, i3);
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}
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// Generate indices for lines (wireframe)
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if (j < N - 1) indicesLines.push(i * N + j, i * N + j + 1);
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if (i < N - 1) indicesLines.push(i * N + j, (i + 1) * N + j);
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}
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}
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const positionBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexData), gl.STATIC_DRAW);
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const normalBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normalData), gl.STATIC_DRAW);
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const indexBufferTriangles = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBufferTriangles);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indicesTriangles), gl.STATIC_DRAW);
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const indexBufferLines = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBufferLines);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indicesLines), gl.STATIC_DRAW);
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// Configure vertex attributes
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.vertexAttribPointer(programInfo.attribs.position, 3, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(programInfo.attribs.position);
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gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
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gl.vertexAttribPointer(programInfo.attribs.normal, 3, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(programInfo.attribs.normal);
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// --- Camera & Matrix Functions ---
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let isDragging = false;
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let prevMouseX = 0;
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let prevMouseY = 0;
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let cameraRadius = 6.0;
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let alpha = Math.PI / 4;
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let beta = Math.PI / 4;
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let renderMode = gl.LINES; // Starts with wireframe
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const toggleButton = document.getElementById('toggle-render-mode');
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toggleButton.textContent = 'Toggle Solid';
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// Event listeners for camera controls
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canvas.addEventListener('mousedown', (e) => {
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isDragging = true;
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prevMouseX = e.clientX;
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prevMouseY = e.clientY;
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});
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canvas.addEventListener('touchstart', (e) => {
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isDragging = true;
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const touch = e.touches[0];
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prevMouseX = touch.clientX;
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prevMouseY = touch.clientY;
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});
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canvas.addEventListener('mouseup', () => { isDragging = false; });
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canvas.addEventListener('touchend', () => { isDragging = false; });
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canvas.addEventListener('mousemove', (e) => {
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if (!isDragging) return;
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const deltaX = e.clientX - prevMouseX;
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const deltaY = e.clientY - prevMouseY;
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alpha += deltaX * 0.005;
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beta += deltaY * 0.005;
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beta = Math.max(-Math.PI / 2 + 0.1, Math.min(Math.PI / 2 - 0.1, beta));
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prevMouseX = e.clientX;
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prevMouseY = e.clientY;
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});
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canvas.addEventListener('touchmove', (e) => {
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if (!isDragging) return;
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const touch = e.touches[0];
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const deltaX = touch.clientX - prevMouseX;
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const deltaY = touch.clientY - prevMouseY;
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alpha += deltaX * 0.005;
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beta += deltaY * 0.005;
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beta = Math.max(-Math.PI / 2 + 0.1, Math.min(Math.PI / 2 - 0.1, beta));
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prevMouseX = touch.clientX;
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prevMouseY = touch.clientY;
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});
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canvas.addEventListener('wheel', (e) => {
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e.preventDefault();
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const zoomSpeed = 0.1;
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cameraRadius += e.deltaY > 0 ? zoomSpeed : -zoomSpeed;
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cameraRadius = Math.max(1.0, Math.min(20.0, cameraRadius));
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});
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// Toggle button functionality
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toggleButton.addEventListener('click', () => {
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if (renderMode === gl.TRIANGLES) {
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renderMode = gl.LINES;
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toggleButton.textContent = 'Toggle Solid';
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} else {
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renderMode = gl.TRIANGLES;
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toggleButton.textContent = 'Toggle Wireframe';
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}
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});
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const fieldOfView = 45 * Math.PI / 180;
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let aspect = canvas.clientWidth / canvas.clientHeight;
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const zNear = 0.1;
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const zFar = 100.0;
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const projectionMatrix = new Float32Array(16);
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const modelViewMatrix = new Float32Array(16);
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// Matrix utility functions
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function identity(out) {
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out[0] = 1; out[1] = 0; out[2] = 0; out[3] = 0;
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out[4] = 0; out[5] = 1; out[6] = 0; out[7] = 0;
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out[8] = 0; out[9] = 0; out[10] = 1; out[11] = 0;
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out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1;
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return out;
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}
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function perspective(out, fovy, aspect, near, far) {
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const f = 1.0 / Math.tan(fovy / 2);
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out[0] = f / aspect; out[1] = 0; out[2] = 0; out[3] = 0;
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out[4] = 0; out[5] = f; out[6] = 0; out[7] = 0;
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out[8] = 0; out[9] = 0; out[10] = (near + far) / (near - far); out[11] = -1;
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out[12] = 0; out[13] = 0; out[14] = (2 * far * near) / (near - far); out[15] = 0;
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return out;
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}
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function lookAt(out, eye, center, up) {
|
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let eyex = eye[0], eyey = eye[1], eyez = eye[2];
|
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let upx = up[0], upy = up[1], upz = up[2];
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let centerx = center[0], centery = center[1], centerz = center[2];
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if (Math.abs(eyex - centerx) < 0.0001 && Math.abs(eyey - centery) < 0.0001 && Math.abs(eyez - centerz) < 0.0001) {
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return identity(out);
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}
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let z0, z1, z2, x0, x1, x2, y0, y1, y2, len;
|
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// Z-axis: from eye to center, then normalized
|
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z0 = eyex - centerx; z1 = eyey - centery; z2 = eyez - centerz;
|
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len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
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z0 *= len; z1 *= len; z2 *= len;
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// X-axis: cross product of up and z, then normalized
|
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x0 = upy * z2 - upz * z1; x1 = upz * z0 - upx * z2; x2 = upx * z1 - upy * z0;
|
||||
len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
|
||||
if (len === 0) {
|
||||
x0 = 0; x1 = 0; x2 = 0;
|
||||
} else {
|
||||
len = 1 / len;
|
||||
x0 *= len; x1 *= len; x2 *= len;
|
||||
}
|
||||
|
||||
// Y-axis: cross product of z and x, then normalized
|
||||
y0 = z1 * x2 - z2 * x1; y1 = z2 * x0 - z0 * x2; y2 = z0 * x1 - z1 * x0;
|
||||
len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
|
||||
if (len === 0) {
|
||||
y0 = 0; y1 = 0; y2 = 0;
|
||||
} else {
|
||||
len = 1 / len;
|
||||
y0 *= len; y1 *= len; y2 *= len;
|
||||
}
|
||||
|
||||
// Populate the matrix in COLUMN-MAJOR order, which WebGL expects by default.
|
||||
// Column 1
|
||||
out[0] = x0; out[1] = y0; out[2] = z0; out[3] = 0;
|
||||
// Column 2
|
||||
out[4] = x1; out[5] = y1; out[6] = z1; out[7] = 0;
|
||||
// Column 3
|
||||
out[8] = x2; out[9] = y2; out[10] = z2; out[11] = 0;
|
||||
// Column 4 (translation)
|
||||
out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
|
||||
out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
|
||||
out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
|
||||
out[15] = 1;
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
// --- Animation Loop ---
|
||||
let then = 0;
|
||||
function render(now) {
|
||||
now *= 0.001 * speedFactor; // Apply speed factor here
|
||||
const deltaTime = now - then;
|
||||
then = now;
|
||||
|
||||
const displayWidth = canvas.clientWidth;
|
||||
const displayHeight = canvas.clientHeight;
|
||||
if (canvas.width !== displayWidth || canvas.height !== displayHeight) {
|
||||
canvas.width = displayWidth;
|
||||
canvas.height = displayHeight;
|
||||
gl.viewport(0, 0, canvas.width, canvas.height);
|
||||
aspect = canvas.clientWidth / canvas.clientHeight;
|
||||
perspective(projectionMatrix, fieldOfView, aspect, zNear, zFar);
|
||||
}
|
||||
|
||||
gl.clearColor(0.1, 0.1, 0.1, 1.0);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||||
gl.enable(gl.DEPTH_TEST);
|
||||
gl.enable(gl.BLEND);
|
||||
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
gl.useProgram(shaderProgram);
|
||||
|
||||
// Send the new uniform values to the shader
|
||||
gl.uniform1f(programInfo.uniforms.time, now);
|
||||
gl.uniform1f(programInfo.uniforms.amplitude, amplitude);
|
||||
|
||||
// Calculate camera position and matrices
|
||||
const eye = [
|
||||
cameraRadius * Math.sin(beta) * Math.sin(alpha),
|
||||
cameraRadius * Math.cos(beta),
|
||||
cameraRadius * Math.sin(beta) * Math.cos(alpha)
|
||||
];
|
||||
const center = [0, 0, 0];
|
||||
const up = [0, 1, 0];
|
||||
|
||||
lookAt(modelViewMatrix, eye, center, up);
|
||||
|
||||
gl.uniformMatrix4fv(programInfo.uniforms.projectionMatrix, false, projectionMatrix);
|
||||
gl.uniformMatrix4fv(programInfo.uniforms.modelViewMatrix, false, modelViewMatrix);
|
||||
|
||||
// Draw the ocean based on the selected render mode
|
||||
if (renderMode === gl.TRIANGLES) {
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBufferTriangles);
|
||||
gl.drawElements(gl.TRIANGLES, indicesTriangles.length, gl.UNSIGNED_SHORT, 0);
|
||||
} else {
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBufferLines);
|
||||
gl.drawElements(gl.LINES, indicesLines.length, gl.UNSIGNED_SHORT, 0);
|
||||
}
|
||||
|
||||
requestAnimationFrame(render);
|
||||
}
|
||||
|
||||
window.onload = function() {
|
||||
requestAnimationFrame(render);
|
||||
};
|
||||
})();
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
Reference in New Issue
Block a user