Created
August 9, 2019 20:44
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vertex shader: | |
#version 300 es | |
#ifdef GL_ES | |
precision mediump float; | |
#endif | |
in vec4 Vertex; | |
uniform mat4 viewProjMatrix; | |
void main(void) { | |
gl_Position = viewProjMatrix * Vertex; | |
} | |
matrix: | |
internal var viewProjMatrix = Matrix4() | |
.makeOrthographic(-0.5, 0.5, -.5, .5, 1.0, 10.0) | |
.lookAt( | |
Vector3(0.0f, 0.0f, 1.0f), | |
Vector3(0.0f, 0.0f, 0.0f), | |
Vector3(0.0f, 1.0f, 0.0f) | |
) | |
quad: | |
inner class Quad { | |
private val vertices = arrayOf( | |
// Left bottom triangle | |
-0.5f, 0.5f, 0f, | |
-0.5f, -0.5f, 0f, | |
0.5f, -0.5f, 0f, | |
// Right top triangle | |
0.5f, -0.5f, 0f, | |
0.5f, 0.5f, 0f, | |
-0.5f, 0.5f, 0f | |
) | |
private val indices = arrayOf(0, 1, 2, 3, 4, 5).map { it.toShort() }.toTypedArray() | |
private var quadVertexBuffer: WebGLBuffer? = null | |
private var indexBuffer: WebGLBuffer? = null | |
init { | |
quadVertexBuffer = gl.createBuffer() | |
gl { gl.bindBuffer(GL.ARRAY_BUFFER, quadVertexBuffer) } | |
gl { gl.bufferData(GL.ARRAY_BUFFER, Float32Array(vertices), GL.STATIC_DRAW); } | |
indexBuffer = gl.createBuffer() | |
gl { gl.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, indexBuffer); } | |
gl { gl.bufferData(GL.ELEMENT_ARRAY_BUFFER, Uint16Array(indices), GL.STATIC_DRAW); } | |
val vertexAttr = gl { gl.getAttribLocation(program, "Vertex") } | |
gl { gl.vertexAttribPointer(vertexAttr, 3, GL.FLOAT, false, 0, 0) } | |
gl { gl.enableVertexAttribArray(vertexAttr) } | |
gl { gl.bindBuffer(GL.ARRAY_BUFFER, null) } | |
gl { gl.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, null); } | |
} | |
internal fun render() { | |
gl { gl.bindBuffer(GL.ARRAY_BUFFER, quadVertexBuffer) } | |
gl { gl.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, indexBuffer); } | |
// Draw the vertices | |
gl { gl.drawElements(GL.TRIANGLES, indices.size, GL.UNSIGNED_SHORT,0) } | |
gl { gl.bindBuffer(GL.ARRAY_BUFFER, null) } | |
gl { gl.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, null); } | |
} | |
private fun release() { | |
gl { gl.bindBuffer(GL.ARRAY_BUFFER, null) } | |
gl { gl.deleteBuffer(quadVertexBuffer) } | |
gl { gl.deleteBuffer(indexBuffer) } | |
} | |
} |
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