kindred-geometry
Version:
Load and bind geometry data in WebGL
44 lines (34 loc) • 1.08 kB
JavaScript
var canvas = document.body.appendChild(document.createElement('canvas'))
var gl = canvas.getContext('webgl')
var perspective = require('gl-mat4/perspective')
var Camera = require('canvas-orbit-camera')
var Shader = require('kindred-shader')
var Fit = require('canvas-fit')
var bunny = require('bunny')
var Geom = require('./')
var shader = Shader.file('./demo.glsl')
var camera = Camera(canvas)
var proj = new Float32Array(16)
var view = new Float32Array(16)
var geom = Geom(bunny)
.attrFaceNormals('faceNormal')
render()
function render () {
var width = canvas.width
var height = canvas.height
perspective(proj, Math.PI / 4, width / height, 0.1, 100)
camera.view(view)
camera.tick()
gl.viewport(0, 0, width, height)
gl.clearColor(0, 0, 0, 1)
gl.clear(gl.COLOR_BUFFER_BIT)
gl.enable(gl.DEPTH_TEST)
gl.enable(gl.CULL_FACE)
shader.bind(gl)
shader.uniforms.uProj = proj
shader.uniforms.uView = view
geom.bind(gl, shader.attributes)
geom.draw(gl)
window.requestAnimationFrame(render)
}
window.addEventListener('resize', Fit(canvas), false)