webgl_game/script.js

78 lines
2.2 KiB
JavaScript

import { initializeContext, Vec2 } from "./common.js";
import { Graphics, fullscreenCanvas } from "./graphics.js";
import * as drawing from "./draw.js";
const vertexShader = `#version 300 es
in vec2 a_position;
in vec4 a_color;
out vec4 color;
uniform vec2 u_resolution;
void main() {
vec2 clipSpace = (a_position / u_resolution) * 2.0 - 1.0;
color = a_color;
gl_Position = vec4(clipSpace.xy, 0.0, 1.0);
}
`;
const fragmentShader = `#version 300 es
precision highp float;
in vec4 color;
out vec4 outColor;
void main() {
outColor = color;
}
`;
function draw(gfx, dt, pos, velocity) {
gfx.clear(0, 0, 0, 0);
gfx.ctx.uniform2f(gfx.getUniform("u_resolution"), gfx.ctx.canvas.width, gfx.ctx.canvas.height);
drawing.drawCircle(gfx, pos, 200, [1, 0, 0, 1]);
if (pos.x + 200 >= gfx.ctx.canvas.width) {
pos.x = gfx.ctx.canvas.width - 200;
velocity.x *= -1;
}
else if (pos.x - 200 <= 0) {
pos.x = 200;
velocity.x *= -1;
}
if (pos.y + 200 >= gfx.ctx.canvas.height) {
pos.y = gfx.ctx.canvas.height - 200;
velocity.y *= -1;
}
else if (pos.y - 200 <= 0) {
pos.y = 200;
velocity.y *= -1;
}
pos.add(velocity.multNew(dt));
}
(() => {
const canvasId = "game";
const ctx = initializeContext(canvasId);
if (ctx === null)
return;
const gfx = new Graphics(ctx, vertexShader, fragmentShader);
fullscreenCanvas(gfx, canvasId);
const a_position = gfx.createAttribute("a_position");
a_position.format(2, gfx.ctx.FLOAT, false, 0, 0);
const a_color = gfx.createAttribute("a_color");
a_color.format(4, gfx.ctx.FLOAT, false, 0, 0);
gfx.createUniform("u_resolution");
let pos = new Vec2(300, 300);
let velocity = new Vec2(200, 200);
let prevTimestamp = 0;
const frame = (timestamp) => {
const deltaTime = (timestamp - prevTimestamp) / 1000;
prevTimestamp = timestamp;
fullscreenCanvas(gfx, "game");
draw(gfx, deltaTime, pos, velocity);
window.requestAnimationFrame(frame);
};
window.requestAnimationFrame((timestamp) => {
prevTimestamp = timestamp;
window.requestAnimationFrame(frame);
});
})();