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initBuffers.js
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initBuffers.js
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var wallWidth = 200.0;
var wallHeight = 50.0;
var npcWidth = 10;
var npcHeight = 30;
var catWidth = 12.0;
var catHeight = 8.0;
var paintingDim = 20.0;
var floorVertexPositionBuffer;
var floorVertexNormalBuffer;
var floorVertexTextureCoordBuffer;
var wallVertexPositionBuffer;
var wallVertexNormalBuffer;
var wallVertexTextureCoordBuffer;
var lightVertexPositionBuffer;
var lightVertexNormalBuffer;
var lightVertexTextureCoordBuffer;
var npcVertexPositionBuffer;
var npcVertexNormalBuffer;
var npcVertexTextureCoordBuffer;
var catVertexPositionBuffer;
var catVertexNormalBuffer;
var catVertexTextureCoordBuffer;
var particleVertexPositionBuffer;
var particleVertexNormalBuffer;
var particleVertexTextureCoordBuffer;
var particleVertexColorBuffer;
function initBuffers() {
// floor
floorVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, floorVertexPositionBuffer);
var vertices = [
-wallWidth / 2, 0.0, -wallWidth / 2,
-wallWidth / 2, 0.0, wallWidth / 2,
wallWidth / 2, 0.0, -wallWidth / 2,
wallWidth / 2, 0.0, wallWidth / 2
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
floorVertexPositionBuffer.itemSize = 3;
floorVertexPositionBuffer.numItems = 4;
floorVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, floorVertexNormalBuffer);
var vertexNormals = [
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
floorVertexNormalBuffer.itemSize = 3;
floorVertexNormalBuffer.numItems = 4;
floorVertexTextureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, floorVertexTextureCoordBuffer);
var textureCoords = [
1.0, 0.0,
0.0, 0.0,
1.0, 1.0,
0.0, 1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
floorVertexTextureCoordBuffer.itemSize = 2;
floorVertexTextureCoordBuffer.numItems = 4;
// wall
wallVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, wallVertexPositionBuffer);
var vertices = [
-wallWidth / 2, -wallHeight / 2, 0.0,
-wallWidth / 2, wallHeight / 2, 0.0,
wallWidth / 2, -wallHeight / 2, 0.0,
wallWidth / 2, wallHeight / 2, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
wallVertexPositionBuffer.itemSize = 3;
wallVertexPositionBuffer.numItems = 4;
wallVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, wallVertexNormalBuffer);
var vertexNormals = [
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
wallVertexNormalBuffer.itemSize = 3;
wallVertexNormalBuffer.numItems = 4;
wallVertexTextureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, wallVertexTextureCoordBuffer);
var textureCoords = [
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
wallVertexTextureCoordBuffer.itemSize = 2;
wallVertexTextureCoordBuffer.numItems = 4;
// light
lightVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, lightVertexPositionBuffer);
var vertices = [
// Front face
-1.0, -1.0, -1.0,
-1.0, 1.0, -1.0,
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
// Back face
-1.0, -1.0, 1.0,
-1.0, 1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
// Top face
-1.0, 1.0, -1.0,
-1.0, 1.0, 1.0,
1.0, 1.0, -1.0,
1.0, 1.0, 1.0,
// Bottom face
-1.0, -1.0, -1.0,
-1.0, -1.0, 1.0,
1.0, -1.0, -1.0,
1.0, -1.0, 1.0,
// Left face
-1.0, -1.0, -1.0,
-1.0, 1.0, -1.0,
-1.0, -1.0, 1.0,
-1.0, 1.0, 1.0,
// Right face
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
lightVertexPositionBuffer.itemSize = 3;
lightVertexPositionBuffer.numItems = 24;
lightVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, lightVertexNormalBuffer);
var vertexNormals = [
// Front face
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
// Back face
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
// Top face
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
// Bottom face
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
// Left face
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
// Right face
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
lightVertexNormalBuffer.itemSize = 3;
lightVertexNormalBuffer.numItems = 24;
lightVertexTextureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, lightVertexTextureCoordBuffer);
var textureCoords = [
// front face
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0,
// back face
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0,
// top face
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0,
// bottom face
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0,
// left face
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0,
// right face
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
lightVertexTextureCoordBuffer.itemSize = 2;
lightVertexTextureCoordBuffer.numItems = 24;
// npc
npcVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, npcVertexPositionBuffer);
var vertices = [
-npcWidth / 2, -npcHeight / 2, 0.0,
-npcWidth / 2, npcHeight / 2, 0.0,
npcWidth / 2, -npcHeight / 2, 0.0,
npcWidth / 2, npcHeight / 2, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
npcVertexPositionBuffer.itemSize = 3;
npcVertexPositionBuffer.numItems = 4;
npcVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, npcVertexNormalBuffer);
var vertexNormals = [
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
npcVertexNormalBuffer.itemSize = 3;
npcVertexNormalBuffer.numItems = 4;
npcVertexTextureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, npcVertexTextureCoordBuffer);
var textureCoords = [
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
npcVertexTextureCoordBuffer.itemSize = 2;
npcVertexTextureCoordBuffer.numItems = 4;
// cat
catVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, catVertexPositionBuffer);
var vertices = [
-catWidth / 2, -catHeight / 2, 0.0,
-catWidth / 2, catHeight / 2, 0.0,
catWidth / 2, -catHeight / 2, 0.0,
catWidth / 2, catHeight / 2, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
catVertexPositionBuffer.itemSize = 3;
catVertexPositionBuffer.numItems = 4;
catVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, catVertexNormalBuffer);
var vertexNormals = [
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
catVertexNormalBuffer.itemSize = 3;
catVertexNormalBuffer.numItems = 4;
catVertexTextureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, catVertexTextureCoordBuffer);
var textureCoords = [
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
catVertexTextureCoordBuffer.itemSize = 2;
catVertexTextureCoordBuffer.numItems = 4;
// painting
paintingVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, paintingVertexPositionBuffer);
var vertices = [
-paintingDim / 2, -paintingDim / 2, 0.0,
-paintingDim / 2, paintingDim / 2, 0.0,
paintingDim / 2, -paintingDim / 2, 0.0,
paintingDim / 2, paintingDim / 2, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
paintingVertexPositionBuffer.itemSize = 3;
paintingVertexPositionBuffer.numItems = 4;
paintingVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, paintingVertexNormalBuffer);
var vertexNormals = [
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
paintingVertexNormalBuffer.itemSize = 3;
paintingVertexNormalBuffer.numItems = 4;
paintingVertexTextureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, paintingVertexTextureCoordBuffer);
var textureCoords = [
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
paintingVertexTextureCoordBuffer.itemSize = 2;
paintingVertexTextureCoordBuffer.numItems = 4;
particleVertexPositionBuffer = gl.createBuffer();
particleVertexNormalBuffer = gl.createBuffer();
particleVertexTextureCoordBuffer = gl.createBuffer();
particleVertexColorBuffer = gl.createBuffer();
}
function recalcBuffers() {
}