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| const vShaderSource = ` attribute vec4 a_Position; uniform mat4 u_ModelMatrix; void main() { gl_Position = u_ModelMatrix * a_Position; } `
const fShaderSource = ` void main() { gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); } `
const main = () => { const gl = document.querySelector("#canvas").getContext("webgl") if (!initShaders(gl, vShaderSource, fShaderSource)) reutrn
let n = initVertexBuffers(gl) if (n < 0) return
gl.clearColor(0, 0, 0, 1)
rotating(gl, n, 360) }
const rotating = (gl, n, ANGLE_STEP = 30) => { let currentAngle = 0 let modelMatrix = new Matrix4() let u_ModelMatrix = gl.getUniformLocation(gl.program, "u_ModelMatrix")
let tick = function () { currentAngle = animate(currentAngle, ANGLE_STEP) draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix) requestAnimationFrame(tick) } tick() }
const draw = (gl, n, currentAngle, modelMatrix, u_ModelMatrix) => { modelMatrix.setRotate(currentAngle, 0, 0, 1) gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements) gl.clear(gl.COLOR_BUFFER_BIT) gl.drawArrays(gl.TRIANGLES, 0, n) }
let g_last = Date.now()
const animate = (currentAngle, ANGLE_STEP) => { let now = Date.now() let temp = now - g_last g_last = now return (currentAngle + (ANGLE_STEP * temp) / 1000) % 360 }
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