Forget all that module noise
This commit is contained in:
parent
16271a79b5
commit
c83ea2e7c3
@ -1,14 +1,7 @@
|
||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<script type="module" src="panorama-viewer.js"></script>
|
||||
<script type="module">
|
||||
import { render } from "./panorama-viewer.js";
|
||||
window.addEventListener("load", () => {
|
||||
let viewer = document.getElementById("viewer");
|
||||
render(viewer);
|
||||
});
|
||||
</script>
|
||||
<script src="./panorama-viewer.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
<h1>Panorama Viewer</h1>
|
||||
|
@ -1,56 +1,63 @@
|
||||
"use strict";
|
||||
(() => {
|
||||
window.addEventListener("load", () => {
|
||||
let viewer = document.getElementById("viewer");
|
||||
render(viewer);
|
||||
});
|
||||
|
||||
export const render = (canvas) => {
|
||||
let gl = canvas.getContext("webgl");
|
||||
const render = (canvas) => {
|
||||
let gl = canvas.getContext("webgl2");
|
||||
|
||||
const vShaderSrc = `
|
||||
attribute vec3 position;
|
||||
const vShaderSrc = `
|
||||
attribute vec3 position;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(position, 1);
|
||||
void main() {
|
||||
gl_Position = vec4(position, 1);
|
||||
}
|
||||
`;
|
||||
|
||||
const fShaderSrc = `
|
||||
void main() {
|
||||
gl_FragColor = vec4(0.5, 0.5, 0, 1);
|
||||
}
|
||||
`;
|
||||
|
||||
const compileShader = (src, type) => {
|
||||
let shader = gl.createShader(type);
|
||||
gl.shaderSource(shader, src);
|
||||
gl.compileShader(shader);
|
||||
let success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
|
||||
if (!success) {
|
||||
throw gl.getShaderInfoLog(vShader);
|
||||
}
|
||||
return shader;
|
||||
}
|
||||
`;
|
||||
|
||||
const fShaderSrc = `
|
||||
void main() {
|
||||
gl_FragColor = vec4(0.5, 0.5, 0, 1);
|
||||
}
|
||||
`;
|
||||
let vShader = compileShader(vShaderSrc, gl.VERTEX_SHADER);
|
||||
let fShader = compileShader(fShaderSrc, gl.FRAGMENT_SHADER);
|
||||
|
||||
const compileShader = (src, type) => {
|
||||
let shader = gl.createShader(type);
|
||||
gl.shaderSource(shader, src);
|
||||
gl.compileShader(shader);
|
||||
let success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
|
||||
let program = gl.createProgram();
|
||||
gl.attachShader(program, vShader);
|
||||
gl.attachShader(program, fShader);
|
||||
gl.linkProgram(program);
|
||||
let success = gl.getProgramParameter(program, gl.LINK_STATUS);
|
||||
if (!success) {
|
||||
throw gl.getShaderInfoLog(vShader);
|
||||
throw gl.getProgramInfoLog(program);
|
||||
}
|
||||
return shader;
|
||||
}
|
||||
gl.useProgram(program);
|
||||
|
||||
let vShader = compileShader(vShaderSrc, gl.VERTEX_SHADER);
|
||||
let fShader = compileShader(fShaderSrc, gl.FRAGMENT_SHADER);
|
||||
let vertexBuffer = gl.createBuffer();
|
||||
let vertices = new Float32Array([
|
||||
0, 0, 0,
|
||||
1, 0, 0,
|
||||
1, 1, 0,
|
||||
]);
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
|
||||
|
||||
let program = gl.createProgram();
|
||||
gl.attachShader(program, vShader);
|
||||
gl.attachShader(program, fShader);
|
||||
gl.linkProgram(program);
|
||||
let success = gl.getProgramParameter(program, gl.LINK_STATUS);
|
||||
if (!success) {
|
||||
throw gl.getProgramInfoLog(program);
|
||||
}
|
||||
gl.useProgram(program);
|
||||
|
||||
let vertexBuffer = gl.createBuffer();
|
||||
let vertices = new Float32Array([
|
||||
0, 0, 0,
|
||||
1, 0, 0,
|
||||
1, 1, 0,
|
||||
]);
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
|
||||
|
||||
let positionLocation = gl.getAttribLocation(program, "position");
|
||||
gl.enableVertexAttribArray(positionLocation);
|
||||
gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 4*3, 0);
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 3);
|
||||
}
|
||||
let positionLocation = gl.getAttribLocation(program, "position");
|
||||
gl.enableVertexAttribArray(positionLocation);
|
||||
gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 4*3, 0);
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 3);
|
||||
};
|
||||
})();
|
Loading…
Reference in New Issue
Block a user