Colored square
This commit is contained in:
parent
194be1b5ba
commit
9703298f40
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@ -3,7 +3,7 @@ const nodeExternals = require('webpack-node-externals');
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const EsLint = require('eslint-webpack-plugin');
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const EsLint = require('eslint-webpack-plugin');
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module.exports = {
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module.exports = {
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entry: path.resolve(__dirname, '../src/client/main.tsx'),
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entry: path.resolve(__dirname, '../src/client/main.ts'),
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output: {
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output: {
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filename: 'bundle.js',
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filename: 'bundle.js',
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path: path.resolve(__dirname, '../dist/client'),
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path: path.resolve(__dirname, '../dist/client'),
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@ -3194,6 +3194,11 @@
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"pump": "^3.0.0"
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"pump": "^3.0.0"
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}
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}
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},
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},
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"gl-mat4": {
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"version": "1.2.0",
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"resolved": "https://registry.npmjs.org/gl-mat4/-/gl-mat4-1.2.0.tgz",
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"integrity": "sha512-sT5C0pwB1/e9G9AvAoLsoaJtbMGjfd/jfxo8jMCKqYYEnjZuFvqV5rehqar0538EmssjdDeiEWnKyBSTw7quoA=="
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},
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"glob": {
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"glob": {
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"version": "7.1.6",
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"version": "7.1.6",
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"resolved": "https://registry.npmjs.org/glob/-/glob-7.1.6.tgz",
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"resolved": "https://registry.npmjs.org/glob/-/glob-7.1.6.tgz",
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@ -62,6 +62,7 @@
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"dependencies": {
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"dependencies": {
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"ejs": "^3.1.5",
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"ejs": "^3.1.5",
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"express": "^4.17.1",
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"express": "^4.17.1",
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"gl-mat4": "^1.2.0",
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"react": "^17.0.1",
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"react": "^17.0.1",
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"react-dom": "^17.0.1"
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"react-dom": "^17.0.1"
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}
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}
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@ -0,0 +1,18 @@
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html {
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padding: 0;
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margin: 0;
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height: 100%;
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width: 100%;
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}
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body {
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padding: 0;
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margin: 0;
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height: 100%;
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width: 100%;
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overflow: hidden;
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}
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#glCanvas {
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display: inline-block;
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}
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@ -1,12 +0,0 @@
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import React from 'react';
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/**
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* @return {jsx} The root component
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*/
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export default function Root() {
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return (
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<div id='root'>
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Hello World from React !
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</div>
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);
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}
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@ -0,0 +1,261 @@
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// @ts-ignore
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import mat4 from 'gl-mat4';
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main();
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/**
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* The program purpose is encapsulated in a main function
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*/
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function main() {
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const canvas: any = document.querySelector('#glCanvas')!;
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const gl = canvas.getContext('webgl');
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if (gl == null) {
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canvas.parentNode.removeChild(canvas);
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document.getElementById('root')!.insertAdjacentHTML('beforeend',
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`<p>Unable to initialize WebGL. Your browser or machine may not
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support it.</p>`);
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}
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const vsSource = `
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attribute vec4 aVertexPosition;
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attribute vec4 aVertexColor;
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uniform mat4 uModelViewMatrix;
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uniform mat4 uProjectionMatrix;
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varying lowp vec4 vColor;
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void main() {
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gl_Position = uProjectionMatrix *
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uModelViewMatrix *
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aVertexPosition;
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vColor = aVertexColor;
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}
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`;
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const fsSource = `
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varying lowp vec4 vColor;
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void main() {
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gl_FragColor = vColor;
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}
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`;
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const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
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const programInfo: any = {
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program: shaderProgram,
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attribLocations: {
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vertexPosition: gl.getAttribLocation(shaderProgram,
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'aVertexPosition'),
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vertexColor: gl.getAttribLocation(shaderProgram, 'aVertexColor'),
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},
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uniformLocations: {
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projectionMatrix: gl.getUniformLocation(
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shaderProgram, 'uProjectionMatrix'),
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modelViewMatrix: gl.getUniformLocation(
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shaderProgram, 'uModelViewMatrix'),
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},
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};
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const buffers = initBuffers(gl);
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drawScene(gl, programInfo, buffers);
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}
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/**
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* Initialize a shader program, so WebGL knows how to draw our data
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* @param {any} gl the WebGL context
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* @param {string} vsSource the vertex shader source
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* @param {string} fsSource the fragment shader source
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* @return {any} the shader program
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*/
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function initShaderProgram(gl: any, vsSource: string, fsSource: string) {
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const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
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const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
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// Create the shader program
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const shaderProgram = gl.createProgram();
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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gl.linkProgram(shaderProgram);
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// If creating the shader program failed, alert
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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alert('Unable to initialize the shader program: ' +
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gl.getProgramInfoLog(shaderProgram));
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return null;
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}
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return shaderProgram;
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}
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/**
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* load a GL shader
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* @param {any} gl the WebGL context
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* @param {any} type type of shader to load
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* @param {string} source source code of shader
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* @return {any} the loaded shader
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*/
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function loadShader(gl: any, type: any, source: string) {
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const shader = gl.createShader(type);
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// Send the source to the shader object
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gl.shaderSource(shader, source);
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// Compile the shader program
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gl.compileShader(shader);
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// See if it compiled successfully
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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alert('An error occurred compiling the shaders: ' +
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gl.getShaderInfoLog(shader));
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gl.deleteShader(shader);
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return null;
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}
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return shader;
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}
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/**
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* init buffers to create a square
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* @param {any} gl the web gl context
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* @return {any} the buffer
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*/
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function initBuffers(gl: any) {
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// Create a buffer for the square's positions.
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const positionBuffer = gl.createBuffer();
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// Select the positionBuffer as the one to apply buffer
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// operations to from here out.
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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// Now create an array of positions for the square.
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const positions = [
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-1.0, 1.0,
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1.0, 1.0,
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-1.0, -1.0,
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1.0, -1.0,
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];
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// Now pass the list of positions into WebGL to build the
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// shape. We do this by creating a Float32Array from the
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// JavaScript array, then use it to fill the current buffer.
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gl.bufferData(
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gl.ARRAY_BUFFER,
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new Float32Array(positions),
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gl.STATIC_DRAW);
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const colors = [
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1.0, 1.0, 1.0, 1.0,
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1.0, 0.0, 0.0, 1.0,
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0.0, 1.0, 0.0, 1.0,
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0.0, 0.0, 1.0, 1.0,
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];
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const colorBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
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return {
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position: positionBuffer,
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color: colorBuffer,
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};
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}
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/**
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* Draw a webgl scene
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* @param {any} gl the WebGL context
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* @param {any} programInfo WebGL program information
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* @param {any} buffers the buffers to draw
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*/
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function drawScene(gl: any, programInfo: any, buffers: any) {
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.clearDepth(1.0);
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gl.enable(gl.DEPTH_TEST);
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gl.depthFunc(gl.LEQUAL);
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// Clear the canvas before we start drawing on it.
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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// Create a perspective matrix, a special matrix that is
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// used to simulate the distortion of perspective in a camera.
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// Our field of view is 45 degrees, with a width/height
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// ratio that matches the display size of the canvas
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// and we only want to see objects between 0.1 units
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// and 100 units away from the camera.
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const fieldOfView = 45 * Math.PI / 180;
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const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
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const zNear = 0.1;
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const zFar = 100.0;
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const projectionMatrix = mat4.create();
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// note: glmatrix.js always has the first argument
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// as the destination to receive the result.
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mat4.perspective(
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projectionMatrix,
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fieldOfView,
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aspect,
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zNear,
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zFar);
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// Set the drawing position to the "identity" point, which is
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// the center of the scene.
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const modelViewMatrix = mat4.create();
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// Now move the drawing position a bit to where we want to
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// start drawing the square.
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mat4.translate(
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modelViewMatrix,
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modelViewMatrix,
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[-0.0, 0.0, -6.0]);
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// Tell WebGL how to pull out the positions from the position
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// buffer into the vertexPosition attribute.
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{
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const numComponents = 2;
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const type = gl.FLOAT;
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const normalize = false;
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const stride = 0;
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const offset = 0;
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
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gl.vertexAttribPointer(
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programInfo.attribLocations.vertexPosition,
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numComponents,
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type,
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normalize,
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stride,
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offset);
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gl.enableVertexAttribArray(
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programInfo.attribLocations.vertexPosition);
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}
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// Tell WebGL how to pull out the positions from the position
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// buffer into the vertexPosition attribute.
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{
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const numComponents = 4;
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const type = gl.FLOAT;
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const normalize = false;
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const stride = 0;
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const offset = 0;
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers.color);
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gl.vertexAttribPointer(
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programInfo.attribLocations.vertexColor,
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numComponents,
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type,
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normalize,
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stride,
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offset);
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gl.enableVertexAttribArray(
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programInfo.attribLocations.vertexColor);
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}
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// Tell WebGL to use our program when drawing
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gl.useProgram(programInfo.program);
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// Set the shader uniforms
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gl.uniformMatrix4fv(
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programInfo.uniformLocations.projectionMatrix,
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false,
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projectionMatrix);
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gl.uniformMatrix4fv(
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programInfo.uniformLocations.modelViewMatrix,
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false,
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modelViewMatrix);
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{
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const offset = 0;
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const vertexCount = 4;
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gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
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}
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}
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@ -1,13 +0,0 @@
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import React from 'react';
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import {hydrate, render} from 'react-dom';
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import Root from './components/Root';
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const root = document.getElementById('root');
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let renderMethod;
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if (root && root.innerHTML !== '') {
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renderMethod = hydrate;
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} else {
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renderMethod = render;
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}
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renderMethod(<Root />, document.getElementById('root'));
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@ -3,14 +3,17 @@
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<head>
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<head>
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<meta charset="UTF-8">
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<meta name="Description" content="Web version of digital art exhibition">
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<meta
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<title>Web-Expo</title>
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name="Description"
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content="Simple WebGL app to demonstrate my skills">
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<title>WebGL</title>
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<link rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/bootstrap/4.0.0/css/bootstrap.min.css" integrity="sha384-Gn5384xqQ1aoWXA+058RXPxPg6fy4IWvTNh0E263XmFcJlSAwiGgFAW/dAiS6JXm" crossorigin="anonymous">
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<link rel="stylesheet" href="static/css/style.css">
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<link rel="stylesheet" href="static/css/style.css">
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</head>
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</head>
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<body>
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<body>
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<div id="root"></div>
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<div id="root">
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<canvas id='glCanvas' width='640' height='480'></canvas>
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</div>
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<script src="js/bundle.js"></script>
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<script src="js/bundle.js"></script>
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</body>
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</body>
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</html>
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</html>
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