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triangle.js
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85 lines (62 loc) · 2.44 KB
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"use strict";
var gl;
var points;
window.onload = function init()
{
var _rotateVertice = function(x, y, angleRad){
var dTheta = Math.sqrt(Math.pow(x,2) + Math.pow(y,2));
var cosTheta = Math.cos(angleRad*dTheta);
var sinTheta = Math.sin(angleRad*dTheta);
var x1 = x*cosTheta - y*sinTheta;
var y1 = x*sinTheta + y*cosTheta;
return [x1, y1];
};
var _divideTriangle = function(a, b, c, times){
// push the vertices to result array
if(times === 0){
resultVertices.push(a, b, c);
} else{
// get coords of dividing vertices
var ab = mix(a, b, 0.5);
var bc = mix(b, c, 0.5);
var ac = mix(a, c, 0.5);
// recursively subdivide triangles
_divideTriangle(a, ab, ac, times-1);
_divideTriangle(b, ab, bc, times-1);
_divideTriangle(c, ac, bc, times-1);
_divideTriangle(ab, bc, ac, times-1);
}
};
var resultVertices = [];
_divideTriangle([-0.5, -0.5], [0, 0.5], [0.5, -0.5], 4);
var canvas = document.getElementById( "gl-canvas" );
gl = WebGLUtils.setupWebGL( canvas );
if ( !gl ) { alert( "WebGL isn't available" ); }
var tmpVertice, rotatedVertices = [];
resultVertices.forEach(function(vertice){
tmpVertice = _rotateVertice(vertice[0], vertice[1], 1);
rotatedVertices.push(tmpVertice[0]);
rotatedVertices.push(tmpVertice[1]);
});
var rotatedVerticesF32 = new Float32Array(rotatedVertices);
// Configure WebGL
gl.viewport( 0, 0, canvas.width-100, canvas.height );
gl.clearColor( 0.9, 0.9, 0.9, 0.688 );
// Load shaders and initialize attribute buffers
var program = initShaders( gl, "vertex-shader", "fragment-shader" );
gl.useProgram( program );
// Load the data into the GPU
var bufferId = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, bufferId );
gl.bufferData( gl.ARRAY_BUFFER, flatten(rotatedVerticesF32), gl.STATIC_DRAW );
// Associate out shader variables with our data buffer
var vPosition = gl.getAttribLocation( program, "vPosition" );
gl.vertexAttribPointer( vPosition, 2, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vPosition );
gl.clear( gl.COLOR_BUFFER_BIT );
render(flatten(rotatedVerticesF32).length/2);
};
function render(number) {
gl.clear( gl.COLOR_BUFFER_BIT );
gl.drawArrays( gl.TRIANGLES, 0, number);
}