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173 lines (139 loc) · 4.33 KB
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<!DOCTYPE html>
<style>
body {
padding: 0;
margin: 0;
overflow: hidden;
}
.container {
position:relative;
}
#text {
position:absolute;
left:0px;
top:0px;
z-index:999;
}
</style>
<div class="container">
<canvas id="main"></canvas>
<canvas id="text"></canvas>
</div>
<script id="line-vs" type="x-shader/x-vertex">
attribute vec2 pos;
uniform mat4 projFromWorld;
uniform mat4 worldFromLocal;
void main(void) {
gl_Position = projFromWorld*worldFromLocal*vec4(pos, 0.0, 1.0);
}
</script>
<script id="line-fs" type="x-shader/x-fragment">
void main(void) {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
</script>
<script>
var canvas = document.querySelector("#main")
var textCanvas = document.querySelector("#text")
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
textCanvas.width = window.innerWidth;
textCanvas.height = window.innerHeight;
var gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl")
var ctx = textCanvas.getContext("2d");
var vs = gl.createShader(gl.VERTEX_SHADER)
gl.shaderSource(vs, document.querySelector("#line-vs").textContent)
gl.compileShader(vs)
if(!gl.getShaderParameter(vs, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(vs))
var fs = gl.createShader(gl.FRAGMENT_SHADER)
gl.shaderSource(fs, document.querySelector("#line-fs").textContent)
gl.compileShader(fs)
if(!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(fs))
var program = gl.createProgram()
gl.attachShader(program, vs)
gl.attachShader(program, fs)
gl.linkProgram(program)
if(!gl.getProgramParameter(program, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(program))
gl.useProgram(program)
var camP = {
x: 0,
y: 0
}
var w = canvas.width
var h = canvas.height
var ppm = canvas.width/25
var projFromWorld = new Float32Array([
ppm/w, 0.0, 0.0, 0.0,
0.0, ppm/h, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
-ppm*camP.x/w, -ppm*camP.y/h, 0.0, 1.0
])
var projFromWorldLoc = gl.getUniformLocation(program, "projFromWorld")
var worldFromLocalLoc = gl.getUniformLocation(program, "worldFromLocal")
gl.uniformMatrix4fv(projFromWorldLoc, false, projFromWorld)
var worldFromLocal = new Float32Array([
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
])
var lineBuffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, lineBuffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-0.5, -0.5, 0.5, -0.5,
0.5, -0.5, 0.5, 0.5,
0.5, 0.5, -0.5, 0.5,
-0.5, 0.5, -0.5, -0.5
]), gl.STATIC_DRAW);
var pos = gl.getAttribLocation(program, "pos")
gl.enableVertexAttribArray(pos)
gl.vertexAttribPointer(pos, 2, gl.FLOAT, false, 0, 0)
function drawBox(x, y, boxw, boxh, xx, xy, yx, yy) {
worldFromLocal[0] = boxw*xx
worldFromLocal[1] = boxw*xy
worldFromLocal[4] = -boxh*yx
worldFromLocal[5] = -boxh*yy
worldFromLocal[12] = x;
worldFromLocal[13] = y;
gl.uniformMatrix4fv(worldFromLocalLoc, false, worldFromLocal)
gl.drawArrays(gl.LINES, 0, 8)
}
async function init() {
var t = 0.0;
var env = {}
env.drawBox = drawBox
env.cosf = Math.cos
env.sinf = Math.sin
env.sqrtf = Math.sqrtf
//const {instance} = await WebAssembly.instantiateStreaming(
//fetch("./fizzicks.wasm"), { env: env}
//)
var dt = 1.0/60.0
async function wa() {
const response = await(fetch('/fizzicks.wasm'))
const buffer = await response.arrayBuffer()
const obj = await WebAssembly.instantiate(buffer, { env: env })
addEventListener('mousedown', (event) => { obj.instance.exports.keydown() });
addEventListener('keydown', (event) => {
if(event.keyCode == 32) {
console.log("party time")
obj.instance.exports.setPartyTime(1.0)
}
})
setInterval(() => {
gl.clearColor(0, 0, 0, 1)
gl.clear(gl.COLOR_BUFFER_BIT)
obj.instance.exports.fizzicks(dt)
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
ctx.fillStyle = 'white';
ctx.font = "40px Arial";
ctx.fillText('github.com/lexmart/fizzicks', 50, 50)
ctx.font = "20px Arial";
ctx.fillText('Left click to shoot', 50, 80)
ctx.fillText('Click space to party', 50, 110)
}, dt);
}
wa()
}
init();
</script>