// Cloned by Extra test on 14 Nov 2023 from World "canvas webgl" by Starter user
// Please leave this clone trail here.
// ==== Starter World =================================================================================================
// This code is designed for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// To include a working run of this program on another site, see the "Embed code" links provided on Ancient Brain.
// ====================================================================================================================
// Starter World for canvas API (no graphics library)
// WebGL rendering
// getContext("webgl");
// Adapted with many changes from:
// "Shortest WebGL Example"
// https://sites.google.com/site/progyumming/javascript/shortest-webgl
// (site now gone)
// steps as at:
// https://www.tutorialspoint.com/webgl/webgl_sample_application.htm
// ===================================================================================================================
// === Start of tweaker's box ========================================================================================
// ===================================================================================================================
// The easiest things to modify are in this box.
// You should be able to change things in this box without being a JavaScript programmer.
// Go ahead and change some of these. What's the worst that could happen?
AB.clockTick = 300;
// Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps = 100;
// Length of run: Maximum length of run in steps. Default 1000.
AB.screenshotStep = 2;
// Take screenshot on this step. (All resources should have finished loading.) Default 50.
const SKYCOLOR = "#ffffcc"; // this usage will be of color as a string, not as a number
const MUSIC_BACK = '/uploads/starter/Defense.Line.mp3' ;
// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================
// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.
function randomVertex() // randomly return 0, 1, or -1
{
return ( AB.randomPick3 ( 0, 1, -1 ) );
}
function drawShape()
{
/* Step 1: Prepare the canvas and get WebGL context */
var gl = ABWorld.getContext ( "webgl" );
// set entire background or else get black background in screenshots:
gl.clearColor( 1, 1, 0.8, 1 ); // light yellow background
gl.clear( gl.COLOR_BUFFER_BIT );
/* Step 2: Define the geometry and store it in buffer objects */
var vertices;
/*
// draw a diamond shape:
vertices = [
-1, 0, 0,
0, 1, 0,
0, -1, 0,
1, 0, 0
];
*/
// draw a random shape:
// some of these don't display
vertices = [
randomVertex(), randomVertex(), randomVertex(),
randomVertex(), randomVertex(), randomVertex(),
randomVertex(), randomVertex(), randomVertex(),
randomVertex(), randomVertex(), randomVertex()
];
var buf = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, buf );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array ( vertices ), gl.STATIC_DRAW );
/* Step 3: Create and compile Shader programs */
var vertexShader = " attribute vec3 pos; " +
" void main() " +
" { " +
" gl_Position = vec4 ( pos, 2.0 ); " +
" } ";
var fragmentShader = " void main() " +
" { " +
" gl_FragColor = vec4 ( 0,0,0, 1.0 ); " + // black object
" } ";
// shader program code is written in GLSL:
// https://en.wikipedia.org/wiki/OpenGL_Shading_Language
var vs = gl.createShader ( gl.VERTEX_SHADER );
gl.shaderSource ( vs, vertexShader );
gl.compileShader ( vs );
var fs = gl.createShader ( gl.FRAGMENT_SHADER );
gl.shaderSource ( fs, fragmentShader );
gl.compileShader ( fs );
var prog = gl.createProgram();
gl.attachShader ( prog, vs );
gl.attachShader ( prog, fs );
gl.linkProgram ( prog );
gl.useProgram ( prog );
/* Step 4: Associate the shader programs to buffer objects */
// find location of variable "pos" in the program
var a = gl.getAttribLocation( prog, "pos" );
gl.enableVertexAttribArray ( a );
gl.vertexAttribPointer( a, 3, gl.FLOAT, false, 0, 0 );
/* Step 5: Drawing the required object (triangle) */
gl.drawArrays ( gl.TRIANGLE_STRIP, 0, 4 );
}
AB.world.newRun = function()
{
ABWorld.init ( SKYCOLOR );
};
// draw new shape on every step
// each draw wipes out previous draw
AB.world.nextStep = function()
{
drawShape();
};
// --- music ----------------------------------------
AB.backgroundMusic ( MUSIC_BACK );