Save a few more webgl calls
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parent
7bc7b64c8b
commit
4fdb59596f
16
index.js
16
index.js
@ -339,6 +339,12 @@ async function initWorldGl(gl) {
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// doing this here because it's the same for all world stuff
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// doing this here because it's the same for all world stuff
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.identity()));
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.identity()));
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gl.uniform1i(samplerLoc, 0);
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gl.uniform1i(samplerLoc, 0);
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gl.enableVertexAttribArray(positionLoc);
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gl.enableVertexAttribArray(normalLoc);
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gl.enableVertexAttribArray(textureLoc);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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};
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};
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const drawObject = (objectParams) => {
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const drawObject = (objectParams) => {
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@ -350,16 +356,8 @@ async function initWorldGl(gl) {
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gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
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gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
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gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 20, 0);
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gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 20, 0);
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gl.enableVertexAttribArray(positionLoc);
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gl.vertexAttribPointer(normalLoc, 3, gl.BYTE, true, 20, 12);
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gl.vertexAttribPointer(normalLoc, 3, gl.BYTE, true, 20, 12);
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gl.enableVertexAttribArray(normalLoc);
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gl.vertexAttribPointer(textureLoc, 2, gl.UNSIGNED_SHORT, true, 20, 16);
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gl.vertexAttribPointer(textureLoc, 2, gl.UNSIGNED_SHORT, true, 20, 16);
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gl.enableVertexAttribArray(textureLoc);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.drawArrays(gl.TRIANGLES, 0, numVertices);
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gl.drawArrays(gl.TRIANGLES, 0, numVertices);
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};
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};
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@ -389,11 +387,11 @@ async function main() {
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velocity: [0, 0, 0],
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velocity: [0, 0, 0],
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},
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},
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keys: new Set(),
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keys: new Set(),
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world: makeWorld(),
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lightDirection: [-0.2, -0.5, 0.4],
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lightDirection: [-0.2, -0.5, 0.4],
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ambiantLight: 0.7,
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ambiantLight: 0.7,
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flying: false,
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flying: false,
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isOnGround: false,
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isOnGround: false,
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world: makeWorld(),
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worldGl,
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worldGl,
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}
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}
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