attempt at webgl
This commit is contained in:
commit
2c5f3cd282
|
@ -0,0 +1,13 @@
|
|||
<!doctype html>
|
||||
<!--https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Adding_2D_content_to_a_WebGL_context-->
|
||||
<html lang="en">
|
||||
<head>
|
||||
<title>WebGL test"</title>
|
||||
<meta charset="utf-8">
|
||||
</head>
|
||||
<body>
|
||||
<canvas id="glCanvas" width="640" height="480"></canvas>
|
||||
</body>
|
||||
|
||||
<script src="main.js"></script>
|
||||
</html>
|
|
@ -0,0 +1,101 @@
|
|||
main();
|
||||
|
||||
function main() {
|
||||
const canvas = document.querySelector("#glCanvas");
|
||||
|
||||
const gl = canvas.getContext("webgl");
|
||||
|
||||
if (gl === null) {
|
||||
alert("Unable to initialise WebGL");
|
||||
return;
|
||||
}
|
||||
|
||||
const vsSource = `
|
||||
attribute vec2 aVertexPosition;
|
||||
varying lowp vec2 vVertexPosition;
|
||||
|
||||
void main() {
|
||||
vVertexPosition = aVertexPosition;
|
||||
gl_Position = vec4(aVertexPosition.x, aVertexPosition.y, 0.0, 1.0);
|
||||
}
|
||||
`;
|
||||
|
||||
const fsSource = `
|
||||
varying lowp vec2 vVertexPosition;
|
||||
|
||||
void main() {
|
||||
lowp float x = (vVertexPosition.x + 1.0)/2.0;
|
||||
lowp float y = (vVertexPosition.y + 1.0)/2.0;
|
||||
gl_FragColor = vec4(x, y, mod(x + y, 0.5), 1.0);
|
||||
//gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
|
||||
}
|
||||
`;
|
||||
|
||||
const vsShader = gl.createShader(gl.VERTEX_SHADER);
|
||||
gl.shaderSource(vsShader, vsSource);
|
||||
gl.compileShader(vsShader);
|
||||
if (!gl.getShaderParameter(vsShader, gl.COMPILE_STATUS)) {
|
||||
alert('Could not compile shader: ' + gl.getShaderInfoLog(vsShader));
|
||||
return;
|
||||
}
|
||||
|
||||
const fsShader = gl.createShader(gl.FRAGMENT_SHADER);
|
||||
gl.shaderSource(fsShader, fsSource);
|
||||
gl.compileShader(fsShader);
|
||||
if (!gl.getShaderParameter(fsShader, gl.COMPILE_STATUS)) {
|
||||
alert('Could not compile shader: ' + gl.getShaderInfoLog(fsShader));
|
||||
return;
|
||||
}
|
||||
|
||||
const shaderProgram = gl.createProgram();
|
||||
gl.attachShader(shaderProgram, vsShader);
|
||||
gl.attachShader(shaderProgram, fsShader);
|
||||
gl.linkProgram(shaderProgram);
|
||||
|
||||
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
|
||||
alert('Unable to link shader program: ' + gl.getProgramInfoLog(shaderProgram))
|
||||
return;
|
||||
}
|
||||
|
||||
const programInfo = {
|
||||
program: shaderProgram,
|
||||
attribLocations: {
|
||||
vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
|
||||
},
|
||||
};
|
||||
|
||||
const positionBuffer = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
|
||||
const positions = [
|
||||
-1.0, 1.0,
|
||||
1.0, 1.0,
|
||||
-1.0, -1.0,
|
||||
1.0, -1.0,
|
||||
];
|
||||
|
||||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
|
||||
|
||||
gl.clearColor(0.0, 0.0, 0.0, 1.0);
|
||||
gl.clearDepth(1.0);
|
||||
gl.enable(gl.DEPTH_TEST);
|
||||
gl.depthFunc(gl.LEQUAL);
|
||||
|
||||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||||
|
||||
{ // Binding vertices
|
||||
const numComponents = 2;
|
||||
const type = gl.FLOAT;
|
||||
const normalise = false;
|
||||
const stride = 0;
|
||||
const offset = 0;
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
|
||||
gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, numComponents, type, normalise, stride, offset);
|
||||
gl.enableVertexAttribArray(programInfo.attribLocations.vertexPositions);
|
||||
}
|
||||
|
||||
gl.useProgram(programInfo.program);
|
||||
|
||||
const offset = 0;
|
||||
const vertexCount = 4;
|
||||
gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
|
||||
}
|
Loading…
Reference in New Issue