Created
November 22, 2013 11:13
-
-
Save hcccc/7598280 to your computer and use it in GitHub Desktop.
Web GL Random sample
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<html> | |
<head> | |
<title>Learning WebGL — lesson 1</title> | |
<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1"> | |
<script type="text/javascript" src="glMatrix-0.9.5.min.js"></script> | |
<script id="shader-fs" type="x-shader/x-fragment"> | |
precision mediump float; | |
void main(void) { | |
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); | |
} | |
</script> | |
<script id="shader-vs" type="x-shader/x-vertex"> | |
attribute vec3 aVertexPosition; | |
uniform mat4 uMVMatrix; | |
uniform mat4 uPMatrix; | |
void main(void) { | |
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); | |
} | |
</script> | |
<script type="text/javascript"> | |
var gl; | |
function initGL(canvas) { | |
try { | |
gl = canvas.getContext("experimental-webgl"); | |
gl.viewportWidth = canvas.width; | |
gl.viewportHeight = canvas.height; | |
} catch (e) { | |
} | |
if (!gl) { | |
alert("Could not initialise WebGL, sorry :-("); | |
} | |
} | |
function getShader(gl, id) { | |
var shaderScript = document.getElementById(id); | |
if (!shaderScript) { | |
return null; | |
} | |
var str = ""; | |
var k = shaderScript.firstChild; | |
while (k) { | |
if (k.nodeType == 3) { | |
str += k.textContent; | |
} | |
k = k.nextSibling; | |
} | |
var shader; | |
if (shaderScript.type == "x-shader/x-fragment") { | |
shader = gl.createShader(gl.FRAGMENT_SHADER); | |
} else if (shaderScript.type == "x-shader/x-vertex") { | |
shader = gl.createShader(gl.VERTEX_SHADER); | |
} else { | |
return null; | |
} | |
gl.shaderSource(shader, str); | |
gl.compileShader(shader); | |
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { | |
alert(gl.getShaderInfoLog(shader)); | |
return null; | |
} | |
return shader; | |
} | |
var shaderProgram; | |
function initShaders() { | |
var fragmentShader = getShader(gl, "shader-fs"); | |
var vertexShader = getShader(gl, "shader-vs"); | |
shaderProgram = gl.createProgram(); | |
gl.attachShader(shaderProgram, vertexShader); | |
gl.attachShader(shaderProgram, fragmentShader); | |
gl.linkProgram(shaderProgram); | |
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { | |
alert("Could not initialise shaders"); | |
} | |
gl.useProgram(shaderProgram); | |
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); | |
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); | |
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix"); | |
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix"); | |
} | |
var mvMatrix = mat4.create(); | |
var pMatrix = mat4.create(); | |
function setMatrixUniforms() { | |
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix); | |
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix); | |
} | |
var triangleVertexPositionBuffer; | |
var squareVertexPositionBuffer; | |
function initBuffers() { | |
squareVertexPositionBuffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer); | |
vertices = [ | |
1.0, 1.0, 0.0, | |
-1.0, 1.0, 0.0, | |
1.0, -1.0, 0.0, | |
-1.0, -1.0, 0.0 | |
]; | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); | |
squareVertexPositionBuffer.itemSize = 3; | |
squareVertexPositionBuffer.numItems = 4; | |
} | |
function drawScene() { | |
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight); | |
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix); | |
mat4.identity(mvMatrix); | |
mat4.translate(mvMatrix, [-1.5, 0.0, -7.0]); | |
mat4.translate(mvMatrix, [3.0, 0.0, 0.0]); | |
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer); | |
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); | |
setMatrixUniforms(); | |
gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems); | |
} | |
function webGLStart() { | |
var canvas = document.getElementById("lesson01-canvas"); | |
initGL(canvas); | |
initShaders(); | |
initBuffers(); | |
gl.clearColor(0.0, 0.0, 0.0, 1.0); | |
gl.enable(gl.DEPTH_TEST); | |
drawScene(); | |
} | |
</script> | |
</head> | |
<body onload="webGLStart();"> | |
<a href="http://learningwebgl.com/blog/?p=28"><< Back to Lesson 1</a><br /> | |
<canvas id="lesson01-canvas" style="border: none;" width="500" height="500"></canvas> | |
<br/> | |
<a href="http://learningwebgl.com/blog/?p=28"><< Back to Lesson 1</a><br /> | |
</body> | |
</html> |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment