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100 lines (83 loc) · 2.93 KB
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<canvas id="c"></canvas>
<script id="vertex-shader-2d" type="notjs">
// an attribute will receive data from a buffer
attribute vec4 a_position;
// all shaders have a main function
void main() {
// gl_Position is a special variable a vertex shader
// is responsible for setting
gl_Position = a_position;
}
</script>
<script id="fragment-shader-2d" type="notjs">
// fragment shaders don't have a default precision so we need
// to pick one. mediump is a good default
precision mediump float;
void main() {
// gl_FragColor is a special variable a fragment shader
// is responsible for setting
gl_FragColor = vec4(1, 0, 0.5, 1);
}
</script>
<script>
var canvas = document.querySelector("#c");
var gl = canvas.getContext("webgl");
function createShader(gl, type, source) {
var shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (success) {
return shader;
}
console.log(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
}
function createProgram(gl, vertexShader, fragmentShader) {
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
var success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (success) {
return program;
}
console.log(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
}
var vertexShaderSource = document.querySelector("#vertex-shader-2d").text;
var fragmentShaderSource = document.querySelector("#fragment-shader-2d").text;
var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
var program = createProgram(gl, vertexShader, fragmentShader);
var positionAttributeLocation = gl.getAttribLocation(program, "a_position"); // do during initialisation, not render loop :3c
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
var positions = [
0, 0,
0, 0.5,
0.7, 0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
//all this here is initialisation (runs once when we load the page)
//now is rendering (executed everytime we want to render / draw)
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program);
gl.enableVertexAttribArray(positionAttributeLocation);//turn attribute on
//how to pull data out
// Bind the position buffer.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
var size = 2;
var type = gl.FLOAT;
var normalize = false;
var stride = 0;
var offset = 0;
gl.vertexAttribPointer(
positionAttributeLocation, size, type, normalize, stride, offset)
var primitiveType = gl.TRIANGLES;
var offset = 0;
var count = 3;
gl.drawArrays(primitiveType, offset, count);
</script>