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February 12, 2019 16:58
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Flowchart describing steps in https://webglfundamentals.org/webgl/lessons/webgl-fundamentals.html
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@startuml | |
skinparam classFontName Century | |
start | |
:canvas = document.getElementById("canvas"); | |
note left: <canvas id="canvas"></canvas> | |
:gl = canvas.getContext("webgl");; | |
fork | |
:vertexShader = gl.createShader(gl.VERTEX_SHADER); | |
:gl.shaderSource(vertexShader, source); | |
note left: <script id="2d-vertex-shader" type="notjs">\n attribute vec4 a_position;\n void main() {\n gl_Position = a_position;\n }\n</script> | |
:gl.compileShader(vertexShader); | |
fork again | |
:fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); | |
:gl.shaderSource(fragmentShader, source); | |
note right: <script id="2d-fragment-shader" type="notjs">\n precision mediump float;\n void main() {\n gl_FragColor = vec4(1, 0, 0.5, 1);\n }\n</script> | |
:gl.compileShader(fragmentShader); | |
end fork | |
:program = gl.createProgram();\ngl.attachShader(program, vertexShader);\ngl.attachShader(program, fragmentShader);\ngl.linkProgram(program); | |
:positionAttributeLocation = gl.getAttribLocation(program, "a_position"); | |
note left: <script id="2d-vertex-shader" type="notjs">\n attribute vec4 a_position;\n void main() {\n gl_Position = a_position;\n }\n</script> | |
:positionBuffer = gl.createBuffer(); | |
:gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); | |
:gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); | |
note left: var positions = [\n 0, 0,\n 0, 0.5,\n 0.7, 0,\n]; | |
:webglUtils.resizeCanvasToDisplaySize(gl.canvas);\ngl.viewport(0, 0, gl.canvas.width, gl.canvas.height); | |
:gl.clearColor(0, 0, 0, 0);\ngl.clear(gl.COLOR_BUFFER_BIT); | |
:gl.useProgram(program); | |
:gl.enableVertexAttribArray(positionAttributeLocation); | |
note left: positionAttributeLocation = gl.getAttribLocation(program, "a_position"); | |
:gl.vertexAttribPointer(positionAttributeLocation, size, type, normalize, stride, offset); | |
:gl.drawArrays(primitiveType, offset, count); | |
@enduml |
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