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[忙しい人向け] 30行から始めるWebGL ref: http://qiita.com/cx20/items/0597cdbccdd370e05956
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var c, gl; | |
var v = "attribute vec3 position; void main() { gl_Position = vec4(position, 1.0); }"; | |
var f = "precision mediump float; void main() { gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0); }"; | |
function initWebGL() { | |
c = document.getElementById("c"); | |
gl = c.getContext("experimental-webgl"); | |
} | |
function initShaders() { | |
var p = gl.createProgram(); | |
var vs = gl.createShader(gl.VERTEX_SHADER); | |
var fs = gl.createShader(gl.FRAGMENT_SHADER); | |
gl.shaderSource(vs, v); | |
gl.shaderSource(fs, f); | |
gl.compileShader(vs); | |
gl.compileShader(fs); | |
gl.attachShader(p, vs); | |
gl.attachShader(p, fs); | |
gl.linkProgram(p); | |
gl.useProgram(p); | |
gl.bindAttribLocation(p, 0, "position"); | |
gl.enableVertexAttribArray(0); | |
} | |
function draw() { | |
var data = [ 0.0, 0.5, 0.0, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0 ]; | |
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW); | |
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); | |
gl.drawArrays(gl.TRIANGLES, 0, 3); | |
gl.flush(); | |
} | |
initWebGL(); | |
initShaders(); | |
draw(); |
This file contains hidden or 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
var c, gl; | |
var v = "attribute vec3 position; void main() { gl_Position = vec4(position, 1.0); }"; | |
var f = "precision mediump float; void main() { gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0); }"; | |
function initWebGL() { | |
c = document.getElementById("c"); | |
gl = c.getContext("experimental-webgl"); | |
} | |
function initShaders() { | |
var p = gl.createProgram(); | |
var vs = gl.createShader(gl.VERTEX_SHADER); | |
var fs = gl.createShader(gl.FRAGMENT_SHADER); | |
gl.shaderSource(vs, v); | |
gl.shaderSource(fs, f); | |
gl.compileShader(vs); | |
gl.compileShader(fs); | |
gl.attachShader(p, vs); | |
gl.attachShader(p, fs); | |
gl.linkProgram(p); | |
gl.useProgram(p); | |
gl.bindAttribLocation(p, 0, "position"); | |
gl.enableVertexAttribArray(0); | |
} | |
function draw() { | |
var data = [ 0.0, 0.5, 0.0, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0 ]; | |
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW); | |
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); | |
gl.drawArrays(gl.TRIANGLES, 0, 3); | |
gl.flush(); | |
} | |
initWebGL(); | |
initShaders(); | |
draw(); |
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