Created
February 27, 2013 16:08
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webgl lec1 example with color added
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<html> | |
<head> | |
<title>Learning WebGL</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; | |
varying vec4 vColor; | |
void main(void) | |
{ | |
gl_FragColor=vColor; | |
} | |
</script> | |
<script id="shader-vs" type="x-shader/x-vertex"> | |
attribute vec3 aVertexPosition; | |
attribute vec4 aVertexColor; | |
uniform mat4 uMVMatrix; | |
uniform mat4 uPMatrix; | |
varying vec4 vColor; | |
void main(void) | |
{ | |
gl_Position=uPMatrix * uMVMatrix * vec4(aVertexPosition,1.0); | |
vColor=aVertexColor; | |
} | |
</script> | |
<script type="text/javascript"> | |
var mvMatrix=mat4.create(); | |
var pMatrix=mat4.create(); | |
function setUniforms() | |
{ | |
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform,false,pMatrix); | |
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform,false,mvMatrix); | |
} | |
function getShader(gl,id) | |
{ | |
var shaderScript=document.getElementById(id); | |
if(!shaderScript) | |
{ | |
return null; | |
} | |
var str=""; | |
var script=shaderScript.firstChild; | |
while(script){ | |
if(script.nodeType==3) | |
{ | |
str+=script.textContent; | |
} | |
script=script.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; | |
var gl; | |
function initShaders() | |
{ | |
var fragementShader=getShader(gl,"shader-fs"); | |
var vertexShader=getShader(gl,"shader-vs"); | |
shaderProgram=gl.createProgram(); | |
gl.attachShader(shaderProgram,vertexShader); | |
gl.attachShader(shaderProgram,fragementShader); | |
gl.linkProgram(shaderProgram); | |
if(!gl.getProgramParameter(shaderProgram,gl.LINK_STATUS)) | |
{ | |
alert("cloud not initialise shaders"); | |
} | |
gl.useProgram(shaderProgram); | |
shaderProgram.vertexPositionAttribute=gl.getAttribLocation(shaderProgram,"aVertexPosition"); | |
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); | |
shaderProgram.vertexColorAttribute=gl.getAttribLocation(shaderProgram,"aVertexColor"); | |
gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute); | |
shaderProgram.pMatrixUniform=gl.getUniformLocation(shaderProgram,"uPMatrix"); | |
shaderProgram.mvMatrixUniform=gl.getUniformLocation(shaderProgram,"uMVMatrix"); | |
} | |
function initGL(canvas) | |
{ | |
try{ | |
gl=canvas.getContext("experimental-webgl"); | |
gl.viewportWidth=canvas.width; | |
gl.viewportHeight=canvas.height; | |
} | |
catch(e){} | |
if(!gl) | |
{ | |
alert("mafesh webgl"); | |
} | |
} | |
var triangleVertexPositionBuffer; | |
var triangleVertexColorBuffer; | |
function initBuffer() | |
{ | |
triangleVertexPositionBuffer=gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER,triangleVertexPositionBuffer); | |
var vertices=[ | |
0.0,1.0,0.0, | |
-1.0,-1.0,0.0, | |
1.0,-1.0,0.0 | |
] | |
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(vertices),gl.STATIC_DRAW); | |
triangleVertexPositionBuffer.itemSize=3; | |
triangleVertexPositionBuffer.numItems=3; | |
triangleVertexColorBuffer=gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER,triangleVertexColorBuffer); | |
var colors=[ | |
1.0,0.0,0.0,1.0, | |
0.0,1.0,0.0,1.0, | |
0.0,0.0,1.0,1.0 | |
]; | |
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(colors),gl.STATIC_DRAW); | |
triangleVertexColorBuffer.itemSize=4; | |
triangleVertexColorBuffer.numItems=3; | |
} | |
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,[0.0,0.0,-7.0]); | |
gl.bindBuffer(gl.ARRAY_BUFFER,triangleVertexPositionBuffer); | |
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,triangleVertexPositionBuffer.itemSize,gl.FLOAT,false,0,0); | |
gl.bindBuffer(gl.ARRAY_BUFFER,triangleVertexColorBuffer); | |
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute,triangleVertexColorBuffer.itemSize,gl.FLOAT,false,0,0); | |
setUniforms(); | |
gl.drawArrays(gl.TRIANGLES,0,triangleVertexPositionBuffer.numItems); | |
} | |
function webGLStart() | |
{ | |
var canvas=document.getElementById("canvas"); | |
initGL(canvas); | |
initShaders(); | |
initBuffer(); | |
gl.clearColor(0.0,0.0,0.0,1.0); | |
gl.enable(gl.DEPTH_TEST) | |
drawScene(); | |
} | |
</script> | |
</head> | |
<body onload="webGLStart()"> | |
<canvas id="canvas" style="border: none;" width="500" height="500"></canvas> | |
</body> | |
</html> |
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