Created
November 18, 2018 04:03
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WebGLの基本[2]
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<!DOCTYPE html> | |
<html> | |
<body> | |
<style type="text/css"> | |
body { | |
border: 1; | |
background-color: gray; | |
} | |
#c { | |
/* 表示サイズ */ | |
width: 500px; | |
height: 500px; | |
display: block; | |
} | |
</style> | |
<canvas id="c"></canvas> | |
<pre id="debug"></pre> | |
</body> | |
</html> | |
<!--2018-11-18 12:21-13:03 --> | |
<!-- | |
* Vertex Shader | |
--> | |
<script type="notjs" id="2d-vertex-shader"> | |
attribute vec2 a_position; uniform vec2 u_resolution; void main(){ vec2 zeroToOne = a_position / u_resolution; vec2 zeroToTwo = 2.0 * zeroToOne; vec2 clipSpace = zeroToTwo - 1.0; gl_Position = vec4(clipSpace*vec2(1,-1), 0, 1); } | |
</script> | |
<!-- | |
- Fragment Shader | |
--> | |
<script type="notjs" id="2d-flagment-shader"> | |
precision mediump float; uniform vec4 u_color; void main(){ gl_FragColor = u_color; } | |
</script> | |
<!-- | |
- Main Source | |
--> | |
<script type="text/javascript"> | |
/** | |
* デバッグプリント | |
*/ | |
console.log = function(text) { | |
text = "[DEBUG] " + text + ";"; | |
let pre = document.getElementById("debug"); | |
// console.log(text); | |
pre.innerHTML += text + "<br>"; | |
} | |
"use strict"; | |
console.log("main start"); | |
let canvas = document.getElementById("c"); | |
let gl = canvas.getContext("webgl"); | |
canvas = document.getElementById("c"); | |
canvas.width = 500; // 描画バッファーのサイズ | |
canvas.height = 500; // 描画バッファのサイズ | |
/** | |
* シェーダーをコンパイルする | |
* ヘルパー関数 | |
*/ | |
function createShader(gl, type, source) { | |
let shader = gl.createShader(type); | |
gl.shaderSource(shader, source); | |
gl.compileShader(shader); | |
let success = gl.getShaderParameter(shader, gl.COMPILE_STATUS); | |
if (success) { | |
return shader; | |
} | |
else { | |
console.log(gl.getShaderInfoLog(shader)); | |
gl.deleteShader(shader); | |
} | |
} | |
let vertexShaderSourceText = document.getElementById("2d-vertex-shader").text; | |
let fragmentShaderSourceText = document.getElementById("2d-flagment-shader").text; | |
let vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSourceText); | |
let fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSourceText); | |
/** | |
* 2つのシェーダをプログラムにリンクする | |
*/ | |
function createProgram(gl, vertexShader, fragmentShader) { | |
let program = gl.createProgram(); | |
gl.attachShader(program, vertexShader); | |
gl.attachShader(program, fragmentShader); | |
gl.linkProgram(program); | |
// 例外処理 | |
let success = gl.getProgramParameter(program, gl.LINK_STATUS); | |
if (success) { | |
console.log("success createProgram"); | |
return program; | |
} | |
else { | |
console.log(gl.getProgramInfoLog(program)); | |
gl.deleteProgram(program); | |
} | |
} | |
let program = createProgram(gl, vertexShader, fragmentShader); | |
// ↑までが、GLSLのコードをGPUにアップロードするまで | |
// 解像度 | |
let resolutionUniformLocation = gl.getUniformLocation(program, "u_resolution"); | |
// 頂点位置 | |
let positionAttributeLocation = gl.getAttribLocation(program, "a_position"); | |
let positionBuffer = gl.createBuffer(); | |
var positions = [ | |
10, 20, | |
80, 20, | |
10, 30, | |
10, 30, | |
80, 20, | |
80, 30, | |
]; | |
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // データをバッファに入れる | |
// **************************************************** // | |
// 描画 | |
// **************************************************** // | |
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); | |
gl.clearColor(0, 0, 0, 1); | |
gl.clear(gl.COLOR_BUFFER_BIT); | |
gl.useProgram(program); | |
// 解像度をbind | |
gl.uniform2f(resolutionUniformLocation, gl.canvas.width, gl.canvas.height); | |
// 頂点バッファーをbind | |
gl.enableVertexAttribArray(positionAttributeLocation); // ON | |
var size = 2; // 2つづつ呼び出す | |
var type = gl.FLOAT; | |
var normalize = false; | |
var stride = 0; // 0: = size*sizeof(type); | |
var offset = 0; // バッファ先頭から取り出す | |
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); | |
gl.vertexAttribPointer(positionAttributeLocation, size, type, normalize, stride, offset); | |
// 図形の描画 | |
// var primitiveType = gl.LIENS; | |
// var offset = 0; // 開始のオフセット | |
// var count = 6; // 頂点の数 | |
// gl.drawArrays(primitiveType, offset, count); | |
// 色のポインタ? | |
let colorUniformLocation = gl.getUniformLocation(program, "u_color"); | |
for (var ii = 0; ii < 2000; ++ii) { | |
// 四角の座標を生成 | |
let _postions = setRectangle(gl, randomInt(250), randomInt(250), randomInt(250), randomInt(250)); | |
// 四角の頂点を送信 | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(_postions), gl.STATIC_DRAW); | |
// 色を選択 | |
let r = Math.random(); | |
let g = Math.random(); | |
let b = Math.random(); | |
gl.uniform4f(colorUniformLocation, r, g, b, 1); | |
// 4角形を描画 | |
gl.drawArrays(gl.LINES, 0, 6); | |
} | |
function tick() { | |
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); | |
gl.clearColor(0, 0, 0, 1); | |
gl.clear(gl.COLOR_BUFFER_BIT); | |
for (var ii = 0; ii < 2000; ++ii) { | |
// 四角の座標を生成 | |
let _postions = setRectangle(gl, randomInt(250), randomInt(250), randomInt(250), randomInt(250)); | |
// 四角の頂点を送信 | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(_postions), gl.STATIC_DRAW); | |
// 色を選択 | |
let r = Math.random(); | |
let g = Math.random(); | |
let b = Math.random(); | |
gl.uniform4f(colorUniformLocation, r, g, b, 1); | |
// 4角形を描画 | |
gl.drawArrays(gl.LINES, 0, 6); | |
} | |
// console.log("tick"); | |
requestAnimationFrame(tick); | |
} | |
tick(); | |
function randomInt(range) { | |
return Math.floor(Math.random() * range); | |
} | |
function setRectangle(gl, x, y, width, height) { | |
let x1 = x; | |
let y1 = y; | |
let x2 = x + width; | |
let y2 = y + height; | |
let positions = [ | |
x1, y1, | |
x2, y1, | |
x1, y2, | |
x1, y2, | |
x2, y1, | |
x2, y2 | |
]; | |
return positions; | |
} | |
</script> |
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