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square.js
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square.js
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main();
function main() {
const canvas = document.querySelector("#glcanvas");
// Initialize the GL context
const gl = canvas.getContext("webgl");
// Only continue if WebGL is available and working
if (!gl) {
alert("Unable to initialize WebGL. Your browser or machine may not support it.");
return;
}
// init shader
const programInfo = initShader(gl);
// Here's where we call the routine that builds all the objects we'll be drawing.
const buffers = initBuffers(gl);
// draw scene only one frame
drawScene(gl, programInfo, buffers);
}
function initShader(gl) {
// Vertex shader program
const vsSource = `
attribute vec4 aPosition;
attribute vec4 aColor;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
varying lowp vec4 vColor;
void main() {
vColor = aColor;
gl_Position = uProjectionMatrix * uModelViewMatrix * aPosition;
}
`;
// Fragment shader program
const fsSource = `
varying lowp vec4 vColor;
void main() {
gl_FragColor = vColor;
}
`;
// Initialize a shader program
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
// Create the shader program
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
// If creating the shader program failed, alert
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
return null;
}
// Collect all the info needed to use the shader program
const programInfo = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram, 'aPosition'),
vertexColor: gl.getAttribLocation(shaderProgram, 'aColor'),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'),
modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'),
},
};
return programInfo;
}
// creates a shader of the given type, uploads the source and compiles it.
function loadShader(gl, type, source) {
const shader = gl.createShader(type);
// Send the source to the shader object
gl.shaderSource(shader, source);
// Compile the shader program
gl.compileShader(shader);
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
function initBuffers(gl) {
// Create a buffer for the square's positions.
const positionBuffer = gl.createBuffer();
// Select the positionBuffer as the one to apply buffer operations to from here out.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Now create an array of positions for the square.
const positions = [
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0,
];
// Now pass the list of positions into WebGL to build the
// shape. We do this by creating a Float32Array from the
// JavaScript array, then use it to fill the current buffer.
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
var colors = [
1.0, 1.0, 1.0, 1.0, // white
1.0, 0.0, 0.0, 1.0, // red
0.0, 1.0, 0.0, 1.0, // green
0.0, 0.0, 1.0, 1.0, // blue
];
const colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
return {
position: positionBuffer,
color: colorBuffer,
};
}
function drawScene(gl, programInfo, buffers) {
gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
gl.clearDepth(1.0); // Clear everything
gl.enable(gl.DEPTH_TEST); // Enable depth testing
gl.depthFunc(gl.LEQUAL); // Near things obscure far things
// Clear the canvas before we start drawing on it.
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Create a perspective matrix
const fov = 45 * Math.PI / 180; // in radians
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const zNear = 0.1;
const zFar = 100.0;
const projectionMatrix = mat4.create();
// note: glmatrix.js always has the first argument
// as the destination to receive the result.
mat4.perspective(projectionMatrix, fov, aspect, zNear, zFar);
// Set the drawing position to the "identity" point, which is the center of the scene.
const modelViewMatrix = mat4.create();
mat4.translate(modelViewMatrix, // destination matrix
modelViewMatrix, // matrix to translate
[-0.0, 0.0, -6.0]); // amount to translate
// Tell WebGL how to pull out the positions from the position
// buffer into the vertexPosition attribute.
{
const numComponents = 3;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexPosition,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.vertexPosition);
}
// Tell WebGL how to pull out the colors from the color buffer
// into the vertexColor attribute.
{
const numComponents = 4;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.color);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexColor,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.vertexColor);
}
// Tell WebGL to use our program when drawing
gl.useProgram(programInfo.program);
// Set the shader uniforms
gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix,
false, projectionMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.modelViewMatrix,
false, modelViewMatrix);
const offset = 0;
const vertexCount = 4;
gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
}