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@ElemarJR
Created July 18, 2012 00:30
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<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta charset="utf-8" />
<title>My first WebGL project (revisited)!</title>
</head>
<body onload="start();">
<canvas id="WebGLCanvas" width="640" height="480"></canvas>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
void main() {
gl_Position = vec4(aVertexPosition, 1.0);
}
</script>
<script type="text/javascript">
var gl;
var canvas;
var shader;
var vertexBuffer;
var getContext = function (canvas, name) {
var result = null;
try {
result = canvas.getContext(name)
} catch (e) { }
return result;
};
var createWebGLContext = function (canvas) {
var result = getContext(canvas, "webgl");
if (!result) result = getContext(canvas, "experimental-webgl");
if (result) {
result.viewportHeight = canvas.height;
result.viewportWidth = canvas.width;
}
else {
alert("Failed to create WebGL context!");
}
return result;
}
var getShader = function(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3)
str += k.textContent;
k = k.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;
}
function setupShaders() {
var vertexShader = getShader(gl, "shader-vs");
var fragmentShader = getShader(gl, "shader-fs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Failed to setup shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
}
function setupBuffers() {
vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
var triangleVertices = [
0.0, 0.5, 0.0,
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW);
vertexBuffer.itemSize = 3;
vertexBuffer.numberOfItems = 3;
}
function draw() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,
vertexBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numberOfItems);
}
function start() {
canvas = document.getElementById("WebGLCanvas");
gl = createWebGLContext(canvas);
setupShaders();
setupBuffers();
gl.clearColor(0.0, 0.0, 1.0, 1.0);
draw();
}
</script>
</body>
</html>
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