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@MinaGabriel
Created November 5, 2020 19:21
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<html lang="en"><head>
<meta charset="utf-8">
<title>Translate a Triangle</title>
</head><body onload="main()">
<canvas id="webgl" width="800" height="800">
Please use a browser that supports "canvas"
</canvas>
<script src="https://rawgit.com/huningxin/webglbook_examples/master/lib/webgl-utils.js"></script>
<script src="https://rawgit.com/huningxin/webglbook_examples/master/lib/webgl-debug.js"></script>
<script src="https://rawgit.com/huningxin/webglbook_examples/master/lib/cuon-utils.js"></script>
<script src="https://rawgit.com/huningxin/webglbook_examples/master/lib/cuon-matrix.js"></script>
<script type="text/javascript">
// MultiAttributeSize_Interleaved.js (c) 2012 matsuda
// Vertex shader program
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n' +
'attribute float a_PointSize;\n' +
'void main() {\n' +
' gl_Position = a_Position;\n' +
' gl_PointSize = a_PointSize;\n' +
'}\n';
// Fragment shader program
var FSHADER_SOURCE =
'void main() {\n' +
' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n' +
'}\n';
function main() {
// Retrieve <canvas> element
var canvas = document.getElementById('webgl');
// Get the rendering context for WebGL
var gl = getWebGLContext(canvas);
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
// Initialize shaders
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log('Failed to intialize shaders.');
return;
}
// Set vertex coordinates and point sizes
var n = initVertexBuffers(gl);
if (n < 0) {
console.log('Failed to set the vertex information');
return;
}
// Specify the color for clearing <canvas>
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
// Draw three points
gl.drawArrays(gl.POINTS, 0, n);
}
function initVertexBuffers(gl) {
var verticesSizes = new Float32Array([
// Coordinate and size of points
0.0, 0.5, 10.0, // the 1st point
-0.5, -0.5, 20.0, // the 2nd point
0.5, -0.5, 30.0 // the 3rd point
]);
var n = 3; // The number of vertices
// Create a buffer object
var vertexSizeBuffer = gl.createBuffer();
if (!vertexSizeBuffer) {
console.log('Failed to create the buffer object');
return -1;
}
// Bind the buffer object to target
gl.bindBuffer(gl.ARRAY_BUFFER, vertexSizeBuffer);
gl.bufferData(gl.ARRAY_BUFFER, verticesSizes, gl.STATIC_DRAW);
var FSIZE = verticesSizes.BYTES_PER_ELEMENT;
console.log(FSIZE)
//Get the storage location of a_Position, assign and enable buffer
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if (a_Position < 0) {
console.log('Failed to get the storage location of a_Position');
return -1;
}
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, FSIZE * 3, 0);
gl.enableVertexAttribArray(a_Position); // Enable the assignment of the buffer object
// Get the storage location of a_PointSize
var a_PointSize = gl.getAttribLocation(gl.program, 'a_PointSize');
if(a_PointSize < 0) {
console.log('Failed to get the storage location of a_PointSize');
return -1;
}
gl.vertexAttribPointer(a_PointSize, 1, gl.FLOAT, false, FSIZE * 3, FSIZE * 2);
gl.enableVertexAttribArray(a_PointSize); // Enable buffer allocation
// Unbind the buffer object
gl.bindBuffer(gl.ARRAY_BUFFER, null);
return n;
}
</script>
</body></html>
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