Skip to content

Instantly share code, notes, and snippets.

@bladeSk
Last active August 1, 2016 13:36
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save bladeSk/8413597fd1816cc6a6c7e3fe3991974f to your computer and use it in GitHub Desktop.
Save bladeSk/8413597fd1816cc6a6c7e3fe3991974f to your computer and use it in GitHub Desktop.
Basic WebGL example
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>basic webgl example</title>
<style>
body { margin: 0; }
canvas { display: block; }
</style>
</head>
<body>
<canvas></canvas>
<script type="text/javascript" src="https://cdn.rawgit.com/toji/gl-matrix/master/dist/gl-matrix-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 canvas;
var gl;
var mMatrix = mat4.create();
var vMatrix = mat4.create();
var mvMatrix = mat4.create();
var pMatrix = mat4.create();
var shaderProgram;
function init() {
canvas = document.querySelector('canvas');
try {
gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
} catch (e) {
alert("Could not initialize WebGL");
return false;
}
window.addEventListener('resize', resize);
resize();
initShaders();
createGeometry();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
return true;
}
function resize() {
mat4.perspective(pMatrix, 45, window.innerWidth / window.innerHeight, 0.1, 10000.0);
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
gl.viewport(0, 0, window.innerWidth, window.innerHeight);
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
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, shaderScript.textContent);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could 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");
}
var triangleVertexPositionBuffer;
var triangleVertexColorBuffer;
function createGeometry() {
var vertices = [
0.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0
];
triangleVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
triangleVertexPositionBuffer.itemSize = 3;
triangleVertexPositionBuffer.numItems = 3;
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,
];
triangleVertexColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
triangleVertexColorBuffer.itemSize = 4;
triangleVertexColorBuffer.numItems = 3;
}
function drawScene() {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.identity(vMatrix);
mat4.translate(vMatrix, vMatrix, [0, 0, -10]);
var time = performance.now() / 1000;
mat4.identity(mMatrix);
//mat4.translate(mMatrix, mMatrix, [5, 0, 0]);
mat4.rotate(mMatrix, mMatrix, time / 2 * Math.PI, [0, 1, 0]);
mat4.multiply(mvMatrix, vMatrix, mMatrix);
gl.useProgram(shaderProgram);
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);
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems);
}
function update() {
drawScene();
requestAnimationFrame(update);
}
if (init()) {
update();
}
</script>
</body>
</html>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment