Created
November 5, 2015 05:08
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[WebGL] shaderとprogramのエラーを得る方法
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var canvas; | |
var gl; | |
var program; | |
function createGlContext() | |
{ | |
canvas = document.getElementById("container"); | |
gl = canvas.getContext("webgl"); | |
} | |
function createShader(gl, source, type) { | |
var shader = gl.createShader(type); | |
source = document.getElementById(source).text; | |
gl.shaderSource(shader, source); | |
gl.compileShader(shader); | |
//! getShaderParameterでshaderの状態取得 | |
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { | |
//! 失敗していたらgetShaderInfoLogでエラー文字列取得 | |
alert(gl.getShaderInfoLog(shader)); | |
return null; | |
} | |
return shader; | |
} | |
function linkProgram() | |
{ | |
var vertexShader = createShader(gl, 'vert-shader', gl.VERTEX_SHADER); | |
var fragShader = createShader(gl, 'frag-shader', gl.FRAGMENT_SHADER); | |
program = gl.createProgram(); | |
gl.attachShader(program, vertexShader); | |
gl.attachShader(program, fragShader); | |
gl.linkProgram(program); | |
// シェーダのリンクが正しく行なわれたかチェック | |
if(gl.getProgramParameter(program, gl.LINK_STATUS)){ | |
gl.useProgram(program); | |
} else { | |
//! 失敗していたらgetProgramInfoLogでエラー文字列取得 | |
alert(gl.getProgramInfoLog(program)); | |
} | |
} | |
function drawArrays() | |
{ | |
var buffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, buffer); | |
gl.bufferData( | |
gl.ARRAY_BUFFER, | |
new Float32Array([ | |
-1.0, -1.0, | |
1.0, -1.0, | |
-1.0, 1.0, | |
-1.0, 1.0, | |
1.0, -1.0, | |
1.0, 1.0]), | |
gl.STATIC_DRAW); | |
var positionLocation = gl.getAttribLocation(program, "a_position"); | |
gl.enableVertexAttribArray(positionLocation); | |
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); | |
gl.drawArrays(gl.TRIANGLES, 0, 6); | |
} | |
function run() | |
{ | |
createGlContext(); | |
linkProgram(); | |
drawArrays(); | |
} | |
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