Created
October 22, 2014 13:10
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<!DOCTYPE html> | |
<html lang="ko"> | |
<head> | |
<title>Hello Triangle</title> | |
<meta name="keywords" content="shallaa, webgl, bsjs"/> | |
<meta name="description" content="shallaa, webgl, bsjs"/> | |
<meta charset="utf-8"/> | |
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> | |
<meta name="format-detection" content="telephone=no"/> | |
<meta name="apple-mobile-web-app-capable" content="yes"/> | |
<meta name="apple-mobile-web-app-status-bar-style" content="black"/> | |
<style>body { margin: 0; padding: 0; }</style> | |
</head> | |
<body> | |
<canvas id="canvas" width="500" height="500"></canvas> | |
<script id="shader-vs" type="x-shader/x-vertex"> | |
attribute vec3 aVertexPosition; | |
void main(void) { | |
gl_Position = vec4(aVertexPosition, 1.0); | |
} | |
</script> | |
<script id="shader-fs" type="x-shader/x-fragment"> | |
void main(void) { | |
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); | |
} | |
</script> | |
<script> | |
(function(){ | |
var canvas = document.getElementById('canvas'), | |
keys = ['webgl', 'experimental-webgl', 'webkit-3d', 'moz-webgl'], | |
i = keys.length, gl, buffer, | |
vertices = [ | |
0.0, 0.5, 0.0, // x, y, z | |
0.5, -0.5, 0.0, | |
-0.5, -0.5, 0.0 | |
], | |
createBuffer = function(){ | |
buffer = gl.createBuffer(); | |
gl.bindBuffer( gl.ARRAY_BUFFER, buffer ); | |
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW ); | |
gl.bindBuffer( gl.ARRAY_BUFFER, null ); | |
}, | |
createShader = function(){ | |
var vs_source = document.getElementById('shader-vs').innerHTML, | |
fs_source = document.getElementById('shader-fs').innerHTML, | |
vertexShader, fragmentShader, program; | |
vertexShader = gl.createShader(gl.VERTEX_SHADER); | |
gl.shaderSource( vertexShader, vs_source ); | |
gl.compileShader(vertexShader); | |
fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); | |
gl.shaderSource( fragmentShader, fs_source ); | |
gl.compileShader(fragmentShader); | |
program = gl.createProgram(); | |
gl.attachShader( program, vertexShader ); | |
gl.attachShader( program, fragmentShader ); | |
gl.linkProgram(program); | |
gl.useProgram(program); | |
program.vertexPositionAttribute = gl.getAttribLocation( program, 'aVertexPosition' ); | |
gl.bindBuffer( gl.ARRAY_BUFFER, buffer ); | |
gl.vertexAttribPointer( program.vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0 ); | |
gl.enableVertexAttribArray(program.vertexPositionAttribute); | |
}, | |
drawScene = function(){ | |
gl.clear(gl.COLOR_BUFFER_BIT); | |
gl.drawArrays(gl.TRIANGLES, 0, 3); | |
}; | |
while( i-- ) if( gl = canvas.getContext(keys[i]) ) break; | |
if( gl ){ | |
gl.clearColor(0.0, 0.4, 0.8, 1.0); | |
createBuffer(); | |
createShader(); | |
drawScene(); | |
} | |
})(); | |
</script> | |
</body> | |
</html> |
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