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index4.php
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index4.php
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<!doctype html>
<html>
<head>
<title>Tutorial 4 - Draw Triangle ("Hello Triangle")</title>
<meta http-equiv="Content-Type" content="text/html;charset=utf-8" />
<script src = 'http://www.tigrisgames.com/js/jquery.js' type = 'text/javascript'></script>
<script src = 'http://www.tigrisgames.com/js/ui.js' type = 'text/javascript'></script>
<script src = 'http://www.tigrisgames.com/fx/gl.js?v=1'></script>
<script src = 'http://www.tigrisgames.com/fx/shaders.js?v=1'></script>
<!-- Standard vertex shader //-->
<script type = "glsl" id = "standard-vs">void main() {
gl_Position = vec4(0.0, 0.0, 0.0, 1);
gl_PointSize = 10.0;
}
</script>
<!-- Fragment vertex shader //-->
<script type = "glsl" id = "standard-frag">void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>
<script type = "text/javascript">
/* -- Gl functions -- */
var canvas = null;
var gl = null;
$(document).ready(function() {
var canvas = document.getElementById('gl');
gl = GetWebGLContext(canvas);
if (!gl)
console.log('Failed to set up WebGL.');
else { // Load a shader from "shaders" folder
CreateShadersFromFile( gl );
}
});
// An event that fires when all shader resources finish loading in CreateShadersFromFile
window.webGLResourcesLoaded = function() {
console.log("webGLResourcesLoaded(): All webGL shaders have finished loading!");
// Specify triangle vertex data:
var vertices = [
-0.0, 0.5, 0.0, // Vertex A (x,y,z)
-0.5, -0.5, 0.0, // Vertex B (x,y,z)
0.5, -0.5, 0.0 // Vertex C (x,y,z)
];
var indices = [0, 1, 2];
// Create buffer objects for storing triangle vertex and index data
var vertexbuffer = gl.createBuffer();
var indexbuffer = gl.createBuffer();
// Bind and create enough room for our data on respective buffers
// Bind it to ARRAY_BUFFER
gl.bindBuffer(gl.ARRAY_BUFFER, vertexbuffer);
// Send our vertex data to the buffer using floating point array
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
// We're done; now we have to unbind the buffer
gl.bindBuffer(gl.ARRAY_BUFFER, null);
// Bind it to ELEMENT_ARRAY_BUFFER
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexbuffer);
// Send index (indices) data to this buffer
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
// We're done; unbind, we no longer need the buffer object
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
// Associate shaders with the buffer objects we just created
// Bind our vertex and index buffers to their respective buffer types
gl.bindBuffer(gl.ARRAY_BUFFER, vertexbuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexbuffer);
// Use our standard shader program for rendering this triangle
gl.useProgram( Shader.standardProgram );
// Get attribute location
var coords = gl.getAttribLocation(Shader.standardProgram, "a_Position");
// Pointer to the currently bound VBO (vertex buffer object)
gl.vertexAttribPointer(coords, 3, gl.FLOAT, false, 0, 0);
// Enable it
gl.enableVertexAttribArray(coords);
// Start main drawing loop
var T = setInterval(function() {
if (!gl)
return;
// Create WebGL canvas
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
// Draw triangle
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT,0);
});
}
</script>
</head>
<style>
#fx { position: relative; margin: 0 auto; width: 1000px; height: 500px; border: 1px solid gray; }
#gl { width: 800px; height: 600px; }
</style>
<body style = "background: #202020; padding: 32px;">
<canvas id = "gl" width = "800" height = "600"></canvas>
</body>
</html>