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index.html
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<!DOCTYPE html>
<!--
To change this license header, choose License Headers in Project Properties.
To change this template file, choose Tools | Templates
and open the template in the editor.
-->
<html>
<head>
<title>Web Gl Example</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script type="text/javascript">
function initWebGL(canvas) {
var gl;
try {
gl = canvas.getContext("experimental-webgl");
} catch (e) {
var msg = "Error creating WebGL Context!: " + e.toString();
alert(msg);
throw Error(msg);
}
return gl;
}
function initViewport(gl, canvas) {
gl.viewport(0, 0, canvas.width, canvas.height);
}
var projectionMatrix, modelViewMatrix;
function initMatrices() {
// The transform matrix for the square - translate back in Z for the camera
modelViewMatrix = new Float32Array(
[1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, -3.333, 1]);
// The projection matrix (for a 45 degree field of view)
projectionMatrix = new Float32Array(
[2.41421, 0, 0, 0,
0, 2.41421, 0, 0,
0, 0, -1.002002, -1,
0, 0, -0.2002002, 0]);
}
// Create the vertex data for a square to be drawn
function createSquare(gl) {
var vertexBuffer;
vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
var verts = [
.5, .5, 0.0,
-.5, .5, 0.0,
.5, -.5, 0.0,
-.5, -.5, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW);
var square = {buffer:vertexBuffer, vertSize:3, nVerts:4, primtype:gl.TRIANGLE_STRIP};
return square;
}
function createShader(gl, str, type) {
var shader;
if (type === "fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (type === "vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
var vertexShaderSource =
" attribute vec3 vertexPos;\n" +
" uniform mat4 modelViewMatrix;\n" +
" uniform mat4 projectionMatrix;\n" +
" void main(void) {\n" +
" // Return the transformed and projected vertex value\n" +
" gl_Position = projectionMatrix * modelViewMatrix * \n" +
" vec4(vertexPos, 1.0);\n" +
" }\n";
var fragmentShaderSource =
" void main(void) {\n" +
" // Return the pixel color: always output white\n" +
" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" +
"}\n";
var shaderProgram, shaderVertexPositionAttribute, shaderProjectionMatrixUniform, shaderModelViewMatrixUniform;
function initShader(gl) {
// load and compile the fragment and vertex shader
//var fragmentShader = getShader(gl, "fragmentShader");
//var vertexShader = getShader(gl, "vertexShader");
var fragmentShader = createShader(gl, fragmentShaderSource, "fragment");
var vertexShader = createShader(gl, vertexShaderSource, "vertex");
// link them together into a new program
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
// get pointers to the shader params
shaderVertexPositionAttribute = gl.getAttribLocation(shaderProgram, "vertexPos");
gl.enableVertexAttribArray(shaderVertexPositionAttribute);
shaderProjectionMatrixUniform = gl.getUniformLocation(shaderProgram, "projectionMatrix");
shaderModelViewMatrixUniform = gl.getUniformLocation(shaderProgram, "modelViewMatrix");
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
}
function draw(gl, obj) {
// clear the background (with black)
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
// set the vertex buffer to be drawn
gl.bindBuffer(gl.ARRAY_BUFFER, obj.buffer);
// set the shader to use
gl.useProgram(shaderProgram);
// connect up the shader parameters: vertex position and projection/model matrices
gl.vertexAttribPointer(shaderVertexPositionAttribute, obj.vertSize, gl.FLOAT, false, 0, 0);
gl.uniformMatrix4fv(shaderProjectionMatrixUniform, false, projectionMatrix);
gl.uniformMatrix4fv(shaderModelViewMatrixUniform, false, modelViewMatrix);
// draw the object
gl.drawArrays(obj.primtype, 0, obj.nVerts);
}
function onLoad() {
var canvas = document.getElementById("webglcanvas");
var gl = initWebGL(canvas);
initViewport(gl, canvas);
initMatrices();
var square = createSquare(gl);
initShader(gl);
draw(gl, square);
}
</script>
</head>
<body onload="onLoad();">
<canvas id="webglcanvas" style="border: none;" width="500" height="500"></canvas>
</body>
</html>