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<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>WebGL Demo 1: Triangle</title>
</head>
<body>
<h1>WebGL Demo 1: Triangle</h1>
<canvas id="renderCanvas" width="800" height="600">
Browser does not support HTML5
</canvas><br>
Demo is above
</body>
<!-- Vertex Shader Source Code -->
<script id="vshader" type="x-shader/x-vertex">
precision mediump float;
attribute vec2 vertPosition;
attribute vec3 vertColor;
varying vec3 fragColor;
void main(){
gl_Position = vec4(vertPosition, 0.0, 1.0);
fragColor = vertColor;
}
</script>
<!-- Fragment Shader Source Code -->
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec3 fragColor;
void main(){
gl_FragColor = vec4(fragColor, 1.0);
}
</script>
<!-- Initialize WebGl canvas and Render Triangle -->
<script>
function main(){
console.log('Working');
const canvas = document.getElementById('renderCanvas');
var gl = canvas.getContext('webgl');
if(!gl){
console.log('Attempting to use experimental context.');
canvas.getContext('experimental-webgl');
}
if(!gl)
alert('WebGL not supported');
gl.clearColor(0.75, 0.85, 0.80, 1.00);
gl.clear(gl.COLOR_BUFFER_BIT);
// Create Blank Shaders Object
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
// Get Shader source code from above
var vertexShaderText = document.getElementById('vshader').innerHTML;
var fragmentShaderText = document.getElementById('fshader').innerHTML;
// Set shader source code
gl.shaderSource(vertexShader, vertexShaderText);
gl.shaderSource(fragmentShader, fragmentShaderText);
// Compiler shader with source code
gl.compileShader(vertexShader);
gl.compileShader(fragmentShader);
// Check for compilation errors
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)){
alert('ERROR compiling vertex shader!',
gl.getShaderInfoLog(vertexShader));
return;
}
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)){
alert('ERROR compiling fragment shader!',
gl.getShaderInfoLog(fragmentShader));
return;
}
// Create and link the program to run the shaders
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
// Check for errors
if (!gl.getProgramParameter(program, gl.LINK_STATUS)){
alert('ERROR linking program',
gl.getProgramInfoLog(program));
return;
}
gl.validateProgram(program);
if (!gl.getProgramParameter(program, gl.VALIDATE_STATUS)){
alert('ERROR validating program',
gl.getProgramInfoLog(program));
return;
}
// Specify vertices
var triangleVertices =
[ // X, Y, R, G, B
0.0, 0.5, 1.00, 1.00, 0.00,
-0.5, -0.5, 0.70, 0.00, 1.00,
0.5, -0.5, 0.10, 1.00, 0.60
];
// Create buffers
var triangleVertexBufferObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexBufferObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW);
var positionAttribLocation = gl.getAttribLocation(program, 'vertPosition');
var colorAttribLocation = gl.getAttribLocation(program, 'vertColor');
// Returns '0' because this the first attribute in the shader source code
gl.vertexAttribPointer(
positionAttribLocation, // Attribute location
2, // Number of elements per attribute (X, Y)
gl.FLOAT, // Data type of the elements
gl.FALSE, // Whether the elements are normalized
5 * Float32Array.BYTES_PER_ELEMENT, // Size of an individual vertex
0 // Offset from the beginning of a single vertex to this attribute
);
gl.vertexAttribPointer(
colorAttribLocation, // Attribute location
3, // Number of elements per attribute (R, G, B)
gl.FLOAT, // Data type of the elements
gl.FALSE, // Whether the elements are normalized
5 * Float32Array.BYTES_PER_ELEMENT, // Size of an individual vertex
2 * Float32Array.BYTES_PER_ELEMENT // Offset from the beginning of a single vertex to this attribute
);
gl.enableVertexAttribArray(positionAttribLocation); // Enables the attribute
gl.enableVertexAttribArray(colorAttribLocation); // Enables the attribute
// Main render loop for something like a game (just for info)
/*
var loop = function () {
updateWorld();
renderWorld();
if (running)
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
*/
gl.useProgram(program);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
window.onload = main;
</script>
</html>