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indexed_vao.js
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indexed_vao.js
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//inspiration:
//https://github.com/WebGLSamples/WebGL2Samples/blob/master/samples/draw_instanced_ubo.html#L89-L117
//
//https://webgl2fundamentals.org/webgl/lessons/webgl-fundamentals.html
/*
Indexed VAO
*/
var gl = null;
var mvp,proj,model, mvpLoc;
function init() {
var canvas = document.createElement('canvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
gl = canvas.getContext('webgl2', { antialias: false });
var isWebGL2 = !!gl;
if (isWebGL2 === false) {
console.error("WebGL2 context not supported");
return;
}
const quad_geom = new Float32Array( [
0.5, 0.5, 0.0,
-0.5, 0.5, 0.0,
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0
]);
const quad_indices = new Int8Array([0, 1, 2, 0, 2, 3]);
const vert = [
"#version 300 es",
"precision highp float; ",
"precision highp int;",
"layout(location = 0) in vec3 pos;",
"uniform mat4 mvp;",
"void main(){",
"gl_Position = mvp * vec4(pos,1.0);",
"}"
].join('\n');
const frag = [
"#version 300 es",
"precision highp float; ",
"precision highp int;",
"out vec4 oColor;",
"void main(){",
"oColor = vec4(1,0,0,1);",
"}"
].join('\n');
var prog = createProgram(gl, vert, frag);
if (!prog == null) {
console.error("failed to create shader prog");
return;
}
console.log("we are set");
var vao = gl.createVertexArray();
gl.bindVertexArray(vao);
var vertBuff = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER,vertBuff);
gl.bufferData(gl.ARRAY_BUFFER,quad_geom,gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
var indexBuff = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuff);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, quad_indices, gl.STATIC_DRAW);
const w = gl.canvas.width;
const h = gl.canvas.height;
//math api ref: http://math.hws.edu/graphicsbook/c7/s1.html#webgl3d.1.2
proj = mat4.perspective( mat4.create(), 33 * 3.14 / 180, w/h, 1, 2000 );
model = mat4.create();
mat4.identity( model );
mvp = mat4.create();
mat4.scale(model,model,[100,100,1]);
mat4.translate(model,model,[0,0,-400]);
gl.useProgram(prog);
mvpLoc = gl.getUniformLocation(prog, "mvp");
mat4.multiply( mvp, proj, model );
gl.uniformMatrix4fv(mvpLoc, false, mvp );
window.addEventListener('resize', onResize);
requestAnimationFrame(render);
}
function onResize()
{
mat4.identity(proj);
const w = window.innerWidth;
const h = window.innerHeight;
canvas.width = w;
canvas.height = h;
gl.viewport(0,0,w,h);
proj = mat4.perspective(proj, 33 * 3.14 / 180, w/h, 1, 2000 );
mat4.multiply( mvp, proj, model );
gl.uniformMatrix4fv(mvpLoc, false, mvp );
}
function render()
{
gl.clearColor(0,0,0,1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES,6,gl.UNSIGNED_BYTE,0);
requestAnimationFrame(render);
}