-
Notifications
You must be signed in to change notification settings - Fork 0
/
simple_vao.js
132 lines (93 loc) · 2.89 KB
/
simple_vao.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
//inspiration:
//https://github.com/WebGLSamples/WebGL2Samples/blob/master/samples/draw_instanced_ubo.html#L89-L117
//
//https://webgl2fundamentals.org/webgl/lessons/webgl-fundamentals.html
/*
Simple 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 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);
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.drawArrays(gl.TRIANGLE_FAN,0,4);
requestAnimationFrame(render);
}