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webgl-2d-rectangles.html
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<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<metacharset="utf-8">
<metaname="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>WebGL - 2D Rectangles</title>
<linktype="text/css" href="resources/webgl-tutorials.css" rel="stylesheet" />
</head>
<body>
<canvasid="canvas"></canvas>
</body>
<!-- vertex shader -->
<scriptid="vertex-shader-2d" type="x-shader/x-vertex">
attributevec2a_position;
uniformvec2u_resolution;
voidmain(){
// convert the rectangle from pixels to 0.0 to 1.0
vec2 zeroToOne =a_position/u_resolution;
// convert from 0->1 to 0->2
vec2zeroToTwo=zeroToOne*2.0;
// convert from 0->2 to -1->+1 (clipspace)
vec2clipSpace=zeroToTwo-1.0;
gl_Position=vec4(clipSpace*vec2(1,-1),0,1);
}
</script>
<!-- fragment shader -->
<scriptid="fragment-shader-2d" type="x-shader/x-fragment">
precisionmediumpfloat;
uniformvec4u_color;
voidmain(){
gl_FragColor=u_color;
}
</script>
<!--
for most samples webgl-utils only provides shader compiling/linking and
canvas resizing because why clutter the examples with code that's the same in every sample.
See https://webglfundamentals.org/webgl/lessons/webgl-boilerplate.html
and https://webglfundamentals.org/webgl/lessons/webgl-resizing-the-canvas.html
for webgl-utils, m3, m4, and webgl-lessons-ui.
-->
<scriptsrc="resources/webgl-utils.js"></script>
<script>
"use strict";
functionmain(){
// Get A WebGL context
/** @type {HTMLCanvasElement} */
varcanvas=document.querySelector("#canvas");
vargl=canvas.getContext("webgl");
if(!gl){
return;
}
// setup GLSL program
varprogram=webglUtils.createProgramFromScripts(gl,["vertex-shader-2d","fragment-shader-2d"]);
// look up where the vertex data needs to go.
varpositionAttributeLocation=gl.getAttribLocation(program,"a_position");
// look up uniform locations
varresolutionUniformLocation=gl.getUniformLocation(program,"u_resolution");
varcolorUniformLocation=gl.getUniformLocation(program,"u_color");
// Create a buffer to put three 2d clip space points in
varpositionBuffer=gl.createBuffer();
// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
gl.bindBuffer(gl.ARRAY_BUFFER,positionBuffer);
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
// Tell WebGL how to convert from clip space to pixels
gl.viewport(0,0,gl.canvas.width,gl.canvas.height);
// Clear the canvas
gl.clearColor(0,0,0,0);
gl.clear(gl.COLOR_BUFFER_BIT);
// Tell it to use our program (pair of shaders)
gl.useProgram(program);
// Turn on the attribute
gl.enableVertexAttribArray(positionAttributeLocation);
// Bind the position buffer.
gl.bindBuffer(gl.ARRAY_BUFFER,positionBuffer);
// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
varsize=2;// 2 components per iteration
vartype=gl.FLOAT;// the data is 32bit floats
varnormalize=false;// don't normalize the data
varstride=0;// 0 = move forward size * sizeof(type) each iteration to get the next position
varoffset=0;// start at the beginning of the buffer
gl.vertexAttribPointer(
positionAttributeLocation,size,type,normalize,stride,offset);
// set the resolution
gl.uniform2f(resolutionUniformLocation,gl.canvas.width,gl.canvas.height);
// draw 50 random rectangles in random colors
for(varii=0;ii<50;++ii){
// Setup a random rectangle
// This will write to positionBuffer because
// its the last thing we bound on the ARRAY_BUFFER
// bind point
setRectangle(
gl,randomInt(300),randomInt(300),randomInt(300),randomInt(300));
// Set a random color.
gl.uniform4f(colorUniformLocation,Math.random(),Math.random(),Math.random(),1);
// Draw the rectangle.
varprimitiveType=gl.TRIANGLES;
varoffset=0;
varcount=6;
gl.drawArrays(primitiveType,offset,count);
}
}
// Returns a random integer from 0 to range - 1.
functionrandomInt(range){
returnMath.floor(Math.random()*range);
}
// Fill the buffer with the values that define a rectangle.
functionsetRectangle(gl,x,y,width,height){
varx1=x;
varx2=x+width;
vary1=y;
vary2=y+height;
gl.bufferData(gl.ARRAY_BUFFER,newFloat32Array([
x1,y1,
x2,y1,
x1,y2,
x1,y2,
x2,y1,
x2,y2,
]),gl.STATIC_DRAW);
}
main();
</script>
</html>