<![CDATA[// <![CDATA[ // <![CDATA[ #ifdef GL_ES precision highp float; #endif varying vec4 vColor; void main(void) { gl_FragColor = vColor; } // ]]<![CDATA[> // ]]]]><![CDATA[>]]><![CDATA[// <![CDATA[ // <![CDATA[ attribute vec3 aVertexPosition; attribute vec4 aVertexColor; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; varying vec4 vColor; void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); vColor = aVertexColor; } // ]]<![CDATA[> // ]]]]><![CDATA[>]]><![CDATA[// <![CDATA[ // <![CDATA[ var gl; function initGL(canvas) { try { gl = canvas.getContext("experimental-webgl"); gl.viewportWidth = canvas.width; gl.viewportHeight = canvas.height; } catch (e) { } if (!gl) { alert("Could not initialise WebGL, sorry :-("); } } function getShader(gl, id) { var shaderScript = document.getElementById(id); if (!shaderScript) { return null; } var str = ""; var k = shaderScript.firstChild; while (k) { if (k.nodeType == 3) { str += k.textContent; } k = k.nextSibling; } var shader; if (shaderScript.type == "x-shader/x-fragment") { shader = gl.createShader(gl.FRAGMENT_SHADER); } else if (shaderScript.type == "x-shader/x-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 shaderProgram; function initShaders() { var fragmentShader = getShader(gl, "shader-fs"); var vertexShader = getShader(gl, "shader-vs"); shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert("Could not initialise shaders"); } gl.useProgram(shaderProgram); shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor"); gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute); shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix"); shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix"); } var mvMatrix = mat4.create(); var mvMatrixStack = []; var pMatrix = mat4.create(); function mvPushMatrix() { var copy = mat4.create(); mat4.set(mvMatrix, copy); mvMatrixStack.push(copy); } function mvPopMatrix() { if (mvMatrixStack.length == 0) { throw "Invalid popMatrix!"; } mvMatrix = mvMatrixStack.pop(); } function setMatrixUniforms() { gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix); gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix); } function degToRad(degrees) { return degrees * Math.PI / 180; } var triangleVertexPositionBuffer; var triangleVertexColorBuffer; var squareVertexPositionBuffer; var squareVertexColorBuffer; function initBuffers() { triangleVertexPositionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer); var vertices = [ 0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); triangleVertexPositionBuffer.itemSize = 3; triangleVertexPositionBuffer.numItems = 3; triangleVertexColorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer); var colors = [ 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW); triangleVertexColorBuffer.itemSize = 4; triangleVertexColorBuffer.numItems = 3; squareVertexPositionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer); vertices = [ 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, 1.0, -1.0, 0.0, -1.0, -1.0, 0.0 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); squareVertexPositionBuffer.itemSize = 3; squareVertexPositionBuffer.numItems = 4; squareVertexColorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer); colors = [] for (var i=0; i < 4; i++) { colors = colors.concat([0.5, 0.5, 1.0, 1.0]); } gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW); squareVertexColorBuffer.itemSize = 4; squareVertexColorBuffer.numItems = 4; } var rTri = 0; var rSquare = 0; function drawScene() { gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); mat4.perspective(75, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix); mat4.identity(mvMatrix); mat4.translate(mvMatrix, [-1.5, 0.0, -3.0]); mvPushMatrix(); mat4.rotate(mvMatrix, degToRad(rTri), [0, 1, 0]); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer); gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer); gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, triangleVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0); setMatrixUniforms(); gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems); mvPopMatrix(); mat4.translate(mvMatrix, [3.0, 0.0, 0.0]); mvPushMatrix(); mat4.rotate(mvMatrix, degToRad(rSquare), [1, 0, 0]); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer); gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer); gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, squareVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0); setMatrixUniforms(); gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems); mvPopMatrix(); } var lastTime = 0; function animate() { var timeNow = new Date().getTime(); if (lastTime != 0) { var elapsed = timeNow - lastTime; rTri += (90 * elapsed) / 1000.0; rSquare += (75 * elapsed) / 1000.0; } lastTime = timeNow; } function tick() { requestAnimFrame(tick); drawScene(); animate(); } function webGLStart() { var canvas = document.getElementById("webgl"); initGL(canvas); initShaders() initBuffers(); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.enable(gl.DEPTH_TEST); tick(); } setTimeout(webGLStart, 100); // ]]<![CDATA[> // ]]]]><![CDATA[>]]>