Files
rust-map/webgl-demo.js
2024-09-03 16:21:56 +09:00

127 lines
3.4 KiB
JavaScript

//
// start here
//
//
//
var gl = null;
function loadShader(gl, type, source) {
const shader = gl.createShader(type);
// Send the source to the shader object
gl.shaderSource(shader, source);
// Compile the shader program
gl.compileShader(shader);
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(
`An error occurred compiling the shaders: ${gl.getShaderInfoLog(shader)}`,
);
gl.deleteShader(shader);
return null;
}
return shader;
}
function compileLinkProgram(vertex_source, fragment_source) {
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vertex_source);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fragment_source);
// Create the shader program
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
// If creating the shader program failed, alert
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert(
`Unable to initialize the shader program: ${gl.getProgramInfoLog(
shaderProgram,
)}`,
);
return null;
}
return shaderProgram;
}
function bind2DFloat32Data(positions) {
const positionBuffer = gl.createBuffer();
// Select the positionBuffer as the one to apply buffer
// operations to from here out.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Now create an array of positions for the square.
// Now pass the list of positions into WebGL to build the
// shape. We do this by creating a Float32Array from the
// JavaScript array, then use it to fill the current buffer.
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
const vao = gl.createVertexArray();
gl.bindVertexArray(vao);
const vertex_attrib = 0;
const numComponents = 2;
const type = gl.FLOAT; // the data in the buffer is 32bit floats
const normalize = false; // don't normalize
const stride = 0; // how many bytes to get from one set of values to the next
// 0 = use type and numComponents above
const offset = 0; // how many bytes inside the buffer to start from
gl.vertexAttribPointer(
vertex_attrib,
numComponents,
type,
normalize,
stride,
offset,
);
gl.enableVertexAttribArray(vertex_attrib);
return vao;
}
function main() {
const canvas = document.querySelector("#glcanvas");
// Initialize the GL context
gl = canvas.getContext("webgl2");
// Only continue if WebGL is available and working
if (gl === null) {
alert(
"Unable to initialize WebGL. Your browser or machine may not support it.",
);
return;
}
const vsSource = `
attribute vec4 aVertexPosition;
void main() {
gl_Position = aVertexPosition;
}
`;
const fsSource = `
void main() {
gl_FragColor = vec4(0, 1.0, 0, 1.0);
}
`;
const shaderProgram = compileLinkProgram(vsSource, fsSource);
const positions = [0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5];
const vao = bind2DFloat32Data(positions);
// Set clear color to black, fully opaqe
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// Clear the color buffer with specified clear color
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(shaderProgram);
{
const offset = 0;
const vertexCount = 4;
gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
}
}
window.load = main();