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<canvas id="main" width="500" height="400" />
/**
* Part 3 Challenges:
*
* - Change the circles to be displayed as squares instead by
* altering the fragment shader
* - Give each circle its own color (you'll need another uniform)
*/
var canvas = document.getElementById("main");
var gl = canvas.getContext('webgl');
var NUM_METABALLS = 10;
var WIDTH = canvas.width;
var HEIGHT = canvas.height;
/**
* Shaders
*/
// Utility to fail loudly on shader compilation failure
function compileShader(shaderSource, shaderType) {
var shader = gl.createShader(shaderType);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw "Shader compile failed with: " + gl.getShaderInfoLog(shader);
}
return shader;
}
var vertexShader = compileShader('\n\
attribute vec2 position;\n\
\n\
void main() {\n\
// position specifies only x and y.\n\
// We set z to be 0.0, and w to be 1.0\n\
gl_Position = vec4(position, 0.0, 1.0);\n\
}\
', gl.VERTEX_SHADER);
var fragmentShader = compileShader('\n\
precision highp float;\n\
uniform vec3 metaballs[' + NUM_METABALLS + '];\n\
const float WIDTH = ' + WIDTH + '.0;\n\
const float HEIGHT = ' + HEIGHT + '.0;\n\
\n\
void main(){\n\
float x = gl_FragCoord.x;\n\
float y = gl_FragCoord.y;\n\
for (int i = 0; i < ' + NUM_METABALLS + '; i++) {\n\
vec3 mb = metaballs[i];\n\
float dx = mb.x - x;\n\
float dy = mb.y - y;\n\
float r = mb.z;\n\
if (dx*dx + dy*dy < r*r) {\n\
gl_FragColor = vec4(x/WIDTH, y/HEIGHT,\n\
0.0, 1.0);\n\ return;\n\
}\n\
}\n\
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n\
}\n\
', gl.FRAGMENT_SHADER);
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
/**
* Geometry setup
*/
// Set up 4 vertices, which we'll draw as a rectangle
// via 2 triangles
//
// A---C
// | /|
// | / |
// |/ |
// B---D
//
// We order them like so, so that when we draw with
// gl.TRIANGLE_STRIP, we draw triangle ABC and BCD.
var vertexData = new Float32Array([
-1.0, 1.0, // top left
-1.0, -1.0, // bottom left
1.0, 1.0, // top right
1.0, -1.0, // bottom right
]);
var vertexDataBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW);
/**
* Attribute setup
*/
// Utility to complain loudly if we fail to find the attribute
function getAttribLocation(program, name) {
var attributeLocation = gl.getAttribLocation(program, name);
if (attributeLocation === -1) {
throw 'Can not find attribute ' + name + '.';
}
return attributeLocation;
}
// To make the geometry information available in the shader as attributes, we
// need to tell WebGL what the layout of our data in the vertex buffer is.
var positionHandle = getAttribLocation(program, 'position');
gl.enableVertexAttribArray(positionHandle);
gl.vertexAttribPointer(positionHandle,
2, // position is a vec2
gl.FLOAT, // each component is a float
gl.FALSE, // don't normalize values
2 * 4, // two 4 byte float components per vertex
0 // offset into each span of vertex data
);
/**
* Simulation setup
*/
var metaballs = [];
for (var i = 0; i < NUM_METABALLS; i++) {
var radius = Math.random() * 60 + 10;
metaballs.push({
x: Math.random() * (WIDTH - 2 * radius) + radius,
y: Math.random() * (HEIGHT - 2 * radius) + radius,
r: radius
});
}
/**
* Uniform setup
*/
// Utility to complain loudly if we fail to find the uniform
function getUniformLocation(program, name) {
var uniformLocation = gl.getUniformLocation(program, name);
if (uniformLocation === -1) {
throw 'Can not find uniform ' + name + '.';
}
return uniformLocation;
}
// To send the data to the GPU, we first need to
// flatten our data into a single array.
var dataToSendToGPU = new Float32Array(3 * NUM_METABALLS);
for (var i = 0; i < NUM_METABALLS; i++) {
var baseIndex = 3 * i;
var mb = metaballs[i];
dataToSendToGPU[baseIndex + 0] = mb.x;
dataToSendToGPU[baseIndex + 1] = mb.y;
dataToSendToGPU[baseIndex + 2] = mb.r;
}
var metaballsHandle = getUniformLocation(program, 'metaballs');
gl.uniform3fv(metaballsHandle, dataToSendToGPU);
/**
* Draw
*/
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
Also see: Tab Triggers