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HTML

              
                 <script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>
  
  <script id="shader-vs" type="x-shader/x-vertex">
  attribute vec4 coords;
  attribute vec2 textureCoords;
  attribute float pointSize;
  uniform mat4 u_transformMatrix;
  uniform mat4 u_perspectiveMatrix;
  attribute vec4 colors;
  varying vec4 varyingColors;
  
  varying vec2 v_textureCoords;

  void main(void) {
    v_textureCoords = textureCoords;
    gl_Position = u_perspectiveMatrix * u_transformMatrix  * coords;
    gl_PointSize = pointSize;
    varyingColors = colors;
  }
  </script>
  
  <script id="shader-fs" type="x-shader/x-fragment">
  precision mediump float;
  uniform vec4 color;
  varying vec4 varyingColors;
  
  varying vec2 v_textureCoords;
  uniform sampler2D sampler;
  void main(void) {
    gl_FragColor = texture2D(sampler, v_textureCoords);
  }
  </script>
  <canvas id="canvas" width="800" height="640"></canvas>
              
            
!

CSS

              
                
              
            
!

JS

              
                var matrix = mat4.create();

function handleTextureLoaded(gl, texture,image) {
  gl.bindTexture(gl.TEXTURE_2D, texture);
  gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); // 紋理座標垂直翻轉
  
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
  
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  
}

function initGL() {
   var canvas = document.querySelector('#canvas');
   var gl = canvas.getContext('webgl');
   
   // uncomment to enable gl.DEPTH_TEST
   gl.enable(gl.DEPTH_TEST);
   gl.viewport(0,0, canvas.width, canvas.height);
   gl.clearColor(1,1,1,1);
  
   return gl;
}

// shader
// OpenGL Shader
// GLSL

// vec4 vector 3 x,y,z w
function createShaders(gl, type) {
  var shaderScript = '';
  var shader;

  switch(type) {
    case 'fragment':
      shaderScript = document.querySelector('#shader-fs').textContent;
      shader = gl.createShader(gl.FRAGMENT_SHADER);
      break;
    case 'vertex':
      shaderScript = document.querySelector('#shader-vs').textContent;
      shader = gl.createShader(gl.VERTEX_SHADER);
      break;
  }

  gl.shaderSource(shader, shaderScript);
  gl.compileShader(shader);
  
  return shader;
}

function initShaders(gl) {
  var vertexShader = createShaders(gl, 'vertex');
  var fragmentShader = createShaders(gl, 'fragment');
  
  var shaderProgram = gl.createProgram();
  gl.attachShader(shaderProgram, vertexShader);
  gl.attachShader(shaderProgram, fragmentShader);
  gl.linkProgram(shaderProgram);
  gl.useProgram(shaderProgram);
  
  return shaderProgram;
}

function times(times) {
  var array = [];
  for(var i = 0; i < times; i++) {
    array.push(null);
  }
  
  return array;
}

function createTexture(gl, program) {
  var textureCoords = [
    0.0, 0.0,
    1.0, 0.0,
    1.0, 1.0,
    0.0, 1.0,
    
    1.0, 0.0,
    1.0, 1.0,
    0.0, 1.0,
    0.0, 0.0,
    
    0.0, 1.0,
    0.0, 0.0,
    1.0, 0.0,
    1.0, 1.0,
    
    1.0, 1.0,
    0.0, 1.0,
    0.0, 0.0,
    1.0, 0.0,
    
    1.0, 0.0,
    1.0, 1.0,
    0.0, 1.0,
    1.0, 0.0,
    
    0.0, 0.0,
    1.0, 0.0,
    1.0, 1.0,
    0.0, 1.0,
    
    1.0, 0.0,
    1.0, 1.0,
    0.0, 0.0,
    1.0, 0.0,
    
    0.0, 0.0,
    1.0, 0.0,
    1.0, 1.0,
    0.0, 1.0,
  ];
  
  var buffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
  
  var textureCoords = gl.getAttribLocation(program, 'textureCoords');
  gl.vertexAttribPointer(textureCoords, 2, gl.FLOAT, false, 0,0);
  gl.enableVertexAttribArray(textureCoords);
  
  return buffer;
  
  
}

function createPoints(gl, program) {
  var vertices = [
    -1, -1, -1,     1, 0, 0, 1,     // 0
     1, -1, -1,     1, 1, 0, 1,     // 1
    -1,  1, -1,     0, 1, 1, 1,     // 2
     1,  1, -1,     0, 0, 1, 1,     // 3
    -1,  1,  1,     1, 0.5, 0, 1,   // 4
     1,  1,  1,     0.5, 1, 1, 1,   // 5
    -1, -1,  1,     1, 0, 0.5, 1,   // 6
     1, -1,  1,     0.5, 0, 1, 1,   // 7
  ];

  var vertexCount = vertices.length / 7;
  
  var buffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
  
  var coords = gl.getAttribLocation(program, "coords");
  gl.vertexAttribPointer(coords, 3, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, 0);
  gl.enableVertexAttribArray(coords);  
  
  var colorsLocation = gl.getAttribLocation(program, "colors");
  gl.vertexAttribPointer(colorsLocation, 4, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, Float32Array.BYTES_PER_ELEMENT * 3);
 
  gl.enableVertexAttribArray(colorsLocation);
  gl.bindBuffer(gl.ARRAY_BUFFER, null);
  
  var pointSize = gl.getAttribLocation(program, "pointSize");
  gl.vertexAttrib1f(pointSize, 20);
  
  var perspectiveMatrix = mat4.create();
  mat4.perspective(perspectiveMatrix, 1, canvas.width / canvas.height, 0.1, 11);
  var perspectiveLoc = gl.getUniformLocation(program, 'u_perspectiveMatrix');
  gl.uniformMatrix4fv(perspectiveLoc, false, perspectiveMatrix);
  
  mat4.translate(matrix, matrix, [0, 0, -4]);
}

function createIndices(gl) {
  var indices = [
    0, 1, 2,   1, 2, 3,
    2, 3, 4,   3, 4, 5,
    4, 5, 6,   5, 6, 7,
    6, 7, 0,   7, 0, 1,
    0, 2, 6,   2, 6, 4,
    1, 3, 7,   3, 7, 5
  ];
  var indexCount = indices.length;
  
  var indexBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array(indices), gl.STATIC_DRAW);
  
  return indexCount;
}

function draw(gl, vertices, shaderProgram, indexCount) {
  
  // mat4.rotateX(matrix, matrix, -0.007);
  mat4.rotateY(matrix, matrix, 0.01);
  // mat4.rotateZ(matrix, matrix, 0.01);
  var transformMatrix = gl.getUniformLocation(shaderProgram, "u_transformMatrix");
  gl.uniformMatrix4fv(transformMatrix, false, matrix);
  
  gl.clear(gl.COLOR_BUFFER_BIT);
  
  var sampler = gl.getUniformLocation(shaderProgram, 'sampler');
  gl.uniform1i(sampler, 0);
  
  gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_BYTE, 0);
  // gl.drawElements(gl.LINE_LOOP, indexCount, gl.UNSIGNED_BYTE, 0);
  const bindDraw = (gl, vertices, shaderProgram, indexCount) => () => {
    draw(gl, vertices, shaderProgram, indexCount);
  }
  requestAnimationFrame(bindDraw(gl, vertices, shaderProgram, indexCount));
}

function initImage(gl) {
  var cubeTexture = gl.createTexture();
  var image = new Image();
  image.crossOrigin = '';
  image.src = 'https://scontent-tpe1-1.xx.fbcdn.net/v/t31.0-8/14305435_1044232042351132_2171601430048718173_o.jpg?oh=e5f4fd1ca577678383c574f2287a6d05&oe=58EACC82';
  
  image.onload = function() {
    handleTextureLoaded(gl, cubeTexture, image);
  }
}

function main() {
  var gl = initGL();
  var shaderProgram = initShaders(gl);
  var vertices = createPoints(gl, shaderProgram);
  var indexCount = createIndices(gl);
  initImage(gl);
  createTexture(gl, shaderProgram);
  draw(gl, vertices, shaderProgram, indexCount);
}

main();
              
            
!
999px

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