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<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 float pointSize;
uniform mat4 u_transformMatrix;
uniform mat4 u_perspectiveMatrix;
attribute vec4 colors;
varying vec4 varyingColors;
void main(void) {
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;
void main(void) {
gl_FragColor = varyingColors;
}
</script>
<canvas id="canvas" width="800" height="640"></canvas>
var matrix = mat4.create();
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 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, 0.013);
mat4.rotateZ(matrix, matrix, 0.01);
var transformMatrix = gl.getUniformLocation(shaderProgram, "u_transformMatrix");
gl.uniformMatrix4fv(transformMatrix, false, matrix);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawElements(gl.TRIANGLE_STRIP, indexCount, 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 main() {
var gl = initGL();
var shaderProgram = initShaders(gl);
var vertices = createPoints(gl, shaderProgram);
var indexCount = createIndices(gl);
draw(gl, vertices, shaderProgram, indexCount);
}
main();
Also see: Tab Triggers