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// Inspired by https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Using_shaders_to_apply_color_in_WebGL
function getCanvasDataURL(canvas) {
main(canvas);
return canvas.toDataURL();
}
function createMatrix() {
let out = new Float32Array(16);
out[0] = 1;
out[5] = 1;
out[10] = 1;
out[15] = 1;
return out;
}
function drawScene(gl, programInfo, buffers) {
gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
gl.clearDepth(1.0); // Clear everything
gl.enable(gl.DEPTH_TEST); // Enable depth testing
gl.depthFunc(gl.LEQUAL); // Near things obscure far things
// Clear the canvas before we start drawing on it.
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Create a perspective matrix, a special matrix that is
// used to simulate the distortion of perspective in a camera.
// Our field of view is 45 degrees, with a width/height
// ratio that matches the display size of the canvas
// and we only want to see objects between 0.1 units
// and 100 units away from the camera.
const fieldOfView = (45 * Math.PI) / 180; // in radians
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const zNear = 0.1;
const zFar = 100.0;
const projectionMatrix = (() => {
let out = createMatrix();
const f = 1.0 / Math.tan(fieldOfView / 2);
out[0] = f / aspect;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = f;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[11] = -1;
out[12] = 0;
out[13] = 0;
out[15] = 0;
if (zFar != null && zFar !== Infinity) {
const nf = 1 / (zNear - zFar);
out[10] = (zFar + zNear) * nf;
out[14] = 2 * zFar * zNear * nf;
} else {
out[10] = -1;
out[14] = -2 * zNear;
}
return out;
})();
// Set the drawing position to the "identity" point, which is
// the center of the scene.
// Now move the drawing position a bit to where we want to
// start drawing the square.
// Inspired by https://github.com/toji/gl-matrix/blob/master/src/mat4.js
const modelViewMatrix = (() => {
let x = -0.0;
let y = 0.0;
let z = -6.0;
let out = createMatrix();
out[12] = out[0] * x + out[4] * y + out[8] * z + out[12];
out[13] = out[1] * x + out[5] * y + out[9] * z + out[13];
out[14] = out[2] * x + out[6] * y + out[10] * z + out[14];
out[15] = out[3] * x + out[7] * y + out[11] * z + out[15];
return out;
})();
// Tell WebGL how to pull out the positions from the position
// buffer into the vertexPosition attribute.
setPositionAttribute(gl, buffers, programInfo);
setColorAttribute(gl, buffers, programInfo);
// Tell WebGL to use our program when drawing
gl.useProgram(programInfo.program);
// Set the shader uniforms
gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix,
false,
projectionMatrix
);
gl.uniformMatrix4fv(
programInfo.uniformLocations.modelViewMatrix,
false,
modelViewMatrix
);
{
const offset = 0;
const vertexCount = 4;
gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
}
}
// Tell WebGL how to pull out the positions from the position
// buffer into the vertexPosition attribute.
function setPositionAttribute(gl, buffers, programInfo) {
const numComponents = 2; // pull out 2 values per iteration
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.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexPosition,
numComponents,
type,
normalize,
stride,
offset
);
gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
}
// Tell WebGL how to pull out the colors from the color buffer
// into the vertexColor attribute.
function setColorAttribute(gl, buffers, programInfo) {
const numComponents = 4;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.color);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexColor,
numComponents,
type,
normalize,
stride,
offset
);
gl.enableVertexAttribArray(programInfo.attribLocations.vertexColor);
}
function initBuffers(gl) {
const positionBuffer = initPositionBuffer(gl);
const colorBuffer = initColorBuffer(gl);
return {
position: positionBuffer,
color: colorBuffer,
};
}
function initPositionBuffer(gl) {
// Create a buffer for the square's 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.
const positions = [1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0];
// 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);
return positionBuffer;
}
function initColorBuffer(gl) {
const colors = [
1.0,
1.0,
1.0,
1.0, // white
1.0,
0.0,
0.0,
1.0, // red
0.0,
1.0,
0.0,
1.0, // green
0.0,
0.0,
1.0,
1.0, // blue
];
const colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
return colorBuffer;
}
//
// Initialize a shader program, so WebGL knows how to draw our data
//
function initShaderProgram(gl, vsSource, fsSource) {
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
// 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;
}
//
// creates a shader of the given type, uploads the source and
// compiles it.
//
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 main(canvas) {
// Initialize the GL context
const gl = canvas.getContext("webgl");
// 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;
}
// Set clear color to black, fully opaque
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// Clear the color buffer with specified clear color
gl.clear(gl.COLOR_BUFFER_BIT);
// Vertex shader program
const vsSource = `
attribute vec4 aVertexPosition;
attribute vec4 aVertexColor;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
varying lowp vec4 vColor;
void main() {
gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
vColor = aVertexColor;
}
`;
const fsSource = `
varying lowp vec4 vColor;
void main() {
gl_FragColor = vColor;
}
`;
// Initialize a shader program; this is where all the lighting
// for the vertices and so forth is established.
const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
// Collect all the info needed to use the shader program.
// Look up which attribute our shader program is using
// for aVertexPosition and look up uniform locations.
const programInfo = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram, "aVertexPosition"),
vertexColor: gl.getAttribLocation(shaderProgram, "aVertexColor"),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(shaderProgram, "uProjectionMatrix"),
modelViewMatrix: gl.getUniformLocation(shaderProgram, "uModelViewMatrix"),
},
};
// Here's where we call the routine that builds all the
// objects we'll be drawing.
const buffers = initBuffers(gl);
// Draw the scene
drawScene(gl, programInfo, buffers);
}
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