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simple-triangles1.js
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95 lines (73 loc) · 2.79 KB
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//////////////////////////////////////////////////////.........
//
// Use Array Buffer VBO to draw a square (two triangles)
//
// Han-Wei Shen (shen.94@osu.edu)
//
var gl;
var shaderProgram;
var offX = 0, offY = 0;
// ************** Init OpenGL Context etc. *************
function initGL(canvas) {
try {
gl = canvas.getContext("experimental-webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch (e) {
}
if (!gl) {
alert("Could not initialise WebGL, sorry :-(");
}
console.log(gl);
}
// ************** Initialize VBO ***************
var squareVertexPositionBuffer;
function initBuffers() {
squareVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
vertices = [
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
0.5, 0.5, 0.0,
-0.5, -0.5, 0.0,
0.5, 0.5, 0.0,
-0.5, 0.5, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
squareVertexPositionBuffer.itemSize = 3; //three floats (x,y,z) per vertex
squareVertexPositionBuffer.numItems = 6; //six vertices (two triangles, three each)
}
function drawScene() {
gl.uniform1f(uOffX, offX);
gl.uniform1f(uOffY, offY);
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, squareVertexPositionBuffer.numItems); // draw two triangles that involve 6 vertices
}
function onKeyDown(event) {
console.log(event.key);
if (event.key == 'a')
offX -= 0.1;
else if (event.key == 'd')
offX += 0.1;
else if (event.key == 'w')
offY += 0.1;
else if (event.key == 's')
offY -= 0.1;
drawScene();
}
function webGLStart() {
document.addEventListener('keydown', onKeyDown);
var canvas = document.getElementById("code00-canvas");
initGL(canvas);
initShaders();
uOffX = gl.getUniformLocation(shaderProgram, "offX");
uOffY = gl.getUniformLocation(shaderProgram, "offY");
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
initBuffers();
gl.clearColor(1.0, 1.0, 0.0, 1.0);
drawScene();
}