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Copy path2d-test.html
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executable file
·135 lines (121 loc) · 3.66 KB
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<html>
<head>
<style>
body {
background-color: black;
color: white;
}
</style>
<script>
window.onload = main;
var gl;
var canvas;
function loadShader(source, type) {
var shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderParameter(shader,gl.INFO_LOG));
}
return shader;
}
function loadProgram(vertexShaderSource, fragmentShaderSource) {
var vertexShader = loadShader(vertexShaderSource, gl.VERTEX_SHADER);
var fragmentShader = loadShader(fragmentShaderSource, gl.FRAGMENT_SHADER);
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
alert(gl.getProgramParameter(program, gl.INFO_LOG));
}
return program;
}
function main() {
canvas = document.getElementById("mycanvas");
gl = canvas.getContext("experimental-webgl");
gl.clearColor(1, 0, 1, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
var positions = new Float32Array(
[ 0.0, 0.0,
50.0, 0.0,
50.0, 50.0,
0.0, 50.0]);
var indices = new Uint16Array(
[0, 1,
1, 2,
2, 3,
3, 0]);
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
var program = loadProgram(
document.getElementById("vertexShader").text,
document.getElementById("fragmentShader").text);
gl.useProgram(program);
var positionLocation = gl.getAttribLocation(program, "position");
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(
positionLocation, // index
2, // number of components per element
gl.FLOAT, // type of data
false, // normalized
0, // stride
0); // offset
var ploc = gl.getUniformLocation(program, "projection");
var mloc = gl.getUniformLocation(program, "model");
gl.uniformMatrix4fv(ploc, false,
[2 / canvas.width, 0, 0, 0,
0, -2 / canvas.height, 0, 0,
0, 0, 1, 0,
-1 + 1 / canvas.width, 1 - 1 / canvas.height, 0, 1]);
for (var ii = 0; ii < 800; ii += 50) {
gl.uniformMatrix4fv(mloc, false,
[1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
ii, 0, 0, 1]);
gl.drawElements(
gl.LINES, // what to draw
8, // number of vertices
gl.UNSIGNED_SHORT, // type of indices
0); // offset
}
for (var ii = 0; ii < 600; ii += 50) {
gl.uniformMatrix4fv(mloc, false,
[1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, ii, 0, 1]);
gl.drawElements(
gl.LINES, // what to draw
8, // number of vertices
gl.UNSIGNED_SHORT, // type of indices
0); // offset
}
}
</script>
<script id="vertexShader" type="something-not-js">
//
attribute vec4 position;
uniform mat4 projection;
uniform mat4 model;
void main(void) {
gl_Position = projection * model * position;
}
</script>
<script id="fragmentShader" type="something-not-js">
//
void main(void) {
gl_FragColor = vec4(1, 1, 0, 1);
}
</script>
</head>
<body>
<div>Pixel Perfect 2D in WebGL</div>
<canvas id="mycanvas" width="800" height="600"></canvas>
</body>
</html>