2021-06-02 08:15:27 +00:00
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var shader_time = 0.0;
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2021-06-03 03:26:19 +00:00
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var canvas_size = new Array(2);
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2021-06-02 08:15:27 +00:00
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window.addEventListener("load", main);
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function main() {
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2021-06-03 03:26:19 +00:00
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var canvas = document.querySelector('#webgl-canvas');
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const canvasses = document.querySelectorAll('.webgl-shader-canvas');
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if (canvasses.length == 0) {
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console.log("WebGL script requires at least one canvas with class 'webgl-shader-canvas''");
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return
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}
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canvasses.forEach(function(canvas){
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if (!canvas.getAttributeNames().includes("data-fs-source") || !canvas.getAttributeNames().includes("data-fs-source")) {
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console.log("WebGL script requires a canvas with data-fs-source and data-vs-source attributes.");
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return
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}
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// load vertex shader
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const vsxhttp = new XMLHttpRequest();
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vsxhttp.onreadystatechange = function() {
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if (this.readyState == 4 && this.status == 200) {
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const vsSource = vsxhttp.responseText;
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// load fragment shader
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const fsxhttp = new XMLHttpRequest();
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fsxhttp.onreadystatechange = function() {
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if (this.readyState == 4 && this.status == 200) {
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const fsSource = fsxhttp.responseText;
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// console.log(fsSource);
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// console.log(fsSource);
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// Shaders loaded, begin the webgl render:
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webglRender(canvas, vsSource, fsSource);
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}
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}
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fsxhttp.open('GET',canvas.getAttribute('data-fs-source'));
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fsxhttp.send();
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}
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}
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vsxhttp.open('GET',canvas.getAttribute('data-vs-source'));
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vsxhttp.send();
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});
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}
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function webglRender(canvas, vsSource, fsSource) {
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2021-06-02 08:15:27 +00:00
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const gl = canvas.getContext('webgl');
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// If we don't have a GL context, give up now
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if (!gl) {
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alert('Unable to initialize WebGL. Your browser or machine may not support it.');
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return;
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}
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2021-06-03 03:26:19 +00:00
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canvas_size[0] = canvas.width; canvas_size[1] = canvas.height;
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2021-06-02 08:15:27 +00:00
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const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
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// Collect all the info needed to use the shader program.
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// Look up which attributes our shader program is using
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// for aVertexPosition, aVevrtexColor and also
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// look up uniform locations.
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const programInfo = {
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program: shaderProgram,
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attribLocations: {
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vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
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},
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uniformLocations: {
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projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'),
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modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'),
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uResolution: gl.getUniformLocation(shaderProgram, 'uResolution'),
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uTime: gl.getUniformLocation(shaderProgram, 'uTime'),
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},
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};
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// Here's where we call the routine that builds all the
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// objects we'll be drawing.
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const buffers = initBuffers(gl);
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var then = 0;
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// Draw the scene repeatedly
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function render(now) {
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now *= 0.001; // convert to seconds
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const deltaTime = now - then;
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then = now;
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drawScene(gl, programInfo, buffers, deltaTime);
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2021-06-03 03:26:19 +00:00
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window.requestAnimationFrame(render);
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2021-06-02 08:15:27 +00:00
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}
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2021-06-03 03:26:19 +00:00
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window.requestAnimationFrame(render);
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2021-06-02 08:15:27 +00:00
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}
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//
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// initBuffers
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//
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// Initialize the buffers we'll need. For this demo, we just
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// have one object -- a simple two-dimensional square.
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//
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function initBuffers(gl) {
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// Create a buffer for the square's positions.
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const positionBuffer = gl.createBuffer();
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// Select the positionBuffer as the one to apply buffer operations to from here out.
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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// Now create an array of positions for the square.
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const positions = [
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1.0, 1.0,
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-1.0, 1.0,
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1.0, -1.0,
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-1.0, -1.0,
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];
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// Now pass the list of positions into WebGL to build the
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// shape. We do this by creating a Float32Array from the
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// JavaScript array, then use it to fill the current buffer.
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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return {
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position: positionBuffer,
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};
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}
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//
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// Draw the scene.
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//
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function drawScene(gl, programInfo, buffers, deltaTime) {
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gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
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gl.clearDepth(1.0); // Clear everything
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gl.enable(gl.DEPTH_TEST); // Enable depth testing
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gl.depthFunc(gl.LEQUAL); // Near things obscure far things
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// Clear the canvas before we start drawing on it.
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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// Create a orthographic matrix
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const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
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const zNear = 0.0;
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const zFar = 100.0;
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const projectionMatrix = mat4.create();
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// note: glmatrix.js always has the first argument as the destination to receive the result.
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mat4.ortho(projectionMatrix, -1.0, 1.0, -1.0, 1.0, zNear, zFar);
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// Set the drawing position to the "identity" point, which is
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// the center of the scene.
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const modelViewMatrix = mat4.create();
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// Tell WebGL how to pull out the positions from the position
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// buffer into the vertexPosition attribute
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{
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const numComponents = 2;
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const type = gl.FLOAT;
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const normalize = false;
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const stride = 0;
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const offset = 0;
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
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2021-06-03 03:26:19 +00:00
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gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, numComponents, type, normalize, stride, offset);
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gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
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2021-06-02 08:15:27 +00:00
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}
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// Tell WebGL to use our program when drawing
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gl.useProgram(programInfo.program);
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// Set the shader uniforms
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gl.uniformMatrix4fv(programInfo.uniformLocations.projectionMatrix, false, projectionMatrix);
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gl.uniformMatrix4fv(programInfo.uniformLocations.modelViewMatrix, false, modelViewMatrix);
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2021-06-03 03:26:19 +00:00
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gl.uniform2f(programInfo.uniformLocations.uResolution, canvas_size[0], canvas_size[1]);
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2021-06-02 08:15:27 +00:00
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gl.uniform1f(programInfo.uniformLocations.uTime, shader_time);
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{
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const offset = 0;
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const vertexCount = 4;
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gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
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}
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// Update time:
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shader_time += deltaTime;
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}
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//
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// Initialize a shader program, so WebGL knows how to draw our data
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//
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function initShaderProgram(gl, vsSource, fsSource) {
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const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
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const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
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// Create the shader program
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const shaderProgram = gl.createProgram();
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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gl.linkProgram(shaderProgram);
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// If creating the shader program failed, alert
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
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return null;
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}
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return shaderProgram;
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}
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//
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// creates a shader of the given type, uploads the source and compiles it.
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//
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function loadShader(gl, type, source) {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source); // Send the source to the shader object
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gl.compileShader(shader); // Compile the shader program
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// See if it compiled successfully
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
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gl.deleteShader(shader);
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return null;
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}
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return shader;
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}
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