var shader_time = 0.0; var canvas_size = new Array(2); window.addEventListener("load", main); function main() { var canvas = document.querySelector('#webgl-canvas'); const canvasses = document.querySelectorAll('.webgl-shader-canvas'); if (canvasses.length == 0) { console.log("WebGL script requires at least one canvas with class 'webgl-shader-canvas''"); return } canvasses.forEach(function(canvas){ if (!canvas.getAttributeNames().includes("data-fs-source") || !canvas.getAttributeNames().includes("data-fs-source")) { console.log("WebGL script requires a canvas with data-fs-source and data-vs-source attributes."); return } // load vertex shader const vsxhttp = new XMLHttpRequest(); vsxhttp.onreadystatechange = function() { if (this.readyState == 4 && this.status == 200) { const vsSource = vsxhttp.responseText; // load fragment shader const fsxhttp = new XMLHttpRequest(); fsxhttp.onreadystatechange = function() { if (this.readyState == 4 && this.status == 200) { const fsSource = fsxhttp.responseText; // console.log(fsSource); // console.log(fsSource); // Shaders loaded, begin the webgl render: webglRender(canvas, vsSource, fsSource); } } fsxhttp.open('GET',canvas.getAttribute('data-fs-source')); fsxhttp.send(); } } vsxhttp.open('GET',canvas.getAttribute('data-vs-source')); vsxhttp.send(); }); } function webglRender(canvas, vsSource, fsSource) { const gl = canvas.getContext('webgl'); // If we don't have a GL context, give up now if (!gl) { alert('Unable to initialize WebGL. Your browser or machine may not support it.'); return; } canvas_size[0] = canvas.width; canvas_size[1] = canvas.height; const shaderProgram = initShaderProgram(gl, vsSource, fsSource); // Collect all the info needed to use the shader program. // Look up which attributes our shader program is using // for aVertexPosition, aVevrtexColor and also // look up uniform locations. const programInfo = { program: shaderProgram, attribLocations: { vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), }, uniformLocations: { projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'), modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'), uResolution: gl.getUniformLocation(shaderProgram, 'uResolution'), uTime: gl.getUniformLocation(shaderProgram, 'uTime'), }, }; // Here's where we call the routine that builds all the // objects we'll be drawing. const buffers = initBuffers(gl); var then = 0; // Draw the scene repeatedly function render(now) { now *= 0.001; // convert to seconds const deltaTime = now - then; then = now; drawScene(gl, programInfo, buffers, deltaTime); window.requestAnimationFrame(render); } window.requestAnimationFrame(render); } // // initBuffers // // Initialize the buffers we'll need. For this demo, we just // have one object -- a simple two-dimensional square. // function initBuffers(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 { position: positionBuffer, }; } // // Draw the scene. // function drawScene(gl, programInfo, buffers, deltaTime) { 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 orthographic matrix const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight; const zNear = 0.0; const zFar = 100.0; const projectionMatrix = mat4.create(); // note: glmatrix.js always has the first argument as the destination to receive the result. mat4.ortho(projectionMatrix, -1.0, 1.0, -1.0, 1.0, zNear, zFar); // Set the drawing position to the "identity" point, which is // the center of the scene. const modelViewMatrix = mat4.create(); // Tell WebGL how to pull out the positions from the position // buffer into the vertexPosition attribute { const numComponents = 2; const type = gl.FLOAT; const normalize = false; const stride = 0; const offset = 0; gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, numComponents, type, normalize, stride, offset); gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition); } // 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); gl.uniform2f(programInfo.uniformLocations.uResolution, canvas_size[0], canvas_size[1]); gl.uniform1f(programInfo.uniformLocations.uTime, shader_time); { const offset = 0; const vertexCount = 4; gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount); } // Update time: shader_time += deltaTime; } // // 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); gl.shaderSource(shader, source); // Send the source to the shader object gl.compileShader(shader); // Compile the shader program // 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; }