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| const vShaderSource = ` attribute vec4 a_Position; attribute vec4 a_Color; varying vec4 v_Color; void main() { gl_Position = a_Position; gl_PointSize = 10.0; v_Color = a_Color; } `
const fShaderSource = ` precision mediump float; varying vec4 v_Color; void main() { gl_FragColor = v_Color; } `
const main = () => { const gl = document.querySelector("#canvas").getContext("webgl") if (!initShaders(gl, vShaderSource, fShaderSource)) return
let n = initVertexBuffers(gl) if (n < 0) return
gl.clearColor(0, 0, 0, 1) gl.clear(gl.COLOR_BUFFER_BIT)
gl.drawArrays(gl.TRIANGLES, 0, n) }
const initVertexBuffers = (gl) => { let verticesColor = new Float32Array([ 0, 0.5, 1, 0, 0, -0.5, -0.5, 0, 1, 0, 0.5, -0.5, 0, 0, 1, ]) let n = 3
let vertexColorBuffer = gl.createBuffer() if (!vertexColorBuffer) return -1 gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer) gl.bufferData(gl.ARRAY_BUFFER, verticesColor, gl.STATIC_DRAW)
const SIZE = verticesColor.BYTES_PER_ELEMENT let a_Position = gl.getAttribLocation(gl.program, "a_Position") let a_Color = gl.getAttribLocation(gl.program, "a_Color")
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, SIZE * 5, 0) gl.enableVertexAttribArray(a_Position)
gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, SIZE * 5, SIZE * 2) gl.enableVertexAttribArray(a_Color)
return n }
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