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triangle.js
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document.addEventListener('DOMContentLoaded', start);
var gl;
function start(){
var canvas = document.getElementById("renderCanvas");
gl = canvas.getContext("webgl2");
var triangleVertices = [
1.0,-1.0,0.0,
0.0,1.0,0.0,
-1.0,-1.0,0.0
];
var traingleVBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER,traingleVBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices),gl.STATIC_DRAW);
var triangleColors = [
1.0,0.0,0.0,1.0,
0.0,1.0,0.0,1.0,
0.0,0.0,1.0,1.0,
];
var traingleCBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER,traingleCBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleColors),gl.STATIC_DRAW);
var vertexShader = getAndCompileShader("vertexShader");
var fragmentShader= getAndCompileShader("fragmentShader");
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if(!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Error in program');
}
gl.useProgram(shaderProgram);
var posAttrLoc = gl.getAttribLocation(shaderProgram, 'position');
gl.enableVertexAttribArray(posAttrLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, traingleVBuffer);
// gl.vertexAttribPointer(index,size,type,normalized,stride,offset);
gl.vertexAttribPointer(posAttrLoc,3,gl.FLOAT,false,0,0);
var colAttrLoc = gl.getAttribLocation(shaderProgram, 'color');
gl.enableVertexAttribArray(colAttrLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, traingleCBuffer);
gl.vertexAttribPointer(colAttrLoc,4,gl.FLOAT,false,0,0);
requestAnimationFrame(runRenderLoop);
function runRenderLoop(){
gl.clearColor(0,0,0,1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES,0,3);
requestAnimationFrame(runRenderLoop);
}
}
function getAndCompileShader(id){
var shader;
var shaderElement = document.getElementById(id);
var shaderText = shaderElement.text.trim();
console.log(':::', shaderText);
if(id === 'vertexShader')
shader = gl.createShader(gl.VERTEX_SHADER);
else if(id === 'fragmentShader')
shader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(shader,shaderText);
gl.compileShader(shader);
if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.log(gl.getShaderInfoLog(shader))
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}