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<!DOCTYPE HTML>
<html lang="en">
<head>
<title>Listing 2-1, A First WebGL Example</title>
<meta charset="utf-8">
<script src="webgl-debug.js"></script>
<script type="text/javascript">
var gl;
var canvas;
var shaderProgram;
var vertexBuffer;
function createGLContext(canvas) {
var names = ["webgl", "experimental-webgl"];
var context = null;
for (var i=0; i < names.length; i++) {
try {
context = canvas.getContext(names[i]);
} catch(e) {}
if (context) {
break;
}
}
if (context) {
context.viewportWidth = canvas.width;
context.viewportHeight = canvas.height;
} else {
alert("Failed to create WebGL context!");
}
return context;
}
function loadShader(type, shaderSource) {
var shader = gl.createShader(type);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("Error compiling shader" + gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
function setupShaders() {
var vertexShaderSource =
"attribute vec3 aVertexPosition; \n" +
"attribute vec4 aVertexColor ; \n" +
"varying vec4 vColor; \n" +
"void main() { \n" +
" vColor = aVertexColor; \n"+
" //vColor = vec4(1.0, 0.0, 0.0, 1.0);// red \n"+
" gl_Position = vec4(aVertexPosition, 1.0); \n" +
"} \n";
var fragmentShaderSource =
"precision mediump float; \n"+
"varying vec4 vColor; \n" +
"void main() { \n"+
" gl_FragColor = vColor; \n"+
"} \n";
var vertexShader = loadShader(gl.VERTEX_SHADER, vertexShaderSource);
var fragmentShader = loadShader(gl.FRAGMENT_SHADER, fragmentShaderSource);
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Failed to setup shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
}
function setupBuffers() {
vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
var triangleVertices = [
0.0, 0.5, 0.0,
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW);
vertexBuffer.itemSize = 3;
vertexBuffer.numberOfItems = 3;
}
function draw() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.disableVertexAttribArray(shaderProgram.vertexColorAttribute);
gl.vertexAttrib4f(shaderProgram.vertexColorAttribute, 0.0, 1.0, 0.0, 1.0);// green
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,
vertexBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.drawArrays(gl.LINE_LOOP, 0, vertexBuffer.numberOfItems);
}
function startup() {
canvas = document.getElementById("myGLCanvas");
gl = createGLContext(canvas);
gl = WebGLDebugUtils.makeDebugContext(createGLContext(canvas));
setupShaders();
setupBuffers();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
draw();
}
</script>
</head>
<body onload="startup();">
<canvas id="myGLCanvas" width="500" height="500"></canvas>
</body>
</html>