2014年8月23日土曜日

はじめてのWebGL

かなり前だがOpenGLを少し触ったことがあるので、そのWeb版のWebGLを試してみた。 白い三角形を表示するだけど、さすがOpenGLでめちゃめちゃやることが多い。 ただthree.jsやglMatrix.jsは甘えの思想のもと素のJavaScript/htmlで書いたのでサンプル的にはいいと思います。
<!DOCTYPE HTML>
<html lang="en">
<head>
<title>WebGL Sample</title>
<meta charset="utf-8">
<script type="text/javascript">
var gl;
var canvas;
var shaderProgram;
var vertexBuffer;
function createGLContext(canvas){
var context = null;
context = canvas.getContext("webgl");
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" +
"void main() {\n" +
" gl_Position = vec4(aVertexPosition,1.0);\n" +
"}\n";
var fragmentShaderSource =
"precision mediump float;\n" +
"void main() {\n" +
" gl_FragColor = vec4(1.0,1.0,1.0,1.0);\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");
}
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.vertexAttribPointer(shaderProgram.vertexPositionAttribute,vertexBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.drawArrays(gl.TRIANGLES,0,vertexBuffer.numberOfItems);
}
function startup(){
canvas = document.getElementById("myGLCanvas");
gl = 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>
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