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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8"/>
<title>basic animation</title>
</head>
<body>
<canvas id="canvas" width="400" height="400">
Please use a browser that supports "canvas"
</canvas>
<script src="lib/cuon-matrix.js"></script>
<script>
// vertex shader
var VERTEX_SHADER_SOURCE =
'attribute vec4 a_Position;\n' +
'uniform mat4 u_ModelMatrix;\n' +
'void main() {\n' +
' gl_Position = u_ModelMatrix * a_Position;\n' +
'}\n';
// fragment shader
var FRAGMENT_SHADER_SOURCE =
'void main() {\n' +
' gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n' +
'}\n';
var canvas = document.getElementById("canvas");
var gl = canvas.getContext('webgl');
gl.clearColor(0.0, 0.0, 0.0, 1.0);
if (!initShaders(gl, VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE)) {
alert('Failed to init shaders');
}
var vertices = new Float32Array([
0.0, 0.5,
-0.5, -0.5,
0.5, -0.5
]);
initVertexBuffers(gl, vertices);
var u_ModelMatrix = gl.getUniformLocation(gl.program, 'u_ModelMatrix');
var ANGLE_STEP = 45.0;
var currentAngle = 0.0;
var modelMatrix = new Matrix4();
var g_last = Date.now();
function animate(angle) {
var now = Date.now();
var elapsed = now - g_last;
g_last = now;
var newAngle = angle + (ANGLE_STEP * elapsed) / 1000.0;
return newAngle %= 360;
}
function draw() {
modelMatrix.setRotate(currentAngle, 0, 0, 1);
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
var tick = function () {
currentAngle = animate(currentAngle);
draw();
requestAnimationFrame(tick);
};
tick();
function initVertexBuffers(gl, vertices) {
var vertexBuffer = gl.createBuffer();
if (!vertexBuffer) {
console.log('Failed to create buffer object');
return -1;
}
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(a_Position);
}
function initShaders(gl, vertexShaderSource, fragmentShaderSource) {
var program = createProgram(gl, vertexShaderSource, fragmentShaderSource);
if (!program) {
console.log('Failed to create program');
return false;
}
gl.useProgram(program);
gl.program = program;
return true;
}
function loadShader(gl, type, source) {
// create shader object
var shader = gl.createShader(type);
if (shader == null) {
console.log('unable to create shader');
return null;
}
// set shader source code
gl.shaderSource(shader, source);
// compile the shader
gl.compileShader(shader);
// check compile status
var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled) {
var error = gl.getShaderInfoLog(shader);
console.log('Failed to compile shader: ' + error);
return null;
}
return shader;
}
function createProgram(gl, vertexShaderSource, fragmentShaderSource) {
var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
if (!vertexShader || !fragmentShader) {
return null;
}
// create a program object
var program = gl.createProgram();
if (!program) {
console.log('gl.createProgram failed');
return null;
}
// attach the shader objects
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
// link the program object
gl.linkProgram(program);
// check link status
var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked) {
var error = gl.getProgramInfoLog(program);
console.log('Failed to link program: ' + error);
gl.deleteProgram(program);
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
return null;
}
return program;
}
</script>
</body>
</html>