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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8"/>
<title>look at rotated triangles</title>
</head>
<body>
<canvas id="canvas" width="400" height="400">
Please use a browser that supports "canvas"
</canvas>
<script id="vertex-shader" type="glsl">
attribute vec4 a_Position;
attribute vec4 a_Color;
uniform mat4 u_viewMatrix;
uniform mat4 u_modelMatrix;
varying vec4 v_Color;
void main() {
gl_Position = u_viewMatrix * u_modelMatrix * a_Position;
v_Color = a_Color;
}
</script>
<script id="fragment-shader" type="glsl">
precision mediump float;
varying vec4 v_Color;
void main() {
gl_FragColor = v_Color;
}
</script>
<script src="lib/cuon-matrix.js"></script>
<script>
var VERTEX_SHADER_SOURCE = document.getElementById('vertex-shader').text;
var FRAGMENT_SHADER_SOURCE = document.getElementById('fragment-shader').text;
var canvas = document.getElementById("canvas");
var gl = canvas.getContext('webgl');
if (!initShaders(gl, VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE)) {
alert('Failed to init shaders');
}
var vertices = new Float32Array([
0.0, 0.5, -0.4, 0.4, 1.0, 0.4, // The back green triangle
-0.5, -0.5, -0.4, 0.4, 1.0, 0.4,
0.5, -0.5, -0.4, 1.0, 0.4, 0.4,
0.5, 0.4, -0.2, 1.0, 0.4, 0.4, // The middle yellow triangle
-0.5, 0.4, -0.2, 1.0, 1.0, 0.4,
0.0, -0.6, -0.2, 1.0, 1.0, 0.4,
0.0, 0.5, 0.0, 0.4, 0.4, 1.0, // The front blue triangle
-0.5, -0.5, 0.0, 0.4, 0.4, 1.0,
0.5, -0.5, 0.0, 1.0, 0.4, 0.4
]);
initVertexBuffers(gl, vertices);
var viewMatrix = new Matrix4();
viewMatrix.setLookAt(0.2, 0.25, 0.25, 0, 0, 0, 0, 1, 0);
var modelMatrix = new Matrix4();
modelMatrix.setRotate(-10, 0, 0, 1);
var u_viewMatrix = gl.getUniformLocation(gl.program, 'u_viewMatrix');
gl.uniformMatrix4fv(u_viewMatrix, false, viewMatrix.elements);
var u_modelMatrix = gl.getUniformLocation(gl.program, 'u_modelMatrix');
gl.uniformMatrix4fv(u_modelMatrix, false, modelMatrix.elements);
// 优化
// var modelViewMatrix = new Matrix4();
// modelViewMatrix.setLookAt(0.2, 0.25, 0.25, 0, 0, 0, 0, 1, 0);
// modelViewMatrix.rotate(-10, 0, 0, 1);
//
// var u_modelViewMatrix = gl.getUniformLocation(gl.program, 'u_modelViewMatrix');
// gl.uniformMatrix4fv(u_modelViewMatrix, false, modelViewMatrix.elements);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 9);
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 FSIZE = vertices.BYTES_PER_ELEMENT;
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, 6 * FSIZE, 0);
gl.enableVertexAttribArray(a_Position);
var a_Color = gl.getAttribLocation(gl.program, 'a_Color');
gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, 6 * FSIZE, 3 * FSIZE);
gl.enableVertexAttribArray(a_Color);
}
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>