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| 1 | +<html> |
| 2 | + <head> |
| 3 | +<style> |
| 4 | + body{ |
| 5 | + background-color: #2fdbba; |
| 6 | + font-size:32px; |
| 7 | + } |
| 8 | + .hello{ |
| 9 | + position:absolute; |
| 10 | + top: 50px; |
| 11 | + } |
| 12 | + #glcanvas{ |
| 13 | + position:absolute; |
| 14 | + } |
| 15 | +</style> |
| 16 | + <!-- Learn about this code on MDN: https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Basic_2D_animation_example --> |
| 17 | + <script id="vertex-shader" type="x-shader/x-vertex"> |
| 18 | + attribute vec3 aVertexPosition; |
| 19 | + |
| 20 | + uniform vec2 uScalingFactor; |
| 21 | + uniform vec2 uRotationVector; |
| 22 | + uniform float uTime; |
| 23 | + varying vec4 color; |
| 24 | + |
| 25 | + void main() { |
| 26 | + vec2 rotatedPosition = vec2( |
| 27 | + aVertexPosition.x * uRotationVector.y + |
| 28 | + aVertexPosition.y * uRotationVector.x, |
| 29 | + aVertexPosition.y * uRotationVector.y - |
| 30 | + aVertexPosition.x * uRotationVector.x |
| 31 | + ); |
| 32 | + |
| 33 | + gl_Position = vec4(rotatedPosition * uScalingFactor, 0.0, 1.0); |
| 34 | + color = vec4(gl_Position.x, gl_Position.y, uTime, 1.0); |
| 35 | + } |
| 36 | + </script><script id="fragment-shader" type="x-shader/x-fragment"> |
| 37 | + #ifdef GL_ES |
| 38 | + precision highp float; |
| 39 | + #endif |
| 40 | + |
| 41 | + uniform vec4 uGlobalColor; |
| 42 | + varying vec4 color; |
| 43 | + |
| 44 | + void main() { |
| 45 | + //gl_FragColor = uGlobalColor; |
| 46 | + gl_FragColor = vec4(color.r, color.g, color.b, color.a); |
| 47 | + } |
| 48 | + </script> |
| 49 | +<script> |
| 50 | +let gl = null; |
| 51 | +let glCanvas = null; |
| 52 | + |
| 53 | +// Aspect ratio and coordinate system |
| 54 | +// details |
| 55 | + |
| 56 | +let aspectRatio; |
| 57 | +let currentRotation = [0, 1]; |
| 58 | +let currentScale = [1.0, 1.0]; |
| 59 | + |
| 60 | +// Vertex information |
| 61 | + |
| 62 | +let vertexArray; |
| 63 | +let vertexBuffer; |
| 64 | +let vertexNumComponents; |
| 65 | +let vertexCount; |
| 66 | + |
| 67 | +// Rendering data shared with the |
| 68 | +// scalers. |
| 69 | + |
| 70 | +let uScalingFactor; |
| 71 | +let uGlobalColor; |
| 72 | +let uRotationVector; |
| 73 | +let aVertexPosition; |
| 74 | +let uTime; //time supplied |
| 75 | + |
| 76 | +// Animation timing |
| 77 | + |
| 78 | +let previousTime = 0.0; |
| 79 | +let degreesPerSecond = 90.0; |
| 80 | +window.addEventListener("load", startup, false); |
| 81 | + |
| 82 | +function startup() { |
| 83 | + glCanvas = document.getElementById("glcanvas"); |
| 84 | + gl = glCanvas.getContext("webgl"); |
| 85 | + |
| 86 | + const shaderSet = [{ |
| 87 | + type: gl.VERTEX_SHADER, |
| 88 | + id: "vertex-shader" |
| 89 | + }, |
| 90 | + { |
| 91 | + type: gl.FRAGMENT_SHADER, |
| 92 | + id: "fragment-shader" |
| 93 | + } |
| 94 | + ]; |
| 95 | + |
| 96 | + shaderProgram = buildShaderProgram(shaderSet); |
| 97 | + |
| 98 | + aspectRatio = glCanvas.width / glCanvas.height; |
| 99 | + currentRotation = [0, 1]; |
| 100 | + currentScale = [1.0, aspectRatio]; |
| 101 | + |
| 102 | + vertexArray = new Float32Array([ |
| 103 | + -0.5, 0.5,0,1, |
| 104 | + 0.5, 0.5,0,1, |
| 105 | + 0.5, -0.5,0,1, |
| 106 | + -0.5, 0.5,0,1, |
| 107 | + 0.5, -0.5,0,1, |
| 108 | + -0.5, -0.5,0,1 |
| 109 | + ]); |
| 110 | + |
| 111 | + vertexBuffer = gl.createBuffer(); |
| 112 | + gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); |
| 113 | + gl.bufferData(gl.ARRAY_BUFFER, vertexArray, gl.STATIC_DRAW); |
| 114 | + |
| 115 | + vertexNumComponents = 4; |
| 116 | + vertexCount = vertexArray.length / vertexNumComponents; |
| 117 | + |
| 118 | + currentAngle = 0.0; |
| 119 | + rotationRate = 6; |
| 120 | + |
| 121 | + animateScene(); |
| 122 | +} |
| 123 | + |
| 124 | +function buildShaderProgram(shaderInfo) { |
| 125 | + let program = gl.createProgram(); |
| 126 | + |
| 127 | + shaderInfo.forEach(function (desc) { |
| 128 | + let shader = compileShader(desc.id, desc.type); |
| 129 | + |
| 130 | + if (shader) { |
| 131 | + gl.attachShader(program, shader); |
| 132 | + } |
| 133 | + }); |
| 134 | + |
| 135 | + gl.linkProgram(program) |
| 136 | + |
| 137 | + if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { |
| 138 | + console.log("Error linking shader program:"); |
| 139 | + console.log(gl.getProgramInfoLog(program)); |
| 140 | + } |
| 141 | + |
| 142 | + return program; |
| 143 | +} |
| 144 | + |
| 145 | +function compileShader(id, type) { |
| 146 | + let code = document.getElementById(id).firstChild.nodeValue; |
| 147 | + let shader = gl.createShader(type); |
| 148 | + |
| 149 | + gl.shaderSource(shader, code); |
| 150 | + gl.compileShader(shader); |
| 151 | + |
| 152 | + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { |
| 153 | + console.log(`Error compiling ${type === gl.VERTEX_SHADER ? "vertex" : "fragment"} shader:`); |
| 154 | + console.log(gl.getShaderInfoLog(shader)); |
| 155 | + } |
| 156 | + return shader; |
| 157 | +} |
| 158 | + |
| 159 | +function animateScene() { |
| 160 | + let time = window.performance.now() % 255; |
| 161 | + //console.log("animating scene..",time / 255); |
| 162 | + gl.viewport(0, 0, glCanvas.width, glCanvas.height); |
| 163 | + //gl.clearColor(0.8, 0.9, 1.0, 1.0); |
| 164 | + gl.clearColor(0,0,0,0); |
| 165 | + gl.clear(gl.COLOR_BUFFER_BIT); |
| 166 | + |
| 167 | + let radians = currentAngle * Math.PI / 180.0; |
| 168 | + currentRotation[0] = Math.sin(radians); |
| 169 | + currentRotation[1] = Math.cos(radians); |
| 170 | + |
| 171 | + gl.useProgram(shaderProgram); |
| 172 | + |
| 173 | + uScalingFactor = |
| 174 | + gl.getUniformLocation(shaderProgram, "uScalingFactor"); |
| 175 | + uGlobalColor = |
| 176 | + gl.getUniformLocation(shaderProgram, "uGlobalColor"); |
| 177 | + uRotationVector = |
| 178 | + gl.getUniformLocation(shaderProgram, "uRotationVector"); |
| 179 | + |
| 180 | + uTime = |
| 181 | + gl.getUniformLocation(shaderProgram, "time"); |
| 182 | + |
| 183 | + gl.uniform2fv(uScalingFactor, currentScale); |
| 184 | + gl.uniform2fv(uRotationVector, currentRotation); |
| 185 | + gl.uniform4fv(uGlobalColor, [0.1, 0.7, 0.2, 1.0]); |
| 186 | + gl.uniform1f(uTime, time); |
| 187 | + |
| 188 | + gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); |
| 189 | + |
| 190 | + aVertexPosition = |
| 191 | + gl.getAttribLocation(shaderProgram, "aVertexPosition"); |
| 192 | + |
| 193 | + gl.enableVertexAttribArray(aVertexPosition); |
| 194 | + gl.vertexAttribPointer(aVertexPosition, vertexNumComponents, |
| 195 | + gl.FLOAT, false, 0, 0); |
| 196 | + |
| 197 | + gl.drawArrays(gl.TRIANGLES, 0, vertexCount); |
| 198 | + |
| 199 | + window.requestAnimationFrame(function (currentTime) { |
| 200 | + let deltaAngle = ((currentTime - previousTime) / 1000.0) * |
| 201 | + degreesPerSecond; |
| 202 | + |
| 203 | + currentAngle = (currentAngle + deltaAngle) % 360; |
| 204 | + |
| 205 | + previousTime = currentTime; |
| 206 | + animateScene(); |
| 207 | + }); |
| 208 | +} |
| 209 | + |
| 210 | +</script> |
| 211 | + </head> |
| 212 | + <body> |
| 213 | + <div class="hello">Hello, dont mind me..</div> |
| 214 | + <canvas id="glcanvas" width="600" height="460"> |
| 215 | + Oh no! Your browser doesn't support canvas! |
| 216 | + </canvas> |
| 217 | + </body> |
| 218 | +</html> |
| 219 | + |
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