console
main();
function main() {
const canvas = document.querySelector("#glcanvas");
const gl = canvas.getContext("webgl");
if (!gl) {
alert("Unable to initialize WebGL. Your browser or machine may not support it.");
return;
}
let vertexSource = `
attribute vec4 a_Position;
attribute vec4 a_Color;
attribute float a_PointSize;
varying lowp vec4 v_Color;
void main(void){
gl_Position = a_Position;
gl_PointSize = a_PointSize;
v_Color = a_Color;
}`;
let fragmentSource = `
varying lowp vec4 v_Color;
void main(void){
gl_FragColor = v_Color;
}`;
let shaderProgram = initShaderProgram(gl, vertexSource, fragmentSource);
initBuffers(gl,shaderProgram)
draw(gl, shaderProgram)
}
function initBuffers(gl, program){
var verticesColors = new Float32Array([
0.0, 0.5, 1.0, 0.0, 0.0, 10.0,
-0.5, -0.5, 0.0, 1.0, 0.0, 20.0,
0.5, -0.5, 0.0, 0.0, 1.0, 30.0
]);
var n = 3;
var vertexColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW);
var FSIZE = verticesColors.BYTES_PER_ELEMENT;
var a_Position = gl.getAttribLocation(program, 'a_Position');
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, FSIZE * 6, 0);
gl.enableVertexAttribArray(a_Position);
var a_Color = gl.getAttribLocation(program, 'a_Color');
gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, FSIZE * 6, FSIZE * 2);
gl.enableVertexAttribArray(a_Color);
var a_PointSize = gl.getAttribLocation(program, 'a_PointSize');
gl.vertexAttribPointer(a_PointSize, 1, gl.FLOAT, false, FSIZE * 6, FSIZE * 5);
gl.enableVertexAttribArray(a_PointSize);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
}
function draw(gl,program){
gl.useProgram(program);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.POINTS, 0, 3);
}
function initShaderProgram(gl, vsSource, fsSource) {
let vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
let fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
return null;
}
return shaderProgram;
}
function loadShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
<h3>WebGL Demo</h3>
<canvas id="glcanvas" width="640" height="480"></canvas>