console
var g_last = Date.now();
var ANGLE_STEP = 45.0;
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;
uniform mat4 u_ModelMatrix;
void main(){
gl_Position = u_ModelMatrix * a_Position;
}`;
let fragmentSource = `
void main(){
gl_FragColor = vec4(1.0,1.0,0.0,1.0);
}`;
let shaderProgram = initShaderProgram(gl, vertexSource, fragmentSource);
initBuffers(gl,shaderProgram)
gl.useProgram(shaderProgram);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
let u_ModelMatrix = gl.getUniformLocation(shaderProgram, 'u_ModelMatrix');
var currentAngle = 0.0;
let modelMatrix = new Matrix4();
function tick(){
currentAngle = animate(currentAngle);
draw(gl, currentAngle, modelMatrix,u_ModelMatrix);
requestAnimationFrame(tick,canvas);
}
tick();
}
function draw(gl, angle, modelMatrix,u_ModelMatrix){
modelMatrix.setRotate(angle, 1, 0, 0);
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
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 initBuffers(gl, shaderProgram){
let vertexBuffer = gl.createBuffer();
let vertexPoints = [
0.0 , 0.5,
-0.5, -0.5,
0.5, -0.5
];
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPoints), gl.STATIC_DRAW)
let a_pos = gl.getAttribLocation(shaderProgram, 'a_Position')
gl.vertexAttribPointer(a_pos, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(a_pos)
}
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>