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/**
 * Created by hebo on 2017/12/26.
 * webgl base template
 */
main();

function main() {
    const canvas = document.querySelector("#glcanvas");
    // Initialize the GL context
    const gl = canvas.getContext("webgl");

    // Only continue if WebGL is available and working
    if (!gl) {
        alert("Unable to initialize WebGL. Your browser or machine may not support it.");
        return;
    }


    // 顶点着色器  glsl-es语言编写
    let vertexSource = `
		attribute vec4 a_Position;
		uniform mat4 u_xformMatrix;
    void main(){
			gl_Position = a_Position * u_xformMatrix;
    }`;
	   
    // 片元着色器  glsl-es语言编写
    let fragmentSource = `
    void main(){
    	gl_FragColor = vec4(1.0,0.0,0.0,1.0);
    }`;
	// return
  	// 创建着色器程序
  	let shaderProgram = initShaderProgram(gl, vertexSource, fragmentSource);
	
		initBuffers(gl,shaderProgram)

		// 绘制
		draw(gl, shaderProgram)
}

function initBuffers(gl, shaderProgram){

	 	let vertexBuffer = gl.createBuffer();
	 	let vertexPoints = [
			 // x , y ,z ,w (z w 省略) ,每行代表一个点的坐标
			 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 draw(gl,program){
		gl.useProgram(program);
      // Set clear color to black, fully opaque
    // 指定绘图区背景色  arg: r,g,b,a
    gl.clearColor(0.0, 0.0, 0.0, 1.0);
    // Clear the color buffer with specified clear color
    // 清空绘图区域,用设定的背景色填充绘图区域
    gl.clear(gl.COLOR_BUFFER_BIT);
		
		const ANGLE = 90.0;
	  // 创建一个旋转矩阵
		// 计算弧度
  	var radian = Math.PI * ANGLE / 180.0; 
  	var cosB = Math.cos(radian), 
				sinB = Math.sin(radian);

		// Note: WebGL 是列主序
		var xformMatrix = new Float32Array([
			 cosB, sinB, 0.0, 0.0,
			-sinB, cosB, 0.0, 0.0,
				0.0,  0.0, 1.0, 0.0,
				0.0,  0.0, 0.0, 1.0
		]);
		let u_xformMatrix = gl.getUniformLocation(program, 'u_xformMatrix')
	  gl.uniformMatrix4fv(u_xformMatrix, false, xformMatrix);

	  // 执行顶点着色器, 
		//args: mode 绘制模式,接受的是gl常量 比如 gl.LINES 
		//     first 指定从哪个顶点开始绘制
		//     count 指定绘制需要用多少个顶点
    gl.drawArrays(gl.TRIANGLES, 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) {
    // 依据type创建着色器
    const shader = gl.createShader(type);

    // Send the source to the shader object

    gl.shaderSource(shader, source);

    // Compile the shader program

    gl.compileShader(shader);

    // See if it compiled successfully

    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>