console
let vertexShaderSource = `
precision mediump float;
attribute vec2 a_Position;
attribute vec2 a_Screen_Size;
attribute vec4 a_Color;
varying vec4 v_Color;
void main(){
vec2 position = (a_Position / a_Screen_Size) * 2.0 - 1.0;
position = position * vec2(1.0, -1.0);
gl_Position = vec4(position, 0.0, 1.0);
v_Color = a_Color;
}
`
let fragmentShaderSource = `
precision mediump float;
varying vec4 v_Color;
void main(){
vec4 color = v_Color / vec4(255, 255, 255, 1);
gl_FragColor = color;
}
`
let canvas = document.getElementById('canvas');
let gl = canvas.getContext('webgl');
let vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader,vertexShaderSource);
gl.compileShader(vertexShader);
let fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader,fragmentShaderSource);
gl.compileShader(fragmentShader);
let program = gl.createProgram();
gl.attachShader(program,vertexShader);
gl.attachShader(program,fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
let a_Position = gl.getAttribLocation(program,'a_Position');
let a_Color = gl.getAttribLocation(program,'a_Color');
gl.enableVertexAttribArray(a_Color);
gl.enableVertexAttribArray(a_Position);
let a_Screen_Size = gl.getAttribLocation(program,'a_Screen_Size');
gl.vertexAttrib2f(a_Screen_Size,canvas.width,canvas.height);
let positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER,positionBuffer);
let size = 2;
let type = gl.FLOAT;
let normalize = false;
let stride = 0;
let offset = 0;
gl.vertexAttribPointer(a_Position,size,type,normalize,stride,offset);
let colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
let size1 = 4;
let type1 = gl.FLOAT;
let normalize1 = false;
let stride1 = 0;
let offset1 = 0;
gl.vertexAttribPointer(a_Color, size1, type1, normalize1, stride1, offset1);
let positions = [];
let colors = [];
this.render(gl);
canvas.addEventListener('click', evt => {
let x = evt.pageX;
let y = evt.pageY;
positions.push(x,y);
let color = randomColor();
colors.push(color.r,color.g,color.b,color.a)
if(positions.length % 6 == 0){
gl.bindBuffer(gl.ARRAY_BUFFER,positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(positions),gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER,colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(colors),gl.DYNAMIC_DRAW);
this.render(gl);
}
});
function render(gl) {
gl.clearColor(0,0,0,1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
if (positions.length <= 0) {
return;
}
gl.drawArrays(gl.TRIANGLES,0,positions.length/2);
}
function randomColor() {
return {
r: Math.random() * 255,
g: Math.random() * 255,
b: Math.random() * 255,
a: 1
};
}
<canvas id="canvas" width="500" height="300"></canvas>
body{
margin: 0 0;
}