Sunday, December 02, 2012

WebGL start

Reference: http://learningwebgl.com/blog/?p=28

download js matrix library: https://github.com/toji/gl-matrix/downloads

write the shader source code in a <script></script> tags

<script id="shader-fs" type="x-shader/x-fragment">
  precision mediump float;

  void main(void) {
    gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
  }
</script>

<script id="shader-vs" type="x-shader/x-vertex">
  attribute vec3 aVertexPosition;

  uniform mat4 uMVMatrix;
  uniform mat4 uPMatrix;

  void main(void) {
    gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
  }
</script>

variables needed in the javascript code

var triangleVertexPositionBuffer;
var squareVertexPositionBuffer;
var gl;
var shaderProgram;
var mvMatrix = mat4.create();
var pMatrix = mat4.create();

function webGLStart() {
    var canvas = document.getElementById("mycanvas");
    initGL(canvas);
    initShaders();
    initBuffers();

    gl.clearColor(0.0, 0.0, 0.0, 1.0);
    gl.enable(gl.DEPTH_TEST);

    drawScene();
}

function initGL(canvas) {
  try {
    gl = canvas.getContext("experimental-webgl");
    gl.viewportWidth = canvas.width;
    gl.viewportHeight = canvas.height;
  } catch(e) {
  }
  if (!gl) {
    alert("Could not initialise WebGL, sorry :-(");
  }
}

function initShaders() {
  var fragmentShader = getShader(gl, "shader-fs");
  var vertexShader = getShader(gl, "shader-vs");

  shaderProgram = gl.createProgram();
  gl.attachShader(shaderProgram, vertexShader);
  gl.attachShader(shaderProgram, fragmentShader);
  gl.linkProgram(shaderProgram);

  if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
    alert("Could not initialise shaders");
  }

  gl.useProgram(shaderProgram);
  
  shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
  gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
  
  shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
  shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
}
function getShader(gl, id) {
    var shaderScript = document.getElementById(id);
    if (!shaderScript) {
        return null;
    }

    var str = "";
    var k = shaderScript.firstChild;
    while (k) {
        if (k.nodeType == 3)
            str += k.textContent;
        k = k.nextSibling;
    }

    var shader;
    if (shaderScript.type == "x-shader/x-fragment") {
        shader = gl.createShader(gl.FRAGMENT_SHADER);
    } else if (shaderScript.type == "x-shader/x-vertex") {
        shader = gl.createShader(gl.VERTEX_SHADER);
    } else {
        return null;
    }

    gl.shaderSource(shader, str);
    gl.compileShader(shader);

    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
        alert(gl.getShaderInfoLog(shader));
        return null;
    }

    return shader;
}

function initBuffers() {
    triangleVertexPositionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
    var vertices = [
                    0.0,  1.0,  0.0,
                   -1.0, -1.0,  0.0,
                    1.0, -1.0,  0.0
               ];
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
    triangleVertexPositionBuffer.itemSize = 3; // number of component to represent a vertex = 3; (x, y, z)
    triangleVertexPositionBuffer.numItems = 3; // number of vertices
}

function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix); mat4.identity(mvMatrix); mat4.translate(mvMatrix, [0, 0.0, -5.0]); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer); gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); setMatrixUniforms(); gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems);
}

function setMatrixUniforms() {
    gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
    gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
}

HTML
<body onload="webGLStart()">
<canvas id="mycanvas" style="border: none;" width="500" height="500"></canvas>
</body>


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