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125 lines (102 loc) · 3.96 KB
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<!DOCTYPE html>
<!--
The MIT License (MIT)
Copyright (c) 2017 Tarek Sherif
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-->
<html>
<head>
<script src="picogl.min.js"></script>
<script src="gl-matrix-min.js"></script>
</head>
<body>
<canvas id="webgl-canvas"></canvas>
<script type="shader/vertex" id="vertex-shader">
#version 300 es
layout(location=0) in vec4 position;
layout(location=1) in vec2 iOffset;
layout(location=2) in vec4 iColor;
layout(std140) uniform SceneUniforms {
mat4 uRotation;
vec4 uColor;
};
flat out vec4 vColor;
void main() {
vColor = iColor;
gl_Position = uRotation * position;
gl_Position.xy += iOffset;
}
</script>
<script type="shader/fragment" id="fragment-shader">
#version 300 es
precision highp float;
flat in vec4 vColor;
layout(std140) uniform SceneUniforms {
mat4 uRotation;
vec4 uColor;
};
out vec4 fragColor;
void main() {
fragColor = mix(uColor, vColor, 0.5);
}
</script>
<script>
var canvas = document.getElementById("webgl-canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var gl = canvas.getContext("webgl2");
var app = PicoGL.createApp(canvas)
.clearColor(0, 0, 0, 1);
var vSource = document.getElementById("vertex-shader").text.trim();
var fSource = document.getElementById("fragment-shader").text.trim();
var program = app.createProgram(vSource, fSource);
var positions = app.createVertexBuffer(PicoGL.FLOAT, 2, new Float32Array([
-0.2, -0.2,
0.2, -0.2,
0.0, 0.2
]));
var instanceOffsets = app.createVertexBuffer(PicoGL.FLOAT, 2, new Float32Array([
-0.4, -0.4,
0.4, -0.4,
-0.4, 0.4,
0.4, 0.4
]));
var instanceColors = app.createVertexBuffer(PicoGL.FLOAT, 3, new Float32Array([
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0,
1.0, 1.0, 0.0
]));
var triangleArray = app.createVertexArray()
.vertexAttributeBuffer(0, positions)
.instanceAttributeBuffer(1, instanceOffsets)
.instanceAttributeBuffer(2, instanceColors);
var rotationMatrix = mat4.create();
mat4.fromZRotation(rotationMatrix, Math.PI / 12);
var uniformColor = new Float32Array([1.0, 0.0, 1.0, 1.0]);
var uniformBuffer = app.createUniformBuffer([
PicoGL.FLOAT_MAT4,
PicoGL.FLOAT_VEC4
])
.set(0, rotationMatrix)
.set(1, uniformColor)
.update();
var drawCall = app.createDrawCall(program, triangleArray)
.uniformBlock("SceneUniforms", uniformBuffer);
app.clear();
drawCall.draw();
</script>
</body>