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webgl-2d-rectangles.html
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<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>WebGL2 - 2D Rectangles</title>
<link type="text/css" href="resources/webgl-tutorials.css" rel="stylesheet" />
</head>
<body>
<canvas id="c" width="400" height="300"></canvas>
</body>
<script src="resources/webgl-utils.js"></script>
<script src="resources/webgl-lessons-helper.js"></script>
<script>
"use strict";
var vertexShaderSource = `#version 300 es
// an attribute is an input (in) to a vertex shader.
// It will receive data from a buffer
in vec2 a_position;
// Used to pass in the resolution of the canvas
uniform vec2 u_resolution;
// all shaders have a main function
void main() {
// convert the position from pixels to 0.0 to 1.0
vec2 zeroToOne = a_position / u_resolution;
// convert from 0->1 to 0->2
vec2 zeroToTwo = zeroToOne * 2.0;
// convert from 0->2 to -1->+1 (clipspace)
vec2 clipSpace = zeroToTwo - 1.0;
gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
}
`;
var fragmentShaderSource = `#version 300 es
precision mediump float;
uniform vec4 u_color;
// we need to declare an output for the fragment shader
out vec4 outColor;
void main() {
outColor = u_color;
}
`;
function main() {
// Get A WebGL context
var canvas = document.getElementById("c");
webglLessonsHelper.setupLesson(canvas);
/** @type {WebGLRenderingContext} */
var gl = canvas.getContext("webgl2");
if (!gl) {
webglLessonsHelper.showNeedWebGL2(canvas);
return;
}
// Use our boilerplate utils to compile the shaders and link into a program
var program = webglUtils.createProgramFromSources(gl,
[vertexShaderSource, fragmentShaderSource]);
// look up where the vertex data needs to go.
var positionAttributeLocation = gl.getAttribLocation(program, "a_position");
// look up uniform locations
var resolutionUniformLocation = gl.getUniformLocation(program, "u_resolution");
var colorLocation = gl.getUniformLocation(program, "u_color");
// Create a buffer
var positionBuffer = gl.createBuffer();
// Create a vertex array object (attribute state)
var vao = gl.createVertexArray();
// and make it the one we're currently working with
gl.bindVertexArray(vao);
// Turn on the attribute
gl.enableVertexAttribArray(positionAttributeLocation);
// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
var size = 2; // 2 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(
positionAttributeLocation, size, type, normalize, stride, offset)
// Tell WebGL how to convert from clip space to pixels
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
// Clear the canvas
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Tell it to use our program (pair of shaders)
gl.useProgram(program);
// Bind the attribute/buffer set we want.
gl.bindVertexArray(vao);
// Pass in the canvas resolution so we can convert from
// pixels to clipspace in the shader
gl.uniform2f(resolutionUniformLocation, gl.canvas.width, gl.canvas.height);
// draw 50 random rectangles in random colors
for (var ii = 0; ii < 50; ++ii) {
// Put a rectangle in the position buffer
setRectangle(
gl, randomInt(300), randomInt(300), randomInt(300), randomInt(300));
// Set a random color.
gl.uniform4f(colorLocation, Math.random(), Math.random(), Math.random(), 1);
// Draw the rectangle.
var primitiveType = gl.TRIANGLES;
var offset = 0;
var count = 6;
gl.drawArrays(primitiveType, offset, count);
}
}
// Returns a random integer from 0 to range - 1.
function randomInt(range) {
return Math.floor(Math.random() * range);
}
// Fill the buffer with the values that define a rectangle.
function setRectangle(gl, x, y, width, height) {
var x1 = x;
var x2 = x + width;
var y1 = y;
var y2 = y + height;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
x1, y1,
x2, y1,
x1, y2,
x1, y2,
x2, y1,
x2, y2]), gl.STATIC_DRAW);
}
main();
</script>
</html>