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03.Attributes1.js
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03.Attributes1.js
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// tslint:disable: no-console
const vertexShaderSrc = `#version 300 es
#pragma vscode_glsllint_stage: vert
layout(location = 1) in float aPointSize;
layout(location = 0) in vec2 aPosition;
layout(location = 2) in vec3 aColor;
out vec3 vColor;
void main()
{
vColor = aColor;
gl_PointSize = aPointSize;
gl_Position = vec4(aPosition, 0.0, 1.0);
}`;
const fragmentShaderSrc = `#version 300 es
#pragma vscode_glsllint_stage: frag
precision mediump float;
in vec3 vColor;
out vec4 fragColor;
void main()
{
fragColor = vec4(vColor, 1.0);
}`;
const gl = document.querySelector('canvas').getContext('webgl2');
const program = gl.createProgram();
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderSrc);
gl.compileShader(vertexShader);
gl.attachShader(program, vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderSrc);
gl.compileShader(fragmentShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.log(gl.getShaderInfoLog(vertexShader));
console.log(gl.getShaderInfoLog(fragmentShader));
}
gl.useProgram(program);
const bufferData = new Float32Array([
0, 1, 100, 1,0,0,
-1,-1, 32, 0,1,0,
1,-1, 50, 0,0,1,
]);
const aPositionLoc = 0;
const aPointSizeLoc = 1;
const aColorLoc = 2;
gl.enableVertexAttribArray(aPositionLoc);
gl.enableVertexAttribArray(aPointSizeLoc);
gl.enableVertexAttribArray(aColorLoc);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, bufferData, gl.STATIC_DRAW);
gl.vertexAttribPointer(aPositionLoc, 2, gl.FLOAT, false, 6 * 4, 0);
gl.vertexAttribPointer(aPointSizeLoc, 1, gl.FLOAT, false, 6 * 4, 2 * 4);
gl.vertexAttribPointer(aColorLoc, 3, gl.FLOAT, false, 6 * 4, 3 * 4);
gl.drawArrays(gl.TRIANGLES, 0, 3);