dobutterfliescry.net/www/js/webgl-demo.js

140 lines
3.7 KiB
JavaScript

import { initBuffers } from "./init-buffers.js";
import { drawScene } from "./draw-scene.js";
main();
/* TODO: Avoid using alerts! Check return values instead,
* TODO: or create/use a Result like object.
*/
// Initialize a shader program, so WebGL knows how to draw our data
function initShaderProgram(gl, vsSource, fsSource) {
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
// Create the shader program
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
// If creating the shader program failed, alert
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
alert(
`Unable to initialize the shader program: ${gl.getProgramInfoLog(
program,
)}`,
);
return null;
}
return program;
}
// Creates a shader of the given type, uploads the source and compiles
function loadShader(gl, type, source) {
const shader = gl.createShader(type);
// Send the source to the shader object
gl.shaderSource(shader, source);
// Compile the shader program
gl.compileShader(shader);
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(
`An error occurred compiling the shaders: ${gl.getShaderInfoLog(shader)}`,
);
gl.deleteShader(shader);
return null;
}
return shader;
}
function main() {
const canvas = document.querySelector("#gl-canvas");
// Initialize the GL context
const gl = canvas.getContext("webgl");
// Only continue if WebGL is available and working
if (gl === null) {
alert(
"Unable to initialize WebGL. Your browser or machine may not support it.",
);
return;
}
// Vertex shader program
const vsSource = `
attribute vec4 aVertexPosition;
void main() {
gl_Position = aVertexPosition;
}
`;
const fsSource = `
// is highp wasteful for this shader?
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
// shadertoy-like parameters
// uniform vec2 uResolution;
uniform float uTime;
void main() {
vec2 uv = gl_FragCoord.xy/vec2(300, 300).xy;
// Time varying pixel color
vec3 col = 0.5 + 0.5*cos(uTime+uv.xyx+vec3(0,2,4));
// Output to screen
gl_FragColor = vec4(col,1.0);
// gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
`;
const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
// Collect all the info needed to use the shader program.
// Look up which attribute our shader program is using
// for aVertexPosition and look up uniform locations.
const programInfo = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram, "aVertexPosition"),
},
uniformLocations: {
// resolution: context.getUniformLocation(program, "uResolution"),
time: gl.getUniformLocation(shaderProgram, "uTime"),
},
};
// Here's where we call the routine that builds all the
// objects we'll be drawing.
const buffers = initBuffers(gl);
// Draw the scene
// drawScene(gl, programInfo, buffers, 0);
// let timePrev = 0;
// requestAnimationFrame asks the browser to call render,
// providing the time in milliseconds since the page loaded
function render(time) {
time *= 0.001; // convert to seconds
// deltaTime = time - prevTime;
// prevTime = time;
console.log(time)
drawScene(gl, programInfo, buffers, time);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}