Pixels are drawwn at three times normal size.
The HTML file
<html>
<head>
<script id="vertex-shader" type="x-shader/x-vertex" src="vshader.js">
attribute vec4 vPosition;
void main() {
gl_PointSize = 3.0;
gl_Position = vPosition;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
void main() {
gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );
}
</script>
<script type="text/javascript" src="../Common/webgl-utils.js"></script>
<script type="text/javascript" src="../Common/initShaders.js"></script>
<script type="text/javascript" src="../Common/MV.js"></script>
<script type="text/javascript" src="GLCanvas.js"></script>
<script src="https://cdn.rawgit.com/google/code-prettify/master/loader/run_prettify.js"></script>
</head>
<body>
<h1>A Serpinski Gasket With OpenGL</h1>
<script>
var WIDTH = 500;
var HEIGHT = 500;
var canvas = new Canvas(WIDTH, HEIGHT);
canvas.Redisplay();
</script>
<p>
</body>
The GLCanvas.js Code
function Canvas(width, height, locID) {
if (width == undefined || width < 0) {
width = 300;
}
if (height == undefined || height < 0) {
height = 300;
}
var canvas = document.createElement('canvas')
canvas.height = height;
canvas.width = width;
if(locID == undefined) {
document.body.appendChild(canvas);
} else {
div = document.getElementById(locID);
if (null == div) {
document.body.appendChild(canvas);
} else {
div.appendChild(canvas);
}
}
document.body.appendChild(canvas);
this.height = height;
this.width = width;
// new stuff
this.gl = WebGLUtils.setupWebGL(canvas);
if (!this.gl) {
alert ("WebGL isn't available");
}
this.gl.viewport(0,0, width, height);
program = initShaders(this.gl, "vertex-shader","fragment-shader");
this.gl.useProgram(program);
var bufferID = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, bufferID);
var vPosition = this.gl.getAttribLocation(program, "vPosition");
this.gl.vertexAttribPointer(vPosition,2,this.gl.FLOAT, false,0,0);
this.gl.enableVertexAttribArray(vPosition);
// end new stuff
this.count = 2000;
this.Init();
return this;
}
Canvas.prototype = {
Init: function() {
this.list= [];
this.gl.clearColor(1.0, 1.0, 1.0, 1.0);
var p1 = vec2(this.width/2.0, this.height-20);
var p2 = vec2(20, 20);
var p3 = vec2(this.width-20, 20);
this.tri = [p1, p2, p3]
this.MakePoints();
var gl = this.gl;
this.gl.bufferData(gl.ARRAY_BUFFER,flatten(this.list),gl.STATIC_DRAW);
},
Interp: function(a,b,s) {
return a*(1-s) + b*s;
},
RandPoint: function(p1, p2) {
var s = Math.random();
var x = this.Interp(p1[0],p2[0],s);
var y = this.Interp(p1[1],p2[1],s);
return vec2(x,y);
},
HalfPoint: function(p1,p2) {
var x = this.Interp(p1[0],p2[0],.5);
var y = this.Interp(p1[1],p2[1],.5);
return vec2(x,y);
},
MakePoints: function() {
var p, q, v;
var tmp;
var scaleFactor = 2/Math.max(this.height, this.width);
var t1 = this.RandPoint(this.tri[0], this.tri[1]);
p = this.RandPoint(t1, this.tri[2]);
for (var i=0; i<this.count; i++) {
var c = Math.floor(Math.random()*3);
v = this.tri[c]
q = this.HalfPoint(p,v);
// add and scale are matrix operations from ML.js
tmp= add(q, [-this.width/2.0,-this.height/2.0]);
tmp = scale(scaleFactor,tmp);
this.list.push(tmp);
p = q;
}
return;
},
Redisplay: function() {
this.gl.clear(this.gl.COLOR_BUFFER_BIT);
this.gl.drawArrays(this.gl.POINTS, 0, this.count);
return;
}
};