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 DrawLines Demo</h1>
<script>
var WIDTH = 500;
var HEIGHT = 500;
var canvas = new Canvas(WIDTH, HEIGHT);
canvas.Redisplay();
</script>
<p>
<select id="Shape" onchange="canvas.SetShape(this.value); canvas.Redisplay()">
<option value='0'>Points</option>
<option value='1'>Line Strip</option>
<option value='2'>Line Loop</option>
<option value='3'>Lines</option>
<option value='4'>Triangle Strip</option>
<option value='5'>Triangle Fan</option>
<option value='6'>Triangles</option>
</select>
<p>
The Javascript File
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 = 3*5;
this.Init();
return this;
}
Canvas.prototype = {
Init: function() {
this.list= [];
this.gl.clearColor(1.0, 1.0, 1.0, 1.0);
this.shape = '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);
},
SetShape: function(shape) {
this.shape = shape;
return;
},
MakePoints: function() {
var x, y, r;
var theta=0;
var dtheta = 3.1415/this.count * 2;
r = .75;
for (var i=0; i<this.count; i++) {
tmp = vec2(r*Math.cos(theta), r*Math.sin(theta));
theta += dtheta;
this.list.push(tmp);
}
return;
},
Redisplay: function() {
this.gl.clear(this.gl.COLOR_BUFFER_BIT);
var type;
switch(this.shape) {
case '1':
type = this.gl.LINE_STRIP; break
case '2':
type = this.gl.LINE_LOOP; break
case '3':
type = this.gl.LINES; break
case '4':
type = this.gl.TRIANGLE_STRIP; break
case '5':
type = this.gl.TRIANGLE_FAN; break
case '6':
type = this.gl.TRIANGLES; break
default:
case '0':
type = this.gl.POINTS; break
}
this.gl.drawArrays(type, 0, this.count);
return;
}
};