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+ |
+<html> |
+ |
+<head> |
+<title>Learning WebGL — lesson 1</title> |
+<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1"> |
+ |
+<script type="text/javascript" src="glMatrix-0.9.5.min.js"></script> |
+ |
+<script id="shader-fs" type="x-shader/x-fragment"> |
+ precision mediump float; |
+ |
+ void main(void) { |
+ gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); |
+ } |
+</script> |
+ |
+<script id="shader-vs" type="x-shader/x-vertex"> |
+ attribute vec3 aVertexPosition; |
+ |
+ uniform mat4 uMVMatrix; |
+ uniform mat4 uPMatrix; |
+ |
+ void main(void) { |
+ gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); |
+ } |
+</script> |
+ |
+ |
+<script type="text/javascript"> |
+ |
+ var gl; |
+ function initGL(canvas) { |
+ try { |
+ gl = canvas.getContext("webgl"); |
+ gl.viewportWidth = canvas.width; |
+ gl.viewportHeight = canvas.height; |
+ } catch (e) { |
+ } |
+ if (!gl) { |
+ alert("Could not initialise WebGL, sorry :-("); |
+ } |
+ } |
+ |
+ |
+ function getShader(gl, id) { |
+ var shaderScript = document.getElementById(id); |
+ if (!shaderScript) { |
+ return null; |
+ } |
+ |
+ var str = ""; |
+ var k = shaderScript.firstChild; |
+ while (k) { |
+ if (k.nodeType == 3) { |
+ str += k.textContent; |
+ } |
+ k = k.nextSibling; |
+ } |
+ |
+ var shader; |
+ if (shaderScript.type == "x-shader/x-fragment") { |
+ shader = gl.createShader(gl.FRAGMENT_SHADER); |
+ } else if (shaderScript.type == "x-shader/x-vertex") { |
+ shader = gl.createShader(gl.VERTEX_SHADER); |
+ } else { |
+ return null; |
+ } |
+ |
+ gl.shaderSource(shader, str); |
+ gl.compileShader(shader); |
+ |
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { |
+ alert(gl.getShaderInfoLog(shader)); |
+ return null; |
+ } |
+ |
+ return shader; |
+ } |
+ |
+ |
+ var shaderProgram; |
+ |
+ function initShaders() { |
+ var fragmentShader = getShader(gl, "shader-fs"); |
+ var vertexShader = getShader(gl, "shader-vs"); |
+ |
+ shaderProgram = gl.createProgram(); |
+ gl.attachShader(shaderProgram, vertexShader); |
+ gl.attachShader(shaderProgram, fragmentShader); |
+ gl.linkProgram(shaderProgram); |
+ |
+ if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { |
+ alert("Could not initialise shaders"); |
+ } |
+ |
+ gl.useProgram(shaderProgram); |
+ |
+ shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); |
+ gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); |
+ |
+ shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix"); |
+ shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix"); |
+ } |
+ |
+ |
+ var mvMatrix = mat4.create(); |
+ var pMatrix = mat4.create(); |
+ |
+ function setMatrixUniforms() { |
+ gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix); |
+ gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix); |
+ } |
+ |
+ |
+ |
+ var triangleVertexPositionBuffer; |
+ var squareVertexPositionBuffer; |
+ |
+ function initBuffers() { |
+ triangleVertexPositionBuffer = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer); |
+ var vertices = [ |
+ 117.0, 167.0, 0.0, |
+ 33.0, 333.0, 0.0, |
+ 200.0, 333.0, 0.0 |
+ ]; |
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); |
+ triangleVertexPositionBuffer.itemSize = 3; |
+ triangleVertexPositionBuffer.numItems = 3; |
+ |
+ squareVertexPositionBuffer = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer); |
+ vertices = [ |
+ 300.0, 167.0, 0.0, |
+ 467.0, 167.0, 0.0, |
+ 300.0, 333.0, 0.0, |
+ 467.0, 333.0, 0.0 |
+ ]; |
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); |
+ squareVertexPositionBuffer.itemSize = 3; |
+ squareVertexPositionBuffer.numItems = 4; |
+ } |
+ |
+ |
+ function drawScene() { |
+ gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight); |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ |
+ // mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 1000.0, pMatrix); |
+ mat4.ortho(-250.0, 250.0, -250.0, 250.0, 0.1, 1000, pMatrix); |
+ mat4.identity(mvMatrix); |
+ mat4.scale(mvMatrix, [1, -1, 1]); |
+ mat4.translate(mvMatrix, [-250, -250, -1]); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer); |
+ gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); |
+ setMatrixUniforms(); |
+ gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems); |
+ |
+ |
+ // mat4.translate(mvMatrix, [300, 0.0, 0.0]); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer); |
+ gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); |
+ setMatrixUniforms(); |
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems); |
+ } |
+ |
+ |
+ |
+ function webGLStart() { |
+ var canvas = document.getElementById("lesson01-canvas"); |
+ initGL(canvas); |
+ initShaders(); |
+ initBuffers(); |
+ |
+ gl.clearColor(0.0, 0.0, 0.0, 1.0); |
+ gl.enable(gl.DEPTH_TEST); |
+ |
+ drawScene(); |
+ } |
+ |
+ |
+</script> |
+ |
+ |
+</head> |
+ |
+ |
+<body onload="webGLStart();"> |
+ <a href="http://learningwebgl.com/blog/?p=28"><< Back to Lesson 1</a><br /> |
+ |
+ <canvas id="lesson01-canvas" style="border: none;" width="500" height="500"></canvas> |
+ |
+ <br/> |
+ <a href="http://learningwebgl.com/blog/?p=28"><< Back to Lesson 1</a><br /> |
+</body> |
+ |
+</html> |