ch04/RotatedTranslatedTriangle
This is an example from the book "WebGL Programming Guide" by Kouichi Matsuda and Rodger Lea
by Ivan Enzhaev
HTML
<canvas id="webgl" width="400" height="400">
Please use a browser that supports "canvas"
</canvas>
<script type="x-shader/x-vertex" id="VertexShader">
attribute vec4 a_Position;
uniform mat4 u_ModelMatrix;
void main()
{
gl_Position = u_ModelMatrix * a_Position;
}
</script>
<script type="x-shader/x-fragment" id="FragmentShader">
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>
<script src="https://dl.dropboxusercontent.com/s/ylw7v7a44xtrwv0/webgl-utils.js"></script>
<script src="https://dl.dropboxusercontent.com/s/iz1n21c8xafd76n/webgl-debug.js"></script>
<script src="https://dl.dropboxusercontent.com/s/subm1yzylxuao8v/cuon-utils.js"></script>
<script src="https://dl.dropboxusercontent.com/s/jw3p82lq1cjwekg/cuon-matrix.js"></script>
JavaScript
// RotatedTranslatedTriangle.js (c) 2012 matsuda
// This is an example from the book "WebGL Programming Guide"
// by Kouichi Matsuda and Rodger Lea
main();
//window.onload = main;
function main()
{
// Retrieve <canvas> element
var canvas = document.getElementById('webgl');
// Get the rendering context for WebGL
var gl = getWebGLContext(canvas);
if (!gl)
{
console.log('Failed to get the rendering context for WebGL');
return;
}
// Get shader elements
var vShaderElement = document.getElementById("VertexShader");
var fShaderElement = document.getElementById("FragmentShader");
if (vShaderElement == null)
{
console.log("Failed to get the vertex shader element");
return;
}
if (fShaderElement == null)
{
console.log("Failed to get the fragment shader element");
return;
}
// Get shader sources
var vShaderSource = vShaderElement.firstChild.textContent;
var fShaderSource = fShaderElement.firstChild.textContent;
// Initialize shaders
if (!initShaders(gl, vShaderSource, fShaderSource))
{
console.log('Failed to intialize shaders.');
return;
}
// Write the positions of vertices to a vertex shader
var n = initVertexBuffers(gl);
if (n < 0)
{
console.log('Failed to set the positions of the vertices');
return;
}
// Create Matrix4 object for model transformation
var modelMatrix = new Matrix4();
// Calculate a model matrix
var ANGLE = 60.0; // The rotation angle
var Tx = 0.5; // Translation distance
modelMatrix.setRotate(ANGLE, 0, 0, 1); // Set rotation matrix
modelMatrix.translate(Tx, 0, 0); // Multiply modelMatrix by the calculated translation matrix
// Pass the model matrix to the vertex shader
var u_ModelMatrix = gl.getUniformLocation(gl.program, 'u_ModelMatrix');
if (!u_ModelMatrix)
{
console.log('Failed to get the...