ch10/FramebufferObject
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;
attribute vec2 a_TexCoord;
uniform mat4 u_MvpMatrix;
varying vec2 v_TexCoord;
void main()
{
gl_Position = u_MvpMatrix * a_Position;
v_TexCoord = a_TexCoord;
}
</script>
<script type="x-shader/x-fragment" id="FragmentShader">
precision mediump float;
uniform sampler2D u_Sampler;
varying vec2 v_TexCoord;
void main()
{
gl_FragColor = texture2D(u_Sampler, v_TexCoord);
}
</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
// FramebufferObject.js (c) matsuda and kanda
// This is an example from the book "WebGL Programming Guide"
// by Kouichi Matsuda and Rodger Lea
// Size of off screen
var OFFSCREEN_WIDTH = 256;
var OFFSCREEN_HEIGHT = 256;
// Coordinate transformation matrix
var g_modelMatrix = new Matrix4();
var g_mvpMatrix = new Matrix4();
// The increments of rotation angle (degrees)
var ANGLE_STEP = 30;
// Last time that this function was called
var last = Date.now();
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;
}
// Get the storage location of attribute variables and uniform variables
var program = gl.program; // Get program object
program.a_Position = gl.getAttribLocation(program, 'a_Position');
program.a_TexCoord = gl.getAttribLocation(program, 'a_TexCoord');
program.u_MvpMatrix = gl.getUniformLocation(program, 'u_MvpMatrix');
if (program.a_Position < 0 || program.a_TexCoord < 0 || !program.u_MvpMatrix)
{
console.log('Failed to get the...