ch07/OrthoView
This is an example from the book "WebGL Programming Guide" by Kouichi Matsuda and Rodger Lea
by Ivan Enzhaev
HTML
<p id="nearFar">The near and far values are displayed here.</p>
<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 vec4 a_Color;
uniform mat4 u_ProjMatrix;
varying vec4 v_Color;
void main()
{
gl_Position = u_ProjMatrix * a_Position;
v_Color = a_Color;
}
</script>
<script type="x-shader/x-fragment" id="FragmentShader">
precision mediump float;
varying vec4 v_Color;
void main()
{
gl_FragColor = v_Color;
}
</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>
CSS
body {
overflow: hidden;
}
JavaScript
// OrthoView.js (c) 2012 matsuda
// This is an example from the book "WebGL Programming Guide"
// by Kouichi Matsuda and Rodger Lea
// The distances to the near and far clipping plane
var g_near = 0.0, g_far = 0.5;
main();
//window.onload = main;
function main()
{
// Retrieve <canvas> element
var canvas = document.getElementById('webgl');
// Retrieve the nearFar element
var nf = document.getElementById('nearFar');
// 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;
}
// Set the vertex coordinates and color (the blue triangle is in the front)
var n = initVertexBuffers(gl);
if (n < 0)
{
console.log('Failed to set the vertex information');
return;
}
// Specify the color for clearing <canvas>
gl.clearColor(0, 0, 0, 1);
// get the storage location of u_ProjMatrix
var u_ProjMatrix = gl.getUniformLocation(gl.program, 'u_ProjMatrix');
if (!u_ProjMatrix)
{
console.log('Failed to get the storage location of u_ProjMatrix');
return;
}
// Create the matrix to set the eye point, and the line of sight
var projMatrix =...