WebGL 2.0. Drawing a polygon using gl.TRIANGLE_FAN
by Ivan Enzhaev
HTML
<canvas id="renderCanvas" width="250" height="250"></canvas>
CSS
#renderCanvas {
border: 5px solid #8f84e9;
}
JavaScript
var vertexShaderSource =
`#version 300 es
in vec2 a_Position;
in vec3 a_Color;
out vec3 v_Color;
void main()
{
gl_Position = vec4(a_Position, 0.0, 1.0);
v_Color = a_Color;
}`;
var fragmentShaderSource =
`#version 300 es
precision mediump float;
in vec3 v_Color;
out vec4 fragColor;
void main()
{
fragColor = vec4(v_Color, 1.0);
}`;
var gl = document.getElementById("renderCanvas").getContext("webgl2");
var vShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vShader, vertexShaderSource);
gl.compileShader(vShader);
var fShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fShader, fragmentShaderSource);
gl.compileShader(fShader);
var program = gl.createProgram();
gl.attachShader(program, vShader);
gl.attachShader(program, fShader);
gl.linkProgram(program);
gl.useProgram(program);
var vertices = new Float32Array([
-0.6, 0.3, 1.0, 0.0, 0.0, // v0 (x, y), (r, g, b)
-0.4, -0.5, 0.0, 1.0, 0.0, // v1
0.0, -0.7, 1.0, 0.0, 0.0, // v2
0.4, -0.5, 0.0, 0.0, 1.0, // v3
0.6, 0.3, 1.0, 0.0, 0.0, // v4
0.2, 0.7, 0.0, 1.0, 0.0, // v5
-0.2, 0.7, 0.0, 0.0, 1.0, // v6
]);
var vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
var FSIZE = vertices.BYTES_PER_ELEMENT;
var a_Position = gl.getAttribLocation(program, "a_Position");
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 5 * FSIZE, 0);
gl.enableVertexAttribArray(a_Position);
var a_Color = gl.getAttribLocation(program, "a_Color");
gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, 5 * FSIZE, 2 * FSIZE);
gl.enableVertexAttribArray(a_Color);
gl.clearColor(0.956, 0.968, 0.890, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLE_FAN, 0, 7);