Square - rotating
CISC 3620 Lecture 3
by asterix77
HTML
<!DOCTYPE html>
<html>
<head>
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;
uniform float theta;
void main()
{
gl_Position.x = -sin(theta) * vPosition.x + cos(theta) * vPosition.y;
gl_Position.y = sin(theta) * vPosition.y + cos(theta) * vPosition.x;
gl_Position.z = 0.0;
gl_Position.w = 1.0;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>
<script type="text/javascript" src="https://www.cs.unm.edu/~angel/WebGL/7E/Common/webgl-utils.js"></script>
<script type="text/javascript" src="https://www.cs.unm.edu/~angel/WebGL/7E/Common/initShaders.js"></script>
<script type="text/javascript" src="https://www.cs.unm.edu/~angel/WebGL/7E/Common/MV.js"></script>
</head>
<body>
<canvas id="gl-canvas" width="256" height="256">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>
</body>
</html>
JavaScript
var gl;
var points;
var theta = 0;
var thetaLoc;
function init() {
var canvas = document.getElementById("gl-canvas");
gl = WebGLUtils.setupWebGL(canvas);
if (!gl) {
alert("WebGL isn't available");
}
// Four Vertices
var vertices = [
vec2(-0.5, 0.5),
vec2(-0.5, -0.5),
vec2(0.5, 0.5),
vec2(0.5, -0.5)
];
//
// Configure WebGL
//
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// Load shaders and initialize attribute buffers
var program = initShaders(gl, "vertex-shader", "fragment-shader");
gl.useProgram(program);
// Load the data into the GPU
var bufferId = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferId);
gl.bufferData(gl.ARRAY_BUFFER, flatten(vertices), gl.STATIC_DRAW);
// Associate our shader variables with our data buffer
var vPosition = gl.getAttribLocation(program, "vPosition");
gl.vertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vPosition);
thetaLoc = gl.getUniformLocation(program, "theta");
render();
}
function render()
{
gl.clear(gl.COLOR_BUFFER_BIT);
theta += 0.01;
gl.uniform1f(thetaLoc, theta);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
requestAnimFrame(render);
}
init();