JSFiddle - React, Tailwind, and code Playground
by emadurandal
HTML
<!DOCTYPE html>
<html>
<head>
<title>canvas tutorial</title>
</head>
<body>
<canvas id="world" width="640" height="480"></canvas>
<script src="main.js"></script>
</body>
</html>
CSS
body {
background-color: gray;
}
JavaScript
const initWebGL = (canvasId)=> {
const canvas = document.getElementById(canvasId);
const gl = canvas.getContext("webgl2");
return gl;
};
const initShaders = (gl, vertexShaderCode, fragmentShaderCode) => {
const program = gl.createProgram();
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(vertexShader, vertexShaderCode);
gl.shaderSource(fragmentShader, fragmentShaderCode);
gl.compileShader(vertexShader);
gl.compileShader(fragmentShader);
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
gl.bindAttribLocation(program, 0, "position");
gl.enableVertexAttribArray(0);
};
const initGeometry = (gl, positions) => {
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
};
const gl = initWebGL('world');
const draw = () => {
// 画面のクリアを命令する
gl.clear(gl.COLOR_BUFFER_BIT);
// 描画を命令する
gl.drawArrays(gl.TRIANGLES, 0, 3);
// ディスプレイの垂直同期に合わせた周期(60FPS以上が多い)で繰り返しdraw()を呼ぶ
requestAnimationFrame(draw);
};
(()=>{
// GLSLシェーダーコードを定義
const vertexShader =
`#version 300 es
in vec3 position;
void main() {
gl_Position = vec4(position, 1.0);
}
`;
const fragmentShader =
`#version 300 es
precision mediump float;
out vec4 outColor;
void main() {
outColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`;
// ポリゴン情報を定義
var positions = [ 0.0, 0.5, 0.0, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0 ];
initShaders(gl, vertexShader, fragmentShader);
initGeometry(gl, positions);
// Canvas初期化色を設定
gl.clearColor(0, 0, 0, 1);
// 描画の開始
draw();
})();