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1 <!-- Any copyright is dedicated to the Public Domain. |
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2 http://creativecommons.org/publicdomain/zero/1.0/ --> |
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3 <!doctype html> |
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4 |
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5 <html> |
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6 <head> |
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7 <meta charset="utf-8"/> |
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8 <title>WebGL editor test page</title> |
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9 |
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10 <script id="shader-vs" type="x-shader/x-vertex"> |
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11 precision lowp float; |
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12 attribute vec3 aVertexPosition; |
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13 |
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14 void main(void) { |
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15 gl_Position = vec4(aVertexPosition, 1); |
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16 } |
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17 </script> |
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18 |
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19 <script id="shader-fs" type="x-shader/x-fragment"> |
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20 precision lowp float; |
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21 uniform vec3 uColor; |
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22 |
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23 void main(void) { |
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24 gl_FragColor = vec4(uColor, 1); |
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25 } |
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26 </script> |
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27 </head> |
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28 |
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29 <body> |
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30 <canvas id="canvas1" width="128" height="128"></canvas> |
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31 <canvas id="canvas2" width="128" height="128"></canvas> |
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32 |
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33 <script type="text/javascript;version=1.8"> |
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34 "use strict"; |
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35 |
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36 let canvas = [], gl = []; |
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37 let program = []; |
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38 let squareVerticesPositionBuffer = []; |
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39 let vertexPositionAttribute = []; |
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40 let colorUniform = []; |
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41 |
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42 window.onload = function() { |
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43 for (let i = 0; i < 2; i++) { |
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44 canvas[i] = document.querySelector("#canvas" + (i + 1)); |
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45 gl[i] = canvas[i].getContext("webgl", { preserveDrawingBuffer: true }); |
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46 gl[i].clearColor(0.0, 0.0, 0.0, 1.0); |
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47 |
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48 initProgram(i); |
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49 initBuffers(i); |
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50 drawScene(i); |
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51 } |
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52 } |
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53 |
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54 function initProgram(i) { |
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55 let vertexShader = getShader(gl[i], "shader-vs"); |
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56 let fragmentShader = getShader(gl[i], "shader-fs"); |
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57 |
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58 program[i] = gl[i].createProgram(); |
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59 gl[i].attachShader(program[i], vertexShader); |
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60 gl[i].attachShader(program[i], fragmentShader); |
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61 gl[i].linkProgram(program[i]); |
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62 |
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63 vertexPositionAttribute[i] = gl[i].getAttribLocation(program[i], "aVertexPosition"); |
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64 gl[i].enableVertexAttribArray(vertexPositionAttribute[i]); |
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65 |
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66 colorUniform[i] = gl[i].getUniformLocation(program[i], "uColor"); |
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67 } |
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68 |
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69 function getShader(gl, id) { |
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70 let script = document.getElementById(id); |
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71 let source = script.textContent; |
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72 let shader; |
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73 |
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74 if (script.type == "x-shader/x-fragment") { |
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75 shader = gl.createShader(gl.FRAGMENT_SHADER); |
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76 } else if (script.type == "x-shader/x-vertex") { |
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77 shader = gl.createShader(gl.VERTEX_SHADER); |
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78 } |
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79 |
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80 gl.shaderSource(shader, source); |
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81 gl.compileShader(shader); |
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82 |
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83 return shader; |
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84 } |
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85 |
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86 function initBuffers(i) { |
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87 squareVerticesPositionBuffer[i] = gl[i].createBuffer(); |
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88 gl[i].bindBuffer(gl[i].ARRAY_BUFFER, squareVerticesPositionBuffer[i]); |
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89 gl[i].bufferData(gl[i].ARRAY_BUFFER, new Float32Array([ |
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90 1.0, 1.0, 0.0, |
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91 -1.0, 1.0, 0.0, |
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92 1.0, -1.0, 0.0, |
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93 -1.0, -1.0, 0.0 |
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94 ]), gl[i].STATIC_DRAW); |
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95 } |
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96 |
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97 function drawScene(i) { |
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98 gl[i].clear(gl[i].COLOR_BUFFER_BIT); |
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99 |
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100 gl[i].bindBuffer(gl[i].ARRAY_BUFFER, squareVerticesPositionBuffer[i]); |
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101 gl[i].vertexAttribPointer(vertexPositionAttribute[i], 3, gl[i].FLOAT, false, 0, 0); |
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102 |
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103 gl[i].useProgram(program[i]); |
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104 gl[i].uniform3fv(colorUniform[i], i == 0 ? [1, 1, 0] : [0, 1, 1]); |
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105 gl[i].drawArrays(gl[i].TRIANGLE_STRIP, 0, 4); |
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106 |
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107 window.requestAnimationFrame(() => drawScene(i)); |
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108 } |
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109 </script> |
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110 </body> |
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111 |
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112 </html> |