let opengl print an triangle
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15
index.html
15
index.html
@@ -2,6 +2,21 @@
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<html>
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<header>
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<title>Web Ocean</title>
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<script id="shader-fs" type="x-shader/x-fragment">
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precision mediump float;
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void main(void) {
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gl_FragColor = vec4(0.6,0.6,0.6,1.0);
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}
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</script>
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<script id="shader-vs" type="x-shader/x-vertex">
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attribute vec3 positionAttr;
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void main(void) {
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gl_Position = vec4(positionAttr, 1.0);
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}
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</script>
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</header>
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<body>
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<canvas id="window" width="800" height="600" style="margin:0 auto; border: solid #000000 1px; display:block;"></canvas>
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138
src/main.ts
138
src/main.ts
@@ -1,23 +1,139 @@
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var gl: WebGLRenderingContext;
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var viewportWidth = 0;
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var viewportHeight = 0;
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main();
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function initGL(canvas: HTMLCanvasElement) {
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var gltemp;
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try {
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gltemp = canvas.getContext("webgl");
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if (!gltemp)
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gltemp = canvas.getContext("experimental-webgl");
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if (gltemp != null) {
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viewportWidth = canvas.width;
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viewportHeight = canvas.height;
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}
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} catch (e) {
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}
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// Not the best error detection logic.
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// Redirect to http://get.webgl.org in failure case.
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if (gltemp == null) {
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alert("Unable to initialize WebGL. Your browser or machine may not support it.");
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}
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gl = <WebGLRenderingContext>gltemp;
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}
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function initGeometry() {
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let VBO = gl.createBuffer();
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let vertexData = [-0.5, -0.5, 0.0,
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0.5, -0.5, 0.0,
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0.0, 0.5, 0.0];
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gl.bindBuffer(gl.ARRAY_BUFFER, VBO);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexData), gl.STATIC_DRAW);
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return VBO;
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}
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function getShader(id: string) {
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var script: any = document.getElementById(id);
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if (!script) {
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console.log("Coudln't get shader source from HTML!");
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return null;
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}
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var shader: WebGLShader | null;
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if (script.type == "x-shader/x-fragment") {
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shader = gl.createShader(gl.FRAGMENT_SHADER);
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} else if (script.type == "x-shader/x-vertex") {
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shader = gl.createShader(gl.VERTEX_SHADER);
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} else {
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console.log("Script type is wrong!");
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return null;
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}
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if (shader == null) {
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console.log("Cannot create Shaders!")
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return null;
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}
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gl.shaderSource(shader, script.text);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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alert(gl.getShaderInfoLog(shader));
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return null;
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}
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return shader;
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}
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function initShaders() {
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var vertexShader = getShader("shader-vs");
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var fragmentShader = getShader("shader-fs");
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if (vertexShader == null || fragmentShader == null) {
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console.log("Didn't find shader sources!")
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return null;
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}
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let program: WebGLProgram | null = gl.createProgram();
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if (program == null) {
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console.log("Program not created!")
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return null
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}
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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alert("Could not initialise shaders");
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}
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gl.useProgram(program);
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let positionAttr = gl.getAttribLocation(program, "positionAttr");
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gl.enableVertexAttribArray(positionAttr);
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return program;
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}
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function drawScene(buffer: WebGLBuffer, program: WebGLProgram) {
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gl.viewport(0, 0, viewportWidth, viewportHeight);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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// There are 7 floating-point values per vertex
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var stride = 3 * Float32Array.BYTES_PER_ELEMENT;
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// Set up position stream
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, stride, 0);
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gl.enableVertexAttribArray(0);
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gl.useProgram(program);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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}
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function main() {
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const canvas: HTMLCanvasElement = <HTMLCanvasElement>document.getElementById("window");
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const gl = canvas.getContext("webgl");
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if (!gl) {
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alert("Unable to initialize WebGL. Your browser or machine may not support it.");
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return;
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}
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let vertices = [ -0.5, -0.5, 0.0,
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0.5, -0.5, 0.0,
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0.0, 0.5, 0.0];
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console.log(vertices);
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initGL(canvas);
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let shaderProgram = initShaders();
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let triangleVBO = initGeometry();
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// Setze clear color auf schwarz, vollständig sichtbar
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gl.clearColor(0.0, 1.0, 0.0, 1.0);
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// Lösche den color buffer mit definierter clear color
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gl.clear(gl.COLOR_BUFFER_BIT);
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if (triangleVBO != null && shaderProgram != null) {
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drawScene(triangleVBO, shaderProgram);
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}
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if(gl.getError() != gl.NO_ERROR) {
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console.log("OpenGL Error!: ");
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}
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}
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