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- <!-- Any copyright is dedicated to the Public Domain.
- http://creativecommons.org/publicdomain/zero/1.0/ -->
- <!doctype html>
- <html>
- <head>
- <meta charset="utf-8"/>
- <title>WebGL editor test page</title>
- <script id="shader-vs" type="x-shader/x-vertex">
- precision lowp float;
- attribute vec3 aVertexPosition;
- uniform float uDepth;
- void main(void) {
- gl_Position = vec4(aVertexPosition, uDepth);
- }
- </script>
- <script id="shader-fs-0" type="x-shader/x-fragment">
- precision lowp float;
- void main(void) {
- gl_FragColor = vec4(0.5, 0.5, 0.5, 1.0);
- }
- </script>
- <script id="shader-fs-1" type="x-shader/x-fragment">
- precision lowp float;
- void main(void) {
- gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
- }
- </script>
- </head>
- <body>
- <canvas id="canvas" width="128" height="128"></canvas>
- <script type="text/javascript;version=1.8">
- "use strict";
- let canvas, gl;
- let program = [];
- let squareVerticesPositionBuffer;
- let vertexPositionAttribute = [];
- let depthUniform = [];
- window.onload = function() {
- canvas = document.querySelector("canvas");
- gl = canvas.getContext("webgl", { preserveDrawingBuffer: true });
- gl.clearColor(0.0, 0.0, 0.0, 1.0);
- initProgram(0);
- initProgram(1);
- initBuffers();
- drawScene();
- }
- function initProgram(i) {
- let vertexShader = getShader("shader-vs");
- let fragmentShader = getShader("shader-fs-" + i);
- program[i] = gl.createProgram();
- gl.attachShader(program[i], vertexShader);
- gl.attachShader(program[i], fragmentShader);
- gl.linkProgram(program[i]);
- vertexPositionAttribute[i] = gl.getAttribLocation(program[i], "aVertexPosition");
- gl.enableVertexAttribArray(vertexPositionAttribute[i]);
- depthUniform[i] = gl.getUniformLocation(program[i], "uDepth");
- }
- function getShader(id) {
- let script = document.getElementById(id);
- let source = script.textContent;
- let shader;
- if (script.type == "x-shader/x-fragment") {
- shader = gl.createShader(gl.FRAGMENT_SHADER);
- } else if (script.type == "x-shader/x-vertex") {
- shader = gl.createShader(gl.VERTEX_SHADER);
- }
- gl.shaderSource(shader, source);
- gl.compileShader(shader);
- return shader;
- }
- function initBuffers() {
- squareVerticesPositionBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesPositionBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
- 1.0, 1.0, 0.0,
- -1.0, 1.0, 0.0,
- 1.0, -1.0, 0.0,
- -1.0, -1.0, 0.0
- ]), gl.STATIC_DRAW);
- }
- function drawScene() {
- gl.clear(gl.COLOR_BUFFER_BIT);
- for (let i = 0; i < 2; i++) {
- gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesPositionBuffer);
- gl.vertexAttribPointer(vertexPositionAttribute[i], 3, gl.FLOAT, false, 0, 0);
- gl.useProgram(program[i]);
- gl.uniform1f(depthUniform[i], i + 1);
- blend(i);
- gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
- }
- window.requestAnimationFrame(drawScene);
- }
- function blend(i) {
- if (i == 0) {
- gl.disable(gl.BLEND);
- }
- else if (i == 1) {
- gl.enable(gl.BLEND);
- gl.blendColor(0.5, 0, 0, 0.25);
- gl.blendEquationSeparate(
- gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_SUBTRACT);
- gl.blendFuncSeparate(
- gl.CONSTANT_COLOR, gl.ONE_MINUS_CONSTANT_COLOR,
- gl.ONE_MINUS_CONSTANT_COLOR, gl.CONSTANT_COLOR);
- }
- }
- </script>
- </body>
- </html>
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