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part4.html
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<!DOCTYPE html>
<!--
The MIT License (MIT)
Copyright (c) 2017 Tarek Sherif
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-->
<html>
<head>
<script src="picogl.min.js"></script>
<script src="gl-matrix-min.js"></script>
</head>
<body>
<canvas id="webgl-canvas"></canvas>
<script type="shader/vertex" id="vertex-shader">
#version 300 es
#define PI 3.14159
layout(location=0) in vec2 position;
layout(location=1) in vec3 color;
out vec2 vPosition;
out vec3 vColor;
void main() {
float cos2 = cos(PI / 90.0);
float sin2 = sin(PI / 90.0);
mat2 rotation = mat2(
cos2, sin2,
-sin2, cos2
);
vPosition = rotation * position;
vColor = color;
gl_Position = vec4(vPosition, 0.0, 1.0);
}
</script>
<script type="shader/fragment" id="fragment-shader">
#version 300 es
precision highp float;
in vec3 vColor;
out vec4 fragColor;
void main() {
fragColor = vec4(vColor, 1.0);
}
</script>
<script type="text/javascript">
var canvas = document.getElementById("webgl-canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var app = PicoGL.createApp(canvas)
.clearColor(0.0, 0.0, 0.0, 1.0);
var vsSource = document.getElementById("vertex-shader").text.trim();
var fsSource = document.getElementById("fragment-shader").text.trim();
var program = app.createProgram(vsSource, fsSource, ["vPosition"]);
var positionsA = app.createVertexBuffer(PicoGL.FLOAT, 2, new Float32Array([
-0.3, -0.3,
0.3, -0.3,
0.0, 0.3
]));
var positionsB = app.createVertexBuffer(PicoGL.FLOAT, 2, 6);
var colors = app.createVertexBuffer(PicoGL.FLOAT, 3, new Float32Array([
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0
]));
var triangleArrayA = app.createVertexArray()
.vertexAttributeBuffer(0, positionsA)
.vertexAttributeBuffer(1, colors);
var triangleArrayB = app.createVertexArray()
.vertexAttributeBuffer(0, positionsB)
.vertexAttributeBuffer(1, colors);
var transformFeedbackA = app.createTransformFeedback()
.feedbackBuffer(0, positionsA);
var transformFeedbackB = app.createTransformFeedback()
.feedbackBuffer(0, positionsB);
var drawCallA = app.createDrawCall(program, triangleArrayA)
.transformFeedback(transformFeedbackB);
var drawCallB = app.createDrawCall(program, triangleArrayB)
.transformFeedback(transformFeedbackA);
var currentDrawCall = drawCallA;
function draw() {
app.clear();
currentDrawCall.draw();
currentDrawCall = currentDrawCall === drawCallA ? drawCallB : drawCallA;
requestAnimationFrame(draw);
}
requestAnimationFrame(draw);
</script>
</body>
</html>