// MultiPoint.js (c) 2012 matsuda // Vertex shader program var VSHADER_SOURCE = 'attribute vec4 a_Position; ' + 'void main() { ' + ' gl_Position = a_Position; ' + ' gl_PointSize = 10.0; ' + '} '; // Fragment shader program var FSHADER_SOURCE = 'precision mediump float; ' + 'void main() { ' + // Center coordinate is (0.5, 0.5) ' float d = distance(gl_PointCoord, vec2(0.5, 0.5)); ' + ' if(d < 0.6) { ' + // Radius is 0.5 ' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); ' + ' } else {discard;} ' + '} '; function main() { // Retrieve <canvas> element var canvas = document.getElementById('webgl'); // Get the rendering context for WebGL var gl = getWebGLContext(canvas); if (!gl) { console.log('Failed to get the rendering context for WebGL'); return; } // Initialize shaders if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) { console.log('Failed to intialize shaders.'); return; } // Write the positions of vertices to a vertex shader var n = initVertexBuffers(gl); if (n < 0) { console.log('Failed to set the positions of the vertices'); return; } // Specify the color for clearing <canvas> gl.clearColor(0, 0, 0, 1); // Clear <canvas> gl.clear(gl.COLOR_BUFFER_BIT); // Draw three points var g_init = Date.now(); var speed = 20; function pointCount() { var now = Date.now(); var count = (now - g_init) * (speed * 0.001 ) if (count > n) { return n } else if (count<1){ return 1; } else { return count; } } var tick = function() { gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.POINTS, 0, pointCount()); requestAnimationFrame(tick); }; tick(); } function initVertexBuffers(gl) { var vertices = new Float32Array([ -0.9, 0.0, -0.8, 0.0, -0.7, 0.0, -0.6, 0.0, -0.5, 0.0, -0.4, 0.0, -0.3, 0.0, -0.2, 0.0, -0.1, 0.0, 0.0, 0.0, 0.0, -0.1, 0.0, -0.2, 0.0, -0.3, 0.0, -0.4, 0.0, -0.5, 0.0, -0.6, 0.0, -0.7, 0.0, -0.8, 0.0, -0.9 ]); var n = 19; // The number of vertices // Create a buffer object var vertexBuffer = gl.createBuffer(); if (!vertexBuffer) { console.log('Failed to create the buffer object'); return -1; } // Bind the buffer object to target gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); // Write date into the buffer object gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); var a_Position = gl.getAttribLocation(gl.program, 'a_Position'); if (a_Position < 0) { console.log('Failed to get the storage location of a_Position'); return -1; } // Assign the buffer object to a_Position variable gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); // Enable the assignment to a_Position variable gl.enableVertexAttribArray(a_Position); return n; }