// 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;
}