Complete the assignment
This commit is contained in:
		| @@ -6,7 +6,7 @@ | |||||||
|   </head> |   </head> | ||||||
| 
 | 
 | ||||||
|   <body onload="main()"> |   <body onload="main()"> | ||||||
|     <canvas id="webgl" width="400" height="400"> |     <canvas id="webgl" width="600" height="400"> | ||||||
|     Please use a browser that supports "canvas" |     Please use a browser that supports "canvas" | ||||||
|     </canvas> |     </canvas> | ||||||
| 
 | 
 | ||||||
| @@ -4,27 +4,27 @@ | |||||||
| // program, rather than hard-coding it.
 | // program, rather than hard-coding it.
 | ||||||
| const vertex_shader = ` | const vertex_shader = ` | ||||||
|   attribute vec4 a_Position;		// vertex-shader attribute
 |   attribute vec4 a_Position;		// vertex-shader attribute
 | ||||||
|   void main()  |   void main() | ||||||
|   { |   { | ||||||
|     gl_Position = a_Position; |     gl_Position = a_Position; | ||||||
|     gl_PointSize = 10.0; |     gl_PointSize = 25.0; | ||||||
|   }	`;
 |   }	`;
 | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| const fragment_shader = ` | const fragment_shader = ` | ||||||
|   void main()  |   void main() | ||||||
|   { |   { | ||||||
|     gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); |     gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0); | ||||||
|   }	`;
 |   }	`;
 | ||||||
| 
 | 
 | ||||||
| function main()  | function main() | ||||||
| { | { | ||||||
|   // Retrieve <canvas> element
 |   // Retrieve <canvas> element
 | ||||||
|   var canvas = document.getElementById('webgl'); |   var canvas = document.getElementById('webgl'); | ||||||
| 
 | 
 | ||||||
|   // Get the rendering context for WebGL
 |   // Get the rendering context for WebGL
 | ||||||
|   var gl = getWebGLContext(canvas); |   var gl = getWebGLContext(canvas); | ||||||
|   if (!gl)  |   if (!gl) | ||||||
|   { |   { | ||||||
|     console.log('Failed to get the rendering context for WebGL'); |     console.log('Failed to get the rendering context for WebGL'); | ||||||
|     return; |     return; | ||||||
| @@ -40,7 +40,7 @@ function main() | |||||||
|   // Get the storage location of a_Position
 |   // Get the storage location of a_Position
 | ||||||
|   // This is in video memory
 |   // This is in video memory
 | ||||||
|   var a_Position = gl.getAttribLocation(gl.program, 'a_Position'); |   var a_Position = gl.getAttribLocation(gl.program, 'a_Position'); | ||||||
|   if (a_Position < 0)  |   if (a_Position < 0) | ||||||
|   { |   { | ||||||
|     console.log('Failed to get the storage location of a_Position'); |     console.log('Failed to get the storage location of a_Position'); | ||||||
|     return; |     return; | ||||||
| @@ -50,7 +50,7 @@ function main() | |||||||
|   canvas.onmousedown = function(ev){ click(ev, gl, canvas, a_Position); }; |   canvas.onmousedown = function(ev){ click(ev, gl, canvas, a_Position); }; | ||||||
| 
 | 
 | ||||||
|   // Specify the color for clearing <canvas>
 |   // Specify the color for clearing <canvas>
 | ||||||
|   gl.clearColor(0.0, 1.0, 0.0, 1.0); |   gl.clearColor(0.3, 0.3, 0.3, 1.0); | ||||||
| 
 | 
 | ||||||
|   // Clear <canvas>
 |   // Clear <canvas>
 | ||||||
|   gl.clear(gl.COLOR_BUFFER_BIT); |   gl.clear(gl.COLOR_BUFFER_BIT); | ||||||
| @@ -58,23 +58,23 @@ function main() | |||||||
| 
 | 
 | ||||||
| // The array for the position of a mouse press:
 | // The array for the position of a mouse press:
 | ||||||
| //		Data is pushed onto this array, which resizes dynamically
 | //		Data is pushed onto this array, which resizes dynamically
 | ||||||
| var g_points = [];  | var g_points = []; | ||||||
| 
 | 
 | ||||||
| function click(ev, gl, canvas, a_Position)  | function click(ev, gl, canvas, a_Position) | ||||||
| { | { | ||||||
|   var x = ev.clientX; 	// x coordinate of a mouse pointer
 |   var x = ev.clientX; 	// x coordinate of a mouse pointer
 | ||||||
|   var y = ev.clientY; 	// y coordinate of a mouse pointer
 |   var y = ev.clientY; 	// y coordinate of a mouse pointer
 | ||||||
|    | 
 | ||||||
|   var rect = ev.target.getBoundingClientRect(); |   var rect = ev.target.getBoundingClientRect(); | ||||||
| 
 | 
 | ||||||
|   // Coordinate conversion because canvas and WebGL have different
 |   // Coordinate conversion because canvas and WebGL have different
 | ||||||
|   // origins.
 |   // origins.
 | ||||||
|    | 
 | ||||||
|   x = ((x - rect.left) - canvas.width/2)/(canvas.width/2); |   x = ((x - rect.left) - canvas.width/2)/(canvas.width/2); | ||||||
|   y = (canvas.height/2 - (y - rect.top))/(canvas.height/2); |   y = (canvas.height/2 - (y - rect.top))/(canvas.height/2); | ||||||
|    | 
 | ||||||
|   // Store the coordinates to g_points array
 |   // Store the coordinates to g_points array
 | ||||||
|   g_points.push(x);  |   g_points.push(x); | ||||||
|   g_points.push(y); |   g_points.push(y); | ||||||
| 
 | 
 | ||||||
|   // Clear <canvas>
 |   // Clear <canvas>
 | ||||||
| @@ -82,9 +82,9 @@ function click(ev, gl, canvas, a_Position) | |||||||
| 
 | 
 | ||||||
|   // Upon each click, the canvas is cleared and all saved points
 |   // Upon each click, the canvas is cleared and all saved points
 | ||||||
|   // are redrawn.  Each point has two values in the array (x, y).
 |   // are redrawn.  Each point has two values in the array (x, y).
 | ||||||
|    | 
 | ||||||
|   var len = g_points.length; |   var len = g_points.length; | ||||||
|   for(var i = 0; i < len; i += 2)  |   for(var i = 0; i < len; i += 2) | ||||||
|   { |   { | ||||||
|     // Pass the position of a point to a_Position variable
 |     // Pass the position of a point to a_Position variable
 | ||||||
|     gl.vertexAttrib3f(a_Position, g_points[i], g_points[i+1], 0.0); |     gl.vertexAttrib3f(a_Position, g_points[i], g_points[i+1], 0.0); | ||||||
		Reference in New Issue
	
	Block a user