// ClickedPints.js (c) 2012 matsuda, 2022 Jonathon Doran // Note that this shader takes the position from the main // program, rather than hard-coding it. const vertex_shader = ` attribute vec4 a_Position; // vertex-shader attribute void main() { gl_Position = a_Position; gl_PointSize = 10.0; } `; const fragment_shader = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; function main() { // Retrieve 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, vertex_shader, fragment_shader)) { console.log('Failed to intialize shaders.'); return; } // Get the storage location of a_Position // This is in video memory 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; } // Register function (event handler) to be called on a mouse press canvas.onmousedown = function(ev){ click(ev, gl, canvas, a_Position); }; // Specify the color for clearing gl.clearColor(0.0, 1.0, 0.0, 1.0); // Clear gl.clear(gl.COLOR_BUFFER_BIT); } // The array for the position of a mouse press: // Data is pushed onto this array, which resizes dynamically var g_points = []; function click(ev, gl, canvas, a_Position) { var x = ev.clientX; // x coordinate of a mouse pointer var y = ev.clientY; // y coordinate of a mouse pointer var rect = ev.target.getBoundingClientRect(); // Coordinate conversion because canvas and WebGL have different // origins. x = ((x - rect.left) - canvas.width/2)/(canvas.width/2); y = (canvas.height/2 - (y - rect.top))/(canvas.height/2); // Store the coordinates to g_points array g_points.push(x); g_points.push(y); // Clear gl.clear(gl.COLOR_BUFFER_BIT); // Upon each click, the canvas is cleared and all saved points // are redrawn. Each point has two values in the array (x, y). var len = g_points.length; for(var i = 0; i < len; i += 2) { // Pass the position of a point to a_Position variable gl.vertexAttrib3f(a_Position, g_points[i], g_points[i+1], 0.0); // Draw gl.drawArrays(gl.POINTS, 0, 1); } }