// RotatingTranslatedTriangle.js (c) 2012 matsuda const vertex_shader = ` attribute vec4 a_Position; uniform mat4 u_ModelMatrix; void main() { gl_Position = u_ModelMatrix * a_Position; } `; const fragment_shader = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; // Rotation angle (degrees/second) var ANGLE_STEP = 45.0; 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; } // 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 gl.clearColor(0, 0, 0, 1); // Get storage location of u_ModelMatrix var u_ModelMatrix = gl.getUniformLocation(gl.program, 'u_ModelMatrix'); if (!u_ModelMatrix) { console.log('Failed to get the storage location of u_ModelMatrix'); return; } // Current rotation angle var currentAngle = 0.0; // Model matrix var modelMatrix = new Matrix4(); // Start drawing var tick = function() { currentAngle = animate(currentAngle); // Update the rotation angle draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix); // Draw the triangle requestAnimationFrame(tick, canvas); // Request that the browser ?calls tick }; tick(); } function initVertexBuffers(gl) { var vertices = new Float32Array ([ 0, 0.5, -0.5, -0.5, 0.5, -0.5 ]); var n = 3; // 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); // Assign the buffer object to a_Position variable 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; } gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); // Enable the assignment to a_Position variable gl.enableVertexAttribArray(a_Position); return n; } function draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix) { // Set the rotation matrix modelMatrix.setRotate(currentAngle, 0, 0, 1); modelMatrix.translate(0.35, 0, 0); // Pass the rotation matrix to the vertex shader gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements); // Clear gl.clear(gl.COLOR_BUFFER_BIT); // Draw the rectangle gl.drawArrays(gl.TRIANGLES, 0, n); } // Last time that this function was called var g_last = Date.now(); function animate(angle) { // Calculate the elapsed time var now = Date.now(); var elapsed = now - g_last; g_last = now; // Update the current rotation angle (adjusted by the elapsed time) var newAngle = angle + (ANGLE_STEP * elapsed) / 1000.0; return newAngle %= 360; } function up() { ANGLE_STEP += 10; } function down() { ANGLE_STEP -= 10; }