4230-hw-1/ClickedPoints/ClickedPoints.js

96 lines
2.4 KiB
JavaScript

// 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 = 25.0;
} `;
const fragment_shader = `
void main()
{
gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
} `;
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, 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 <canvas>
gl.clearColor(0.3, 0.3, 0.3, 1.0);
// Clear <canvas>
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 <canvas>
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);
}
}