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06.drawElements.js
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// tslint:disable: no-console
const vertexShaderSrc = `#version 300 es
#pragma vscode_glsllint_stage: vert
layout(location=0) in vec4 aPosition;
layout(location=1) in vec4 aColor;
out vec4 vColor;
void main()
{
vColor = aColor;
gl_Position = aPosition;
}`;
const fragmentShaderSrc = `#version 300 es
#pragma vscode_glsllint_stage: frag
precision mediump float;
in vec4 vColor;
out vec4 fragColor;
void main()
{
fragColor = vColor;
}`;
const gl = document.querySelector('canvas').getContext('webgl2');
const program = gl.createProgram();
// This code compiles the shaders and links the program.
{
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderSrc);
gl.compileShader(vertexShader);
gl.attachShader(program, vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderSrc);
gl.compileShader(fragmentShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.log(gl.getShaderInfoLog(vertexShader));
console.log(gl.getShaderInfoLog(fragmentShader));
}
}
gl.useProgram(program);
const arrayVertexData = new Float32Array([
0,0, 1,0,0,
0.00000,1.00000, 1,0,0,
0.95106,0.30902, 1,0,0,
0,0, 0,1,0,
0.95106,0.30902, 0,1,0,
0.58779,-.80902, 0,1,0,
0,0, 0,0,1,
0.58779,-.80902, 0,0,1,
-.58779,-.80902, 0,0,1,
0,0, 1,1,0,
-.58779,-.80902, 1,1,0,
-.95106,0.30902, 1,1,0,
0,0, 1,0,1,
-.95106,0.30902, 1,0,1,
0.00000,1.00000, 1,0,1,
]);
const elementVertexData = new Float32Array([
0,0, 0,0,0,
0.00000,1.00000, 1,0,0,
0.95106,0.30902, 0,1,0,
0.58779,-.80902, 0,0,1,
-.58779,-.80902, 1,1,0,
-.95106,0.30902, 1,0,1,
]);
const elementIndexData = new Uint8Array([
0,1,2,
0,2,3,
0,3,4,
0,4,5,
0,5,1,
]);
const arrayVertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, arrayVertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, arrayVertexData, gl.STATIC_DRAW);
const elementVertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, elementVertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, elementVertexData, gl.STATIC_DRAW);
const elementIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, elementIndexData, gl.STATIC_DRAW);
// For `drawArrays()` to work, we must rebind the arrayVertexBuffer
// before calling gl.vertexAttribPointer()
// gl.bindBuffer(gl.ARRAY_BUFFER, arrayVertexBuffer);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 5*4, 0);
gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 5*4, 2*4);
gl.enableVertexAttribArray(0);
gl.enableVertexAttribArray(1);
// gl.drawArrays(gl.TRIANGLES, 0, 15);
gl.drawElements(gl.TRIANGLES, 15, gl.UNSIGNED_BYTE, 0);