Avec cet exemple, on voit comment combiner la programmation des shaders et les interactions utilisateurs grâce aux attributs des vertex.
Un Hello World en GLSLVoici comment envoyer des données saisies à un programme de manipulation des shaders en utilisant la mémoire GPU.
<p>
Voici le premier exemple où on manipule des attributs et où on envoie des
données au GPU. Cliquez sur le canevas pour modifier la position horizontale
du carré.
</p>
<canvas
>Il semblerait que votre navigateur ne supporte pas l'élément HTML5
canvas.</canvas
>
body {
text-align: center;
}
canvas {
width: 280px;
height: 210px;
margin: auto;
padding: 0;
border: none;
background-color: black;
}
button {
display: block;
font-size: inherit;
margin: auto;
padding: 0.6em;
}
<script type="x-shader/x-vertex" id="vertex-shader">
#version 100
precision highp float;
attribute float position;
void main() {
gl_Position = vec4(position, 0.0, 0.0, 1.0);
gl_PointSize = 64.0;
}
</script>
<script type="x-shader/x-fragment" id="fragment-shader">
#version 100
precision mediump float;
void main() {
gl_FragColor = vec4(0.18, 0.54, 0.34, 1.0);
}
</script>
"use strict";
window.addEventListener("load", setupWebGL, false);
var gl, program;
function setupWebGL(evt) {
window.removeEventListener(evt.type, setupWebGL, false);
if (!(gl = getRenderingContext())) return;
var source = document.querySelector("#vertex-shader").innerHTML;
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, source);
gl.compileShader(vertexShader);
source = document.querySelector("#fragment-shader").innerHTML;
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, source);
gl.compileShader(fragmentShader);
program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.detachShader(program, vertexShader);
gl.detachShader(program, fragmentShader);
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
var linkErrLog = gl.getProgramInfoLog(program);
cleanup();
document.querySelector("p").innerHTML =
"Shader program did not link successfully. " + "Error log: " + linkErrLog;
return;
}
initializeAttributes();
gl.useProgram(program);
gl.drawArrays(gl.POINTS, 0, 1);
document.querySelector("canvas").addEventListener(
"click",
function (evt) {
var clickXrelativToCanvas = evt.pageX - evt.target.offsetLeft;
var clickXinWebGLCoords =
(2.0 * (clickXrelativToCanvas - gl.drawingBufferWidth / 2)) /
gl.drawingBufferWidth;
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([clickXinWebGLCoords]),
gl.STATIC_DRAW,
);
gl.drawArrays(gl.POINTS, 0, 1);
},
false,
);
}
var buffer;
function initializeAttributes() {
gl.enableVertexAttribArray(0);
buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0.0]), gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 1, gl.FLOAT, false, 0, 0);
}
window.addEventListener("beforeunload", cleanup, true);
function cleanup() {
gl.useProgram(null);
if (buffer) gl.deleteBuffer(buffer);
if (program) gl.deleteProgram(program);
}
function getRenderingContext() {
var canvas = document.querySelector("canvas");
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
var gl =
canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
if (!gl) {
var paragraph = document.querySelector("p");
paragraph.innerHTML =
"Failed to get WebGL context." +
"Your browser or device may not support WebGL.";
return null;
}
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
return gl;
}
Le code source de cet exemple est également disponible sur GitHub.
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