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ivan.perez
labs_ihm_2020
Commits
65dbfcb0
Commit
65dbfcb0
authored
4 years ago
by
ivan.perez
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parent
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1 changed file
lab1/src/lab1.js
+97
-17
97 additions, 17 deletions
lab1/src/lab1.js
with
97 additions
and
17 deletions
lab1/src/lab1.js
+
97
−
17
View file @
65dbfcb0
// Vertex shader program
const
VSHADER_SOURCE
=
'
\n
'
+
// TODO: Implement your vertex shader code here
'
\n
'
;
'
attribute vec4 a_Position;
\n
'
+
'
attribute vec4 a_Color;
\n
'
+
// Attribute variable color to bind the effective vertex color from the model data
'
varying vec4 v_Color;
\n
'
+
// Varying variable color to pass the vertex color to the fragment shader
'
void main() {
\n
'
+
'
gl_Position = a_Position;
\n
'
+
'
v_Color = a_Color;
\n
'
+
// Set the varying color value with the attribute color value
'
}
\n
'
;
// Fragment shader program
const
FSHADER_SOURCE
=
'
\n
'
+
// TODO: Implement your fragment shader code here
'
\n
'
;
'
precision mediump float;
\n
'
+
// This determines how much precision the GPU uses when calculating floats
'
varying vec4 v_Color;
\n
'
+
// Varying variable color to get the vertex color from
// The vertex shader (!!same name as in the vertex shafer)
'
void main() {
\n
'
+
'
gl_FragColor = v_Color;
\n
'
+
// Set the fragment color with the vertex shader
'
}
\n
'
;
function
main
()
{
// Retrieve <canvas> element
...
...
@@ -47,17 +56,88 @@ function main() {
function
initVertexBuffers
(
gl
)
{
// This is the model
const
vertices
=
new
Float32Array
([
// TODO: Complete the vertex buffer with your model
// x y
-
3
/
5
,
-
5
/
7
,
1.0
,
0.0
,
0.0
,
-
1
/
5
,
5
/
7
,
1.0
,
0.0
,
0.0
,
-
3
/
5
,
5
/
7
,
1.0
,
0.0
,
0.0
,
-
3
/
5
,
-
5
/
7
,
0.0
,
1.0
,
0.0
,
-
1
/
5
,
5
/
7
,
0.0
,
1.0
,
0.0
,
-
1
/
5
,
-
5
/
7
,
0.0
,
1.0
,
0.0
,
-
1
/
5
,
5
/
7
,
0.0
,
0.0
,
1.0
,
3
/
5
,
5
/
7
,
0.0
,
0.0
,
1.0
,
3
/
5
,
3
/
7
,
0.0
,
0.0
,
1.0
,
-
1
/
5
,
5
/
7
,
1.0
,
0.0
,
1.0
,
-
1
/
5
,
3
/
7
,
1.0
,
0.0
,
1.0
,
3
/
5
,
3
/
7
,
1.0
,
0.0
,
1.0
,
-
1
/
5
,
1
/
7
,
1.0
,
1.0
,
0.0
,
1
/
5
,
1
/
7
,
1.0
,
1.0
,
0.0
,
1
/
5
,
-
1
/
7
,
1.0
,
1.0
,
0.0
,
-
1
/
5
,
1
/
7
,
0.0
,
1.0
,
1.0
,
-
1
/
5
,
-
1
/
7
,
0.0
,
1.0
,
1.0
,
1
/
5
,
-
1
/
7
,
0.0
,
1.0
,
1.0
,
-
1
/
5
,
-
3
/
7
,
0.5
,
0.7
,
0.2
,
3
/
5
,
-
3
/
7
,
0.5
,
0.7
,
0.2
,
3
/
5
,
-
5
/
7
,
0.5
,
0.7
,
0.2
,
-
1
/
5
,
-
3
/
7
,
0.7
,
0.2
,
0.5
,
-
1
/
5
,
-
5
/
7
,
0.7
,
0.2
,
0.5
,
3
/
5
,
-
5
/
7
,
0.7
,
0.2
,
0.5
,
1
/
5
,
3
/
7
,
0.2
,
0.3
,
0.8
,
1
/
5
,
-
3
/
7
,
0.2
,
0.3
,
0.8
,
3
/
5
,
-
3
/
7
,
0.2
,
0.3
,
0.8
,
1
/
5
,
3
/
7
,
0.8
,
0.1
,
0.2
,
3
/
5
,
-
3
/
7
,
0.8
,
0.1
,
0.2
,
3
/
5
,
3
/
7
,
0.8
,
0.1
,
0.2
]);
const
n
=
vertices
.
length
/
5
;
// The number of vertices
// Create a buffer object
const
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
);
// Get the storage location of a_Position, assign buffer and enable
const
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
;
}
// Assign the buffer object to a_Position variable
// Read 2 elements of type gl.FLOAT, starting at the offset 0.
// Next offset will be 20: after 5 elements (x, y, r, g, and b) of 4 bytes (32 bits) each
gl
.
vertexAttribPointer
(
a_Position
,
2
,
gl
.
FLOAT
,
false
,
20
,
0
);
// Enable the assignment to a_Position variable
gl
.
enableVertexAttribArray
(
a_Position
);
// Get the storage location of a_Color, assign buffer and enable
var
a_Color
=
gl
.
getAttribLocation
(
gl
.
program
,
'
a_Color
'
);
if
(
a_Color
<
0
)
{
console
.
log
(
'
Failed to get the storage location of a_Color
'
);
return
-
1
;
}
// Assign the buffer object to a_Color variable
// Read 3 elements of type gl.FLOAT, starting at the offset 8 (after 2 elements (x and z) of 4 bytes each).
// Next offset will be 20: after 5 elements (x, y, r, g, and b) of 4 bytes (32 bits) each
gl
.
vertexAttribPointer
(
a_Color
,
3
,
gl
.
FLOAT
,
false
,
20
,
8
);
// Enable the assignment to a_Color variable
gl
.
enableVertexAttribArray
(
a_Color
);
// Unbind the buffer object
gl
.
bindBuffer
(
gl
.
ARRAY_BUFFER
,
null
);
/*
TODO:
1. Create a WebGL buffer object
2. Bind the created buffer object
3. Write data into the buffer object
4. Bind shader programs attributes with javascript variables.
example: if you have an attribute named "a_color", you should
call "const varName = gl.getAttribLocation(gl.program, 'a_color');"
then "gl.vertexAttribPointer" and "gl.enableVertexAttribArray"
*/
return
n
;
}
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