dddd
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>3D Ball</title>
<style>
body { margin: 0; overflow: hidden; }
canvas { display: block; }
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script>
const canvas = document.getElementById('canvas');
const gl = canvas.getContext('webgl');
const vertexShaderSource = `
attribute vec3 a_position;
void main() {
gl_Position = vec4(a_position, 1.0);
}
`;
const fragmentShaderSource = `
precision mediump float;
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`;
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderSource);
gl.compileShader(vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderSource);
gl.compileShader(fragmentShader);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
const positions = [
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
0.0, 0.5, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
gl.enableVertexAttribArray(positionAttributeLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
</script>
</body>
</html>
使用変数
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>3D Ball</title>
<style>
body { margin: 0; overflow: hidden; }
canvas { display: block; }
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script>
const canvas = document.getElementById('canvas');
const gl = canvas.getContext('webgl');
const vertexShaderSource = `
attribute vec3 a_position;
void main() {
gl_Position = vec4(a_position, 1.0);
}
`;
const fragmentShaderSource = `
precision mediump float;
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`;
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderSource);
gl.compileShader(vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderSource);
gl.compileShader(fragmentShader);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
const positions = [
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
0.0, 0.5, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
gl.enableVertexAttribArray(positionAttributeLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
</script>
</body>
</html>
使用変数
agmentShaderSource | |
canvas | |
charset | |
fragmentShader | |
gl | |
gl_FragColor | |
gl_Position | |
id | |
nAttributeLocation | |
positionBuffer | |
positions | |
program | |
vertexShader | |
vertexShaderSource |