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- program Pas2JS_WebGL_Minimal;
- uses
- GLUtils, GLTypes, SysUtils,
- BrowserConsole, Web, WebGL, JS, Math;
- var
- gl: TJSWebGLRenderingContext;
- shader: TShader;
- var
- canvas: TJSHTMLCanvasElement;
- stride: integer;
- offset: integer;
- vertexShaderSource: string;
- fragmentShaderSource: string;
- buffer: TJSWebGLBuffer;
- verts: TJSArray;
- begin
-
- // https://webglfundamentals.org/webgl/lessons/webgl-fundamentals.html
- // make webgl context
- canvas := TJSHTMLCanvasElement(document.createElement('canvas'));
- canvas.width := 300;
- canvas.height := 300;
- document.body.appendChild(canvas);
- gl := TJSWebGLRenderingContext(canvas.getContext('webgl'));
- if gl = nil then
- begin
- writeln('failed to load webgl!');
- exit;
- end;
- // create shaders from source in html
- vertexShaderSource := document.getElementById('vertex.glsl').textContent;
- fragmentShaderSource := document.getElementById('fragment.glsl').textContent;
- shader := TShader.Create(gl, vertexShaderSource, fragmentShaderSource);
- shader.Compile;
- shader.Link;
- shader.Use;
- // prepare context
- gl.clearColor(0.9, 0.9, 0.9, 1);
- gl.viewport(0, 0, canvas.width, canvas.height);
- gl.clear(gl.COLOR_BUFFER_BIT);
- // create verticies in OpenGL coords
- verts := TJSArray.new(
- 0, 0, // 1
- 0, 0.5, // 2
- 0.7, 0 // 3
- );
- // create buffer
- buffer := gl.createBuffer;
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
- gl.bufferData(gl.ARRAY_BUFFER, TJSFloat32Array.new(TJSObject(verts)), gl.STATIC_DRAW);
- // describe vertex data for buffer
- offset := 0;
- stride := 4 * 2; // float * 2 = Vec2
- gl.enableVertexAttribArray(0);
- gl.vertexAttribPointer(0, 2, gl.FLOAT, false, stride, offset);
- gl.drawArrays(gl.TRIANGLES, 0, 3);
- end.
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