<%pas2js
procedure alert(msg: Variant); external;
var gl : Variant;
var shaderProgram : Variant;
var shader_fs : string =
"precision mediump float; "+
"void main(void) { "+
" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); "+
"}";
var shader_vs : string =
"attribute vec3 aVertexPosition; " +
"uniform mat4 uMVMatrix; " +
"uniform mat4 uPMatrix; " +
"void main(void) { " +
" gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); " +
"}";
function get_fs_shader(ShaderScript: string): Variant;
begin
Result := gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(Result, ShaderScript);
gl.compileShader(Result);
if not gl.getShaderParameter(Result, gl.COMPILE_STATUS) then
alert(gl.getShaderInfoLog(Result));
end;
function get_vs_shader(ShaderScript: string): Variant;
begin
Result := gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(Result, ShaderScript);
gl.compileShader(Result);
if not gl.getShaderParameter(Result, gl.COMPILE_STATUS) then
alert(gl.getShaderInfoLog(Result));
end;
procedure initShaders()
begin
var fragmentShader: Variant = get_fs_shader(shader_fs);
var vertexShader : Variant = get_vs_shader(shader_vs);
shaderProgram := gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if not gl.getProgramParameter(shaderProgram, gl.LINK_STATUS) then
begin
alert("Could not initialise shaders");
Exit;
end;
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute := gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.pMatrixUniform := gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform := gl.getUniformLocation(shaderProgram, "uMVMatrix");
end;
var triangleVertexPositionBuffer: Variant;
var squareVertexPositionBuffer: Variant;
procedure initBuffers()
begin
triangleVertexPositionBuffer := gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
asm
var vertices = [
0.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
end;
triangleVertexPositionBuffer.itemSize := 3;
triangleVertexPositionBuffer.numItems := 3;
squareVertexPositionBuffer := gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
asm
vertices = [
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
end;
squareVertexPositionBuffer.itemSize := 3;
squareVertexPositionBuffer.numItems := 4;
end;
var mvMatrix: Variant;
var pMatrix: Variant;
asm
@mvMatrix = mat4.create();
@pMatrix = mat4.create();
end;
procedure setMatrixUniforms()
begin
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
end;
procedure drawScene();
begin
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT or gl.DEPTH_BUFFER_BIT);
asm
mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, [-1.5, 0.0, -7.0]);
end;
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
setMatrixUniforms();
gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems);
asm
mat4.translate(mvMatrix, [3.0, 0.0, 0.0]);
end;
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
setMatrixUniforms();
gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems);
end;
procedure initGL(canvas: Variant)
begin
try
gl := canvas.getContext("experimental-webgl");
gl.viewportWidth := canvas.width;
gl.viewportHeight := canvas.height;
except
end;
if not gl then
alert("Could not initialize WebGL, sorry :-(");
end;
%>