This page was translated from English by the community. Learn more and join the MDN Web Docs community.

View in English Always switch to English

Hello vertex attributes

쉐이더 프로그래밍과 유저 인터페이스를 정점 속성을 이용하여 합치기.

Hello World program in GLSL

어떻게 GPU 메모리에 데이터를 저장함으로써 쉐이더 프로그램에 입력 값을 넣을 수 있을까?

html
<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>
html
<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>
js
"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);
}

이 예시 코드는 GitHub에서도 확인 가능합니다.