Application prototype #14
@ -26,8 +26,7 @@ fn compile_shader(
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// load the given data into the vertex input of the given name
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fn bind_vertex_attrib(
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context: &WebGl2RenderingContext,
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program: &WebGlProgram,
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name: &str,
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index: u32,
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size: i32,
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data: &[f32]
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) {
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@ -48,11 +47,8 @@ fn bind_vertex_attrib(
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);
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}
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// find the target attribute in the program's attribute list
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let attrib_index = context.get_attrib_location(&program, name);
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// allow the target attribute to be used
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context.enable_vertex_attrib_array(attrib_index as u32);
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context.enable_vertex_attrib_array(index);
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// take whatever's bound to ARRAY_BUFFER---here, the data buffer created
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// above---and bind it to the target attribute
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@ -60,7 +56,7 @@ fn bind_vertex_attrib(
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// https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer
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//
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context.vertex_attrib_pointer_with_i32(
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attrib_index as u32,
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index,
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size,
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WebGl2RenderingContext::FLOAT,
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false, // don't normalize
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@ -150,6 +146,10 @@ fn main() {
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console::log_1(&JsValue::from(link_msg));
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ctx.use_program(Some(&program));
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// find indices of vertex attributes
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let position_index = ctx.get_attrib_location(&program, "position") as u32;
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let color_index = ctx.get_attrib_location(&program, "color") as u32;
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// create a vertex array and bind it to the graphics context
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let vertex_array = ctx.create_vertex_array().unwrap();
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ctx.bind_vertex_array(Some(&vertex_array));
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@ -174,7 +174,7 @@ fn main() {
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-1.0, -1.0, -7.0,
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1.0, -1.0, -7.0
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];
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bind_vertex_attrib(&ctx, &program, "position", 3, &positions);
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bind_vertex_attrib(&ctx, position_index, 3, &positions);
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// set the vertex colors
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let colors: [f32; 3*VERTEX_CNT] = [
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@ -191,7 +191,7 @@ fn main() {
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0.5, 0.0, 1.0,
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0.5, 0.0, 1.0
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];
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bind_vertex_attrib(&ctx, &program, "color", 3, &colors);
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bind_vertex_attrib(&ctx, color_index, 3, &colors);
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// clear the screen and draw the scene
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ctx.clear_color(0.0, 0.0, 0.0, 1.0);
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