In OpenGL you can draw define points like this:
glBegin(GL_POINTS);
for(float theta=0, radius=60.0; radius>1.0; theta+=0.1, radius-=0.3){
glColor3f(radius/60.0,0.3,1-(radius/60.0));
glVertex2i(200+radius*cos(theta),200+radius*sin(theta));
}
glEnd();
How do you accomplish this same functionality in WebGL?
The code you wrote really doesn't do much except define some points. To do that in WebGL could do it like this
var colors = [];
var verts = [];
var theta=0
for(var radius=60.0; radius>1.0; radius-=0.3) {
colors.push(radius/60.0, 0.3, 1-(radius/60.0));
verts.push(200+radius*Math.cos(theta),200+radius*Math.sin(theta));
theta+=0.1;
}
var numPoints = colors.length / 3;
That would make 2 JavaScript arrays. You'd then need to put them to WebGLBuffers
var colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW);
After that though you need to write a shader and set it up. Shaders are a huge topic. For your particular data I'm guessing these shader would do
A vertex shader
uniform mat4 u_matrix;
attribute vec4 a_vertex;
attribute vec4 a_color;
varying vec4 v_color;
void main() {
// Set the size of the point
gl_PointSize = 3.0;
// multiply each vertex by a matrix.
gl_Position = u_matrix * a_vertex;
// pass the color to the fragment shader
v_color = a_color;
}
A fragment shader
precision mediump float;
varying vec4 v_color;
void main() {
gl_FragColor = v_color;
}
Next you need to initialize the shaders and parameters. I'm going to assume I put the shaders in script tags with ids "vshader" and "fshader" and use this boilerplate code to load them.
var program = createProgramFromScriptTags(gl, "vshader", "fshader");
gl.useProgram(program);
// look up the locations for the inputs to our shaders.
var u_matLoc = gl.getUniformLocation(program, "u_matrix");
var colorLoc = gl.getAttribLocation(program, "a_color");
var vertLoc = gl.getAttribLocation(program, "a_vertex");
// Set the matrix to some that makes 1 unit 1 pixel.
gl.uniformMatrix4fv(u_matLoc, false, [
2 / width, 0, 0, 0,
0, 2 / height, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
]);
// Tell the shader how to get data out of the buffers.
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.vertexAttribPointer(colorLoc, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(colorLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.vertexAttribPointer(vertLoc, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vertLoc);
and finally draw the points
gl.drawArrays(gl.POINTS, 0, numPoints);
Here's a snippet
var canvas = document.getElementById("c");
var gl = canvas.getContext("webgl");
if (!gl) {
alert("no WebGL");
//return;
}
var colors = [];
var verts = [];
var theta=0
for(var radius=160.0; radius>1.0; radius-=0.3) {
colors.push(radius/160.0, 0.3, 1-(radius/160.0));
verts.push(radius*Math.cos(theta),radius*Math.sin(theta));
theta+=0.1;
}
var numPoints = colors.length / 3;
var colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW);
var program = twgl.createProgramFromScripts(gl, ["vshader", "fshader"]);
gl.useProgram(program);
// look up the locations for the inputs to our shaders.
var u_matLoc = gl.getUniformLocation(program, "u_matrix");
var colorLoc = gl.getAttribLocation(program, "a_color");
var vertLoc = gl.getAttribLocation(program, "a_vertex");
function draw() {
gl.clear(gl.COLOR_BUFFER_BIT);
gl.clearColor(1.0, 1.0, 1.0, 1.0);
// Set the matrix to some that makes 1 unit 1 pixel.
gl.uniformMatrix4fv(u_matLoc, false, [
2 / canvas.width, 0, 0, 0,
0, -2 / canvas.height, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
]);
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.vertexAttribPointer(colorLoc, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(colorLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.vertexAttribPointer(vertLoc, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vertLoc);
gl.drawArrays(gl.POINTS, 0, numPoints);
requestAnimationFrame(draw, canvas);
}
draw();
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/3.x/twgl.min.js"></script>
<script id="vshader" type="whatever">
uniform mat4 u_matrix;
attribute vec4 a_vertex;
attribute vec4 a_color;
varying vec4 v_color;
void main() {
// Set the size of the point
gl_PointSize = length(a_vertex) * 0.1;
// multiply each vertex by a matrix.
gl_Position = u_matrix * a_vertex;
// pass the color to the fragment shader
v_color = a_color;
}
</script>
<script id="fshader" type="whatever">
precision mediump float;
varying vec4 v_color;
void main() {
gl_FragColor = v_color;
}
</script>
<canvas id="c" width="400" height="400"></canvas>
you might find these WebGL tutorials helpful.
WebGL is based on OpenGL ES 2.0 (see here), which dropped immediate-mode support.
This specification describes an additional rendering context and support objects for the HTML 5 canvas element [CANVAS]. This context allows rendering using an API that conforms closely to the OpenGL ES 2.0 API.
You'll need to use vertex buffers to store vertex data. See here1 for a good explanation of how things work in retained mode. And there for a nice small example to get you started.
1: Kudos to whoever posted this here.
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