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transformations","source-code-with-explanations","Source code with explanations","\u002F\u002F render-a-cube.ts\nimport { createShader } from \".\u002Fcreate-shader\";\nimport vxShader from \".\u002Fvertex.glsl?raw\";\nimport fgShader from \".\u002Ffragment.glsl?raw\";\n\nconst canvas = document.getElementyId('view');\nconst ctx = canvas.getRenderingContext('webgl');\n\n\u002F\u002F should be put inside requestAnimationFrame\ndrawCube(ctx)(); \n\nfunction drawCube (\n gl: WebGL2RenderingContext, \n width: number,\n height: number\n) {\n \u002F\u002F Initializing viewport\n gl.viewport(0, 0, width, height);\n gl.clearColor(0, 0, 0, 0);\n gl.clear(gl.COLOR_BUFFER_BIT);\n\n const prg = gl.createProgram();\n if (!prg) {\n throw new Error(\"Can't init programm\");\n }\n\n \u002F\u002F Setting up VERTEX and FRAGMENT shaders\n const vx = createShader(gl, vxShader, gl.VERTEX_SHADER);\n gl.attachShader(prg, vx);\n const fx = createShader(gl, fgShader, gl.FRAGMENT_SHADER);\n gl.attachShader(prg, fx);\n gl.linkProgram(prg);\n if (!gl.getProgramParameter(prg, gl.LINK_STATUS)) {\n throw new Error(\"Could not initialise shaders\");\n }\n\n \u002F\u002F Cube's vertices Array\u003C[x,y,z]\u003E, 8 items\n const vertices = [\n -1, -1, -1, \u002F\u002F 0\n 1, -1, -1, \u002F\u002F 1\n 1, 1, -1, \u002F\u002F 2\n -1, 1, -1, \u002F\u002F 3\n -1, -1, 1, \u002F\u002F 4\n 1, -1, 1, \u002F\u002F 5\n 1, 1, 1, \u002F\u002F 6\n -1, 1, 1, \u002F\u002F 7\n ];\n\n \u002F\u002F indices, that form triangles, that form cube sides\n const indices = [\n 2, 1, 0, \u002F\u002F side 0 (first triangle)\n 0, 3, 2, \u002F\u002F side 0 (second triangle)\n 0, 4, 7, \u002F\u002F side 1 (first triangle)\n 7, 3, 0, \u002F\u002F side 1 (second triangle)\n 0, 1, 5, \u002F\u002F ...\n 5, 4, 0, \n 1, 2, 6, \n 6, 5, 1, \n 2, 3, 7, \n 7, 6, 2, \n 4, 5, 6, \n 6, 7, 4,\n ];\n\n \u002F\u002F createe a vertex buffer and bind vertices to it\n const squareVertexBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\n\n \u002F\u002F create a vertex buffer and bind indices to it\n const squareIndexBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, squareIndexBuffer);\n gl.bufferData(\n gl.ELEMENT_ARRAY_BUFFER,\n new Uint16Array(indices),\n gl.STATIC_DRAW\n );\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);\n\n \u002F\u002F initial drawing\n gl.clearColor(0.0, 0.0, 0.0, 0.0);\n gl.enable(gl.DEPTH_TEST);\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n gl.viewport(0, 0, width, height);\n\n \u002F\u002F bind squareVertexBuffer as vertex positions buffer\n gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexBuffer);\n \n \u002F\u002F send every 3 bytes from squareVertexBuffer as {x,y,z} for each verticle\n gl.vertexAttribPointer(\n gl.getAttribLocation(prg, \"aVertexPosition\"), \n 3, \u002F\u002F 3 bytes-long\n gl.FLOAT,\n false, \u002F\u002F don't normalize (int to float)\n 0, \n 0\n );\n \u002F\u002F send vertice buffer as `aVertexPosition` attribute inside vertex shader\n gl.enableVertexAttribArray(\n gl.getAttribLocation(prg, \"aVertexPosition\")\n );\n\n let i = 0;\n let speed = 0.01;\n\n \u002F\u002F that's the main rendering callback\n return () =\u003E {\n gl.useProgram(prg);\n\n const scale = i * 0.25 + 0.25;\n\n \u002F\u002F used for scaling inside Vertex Shader\n gl.uniform1f(gl.getUniformLocation(prg, \"slide\"), scale);\n \u002F\u002F GL Screen is square, so we need to fix it's aspect ration\n gl.uniform1f(gl.getUniformLocation(prg, \"aspect\"), height \u002F width);\n\n gl.bindBuffer(\n gl.ELEMENT_ARRAY_BUFFER, \n squareIndexBuffer\n );\n \n gl.drawElements(\n gl.TRIANGLES, \n indices.length, \n gl.UNSIGNED_SHORT, \n 0,\n );\n\n if (i \u003E 1 || i \u003C 0) {\n speed = -speed;\n }\n\n i += speed;\n };\n};\n","shader-compiler","Shader compiler","\u002F\u002F create-shader.ts\nexport const createShader = (\n gl: WebGL2RenderingContext,\n sourceCode: string,\n type: number, \u002F\u002F gl.VERTEX_SHADER or gl.FRAGMENT_SHADER\n) =\u003E {\n const shader = gl.createShader(type);\n if (!shader) {\n throw new Error(`Can't init shader`);\n }\n\n gl.shaderSource(shader, sourceCode);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n const info = gl.getShaderInfoLog(shader);\n throw `Could not compile WebGL program. \\n\\n${info}`;\n }\n\n return shader;\n};\n","vertex-shader-example","Vertex Shader Example","\u002F\u002F current vertice position {x,y,z,w}\nattribute vec4 aVertexPosition;\n\u002F\u002F final vertice position with all transformations applied,\n\u002F\u002F that will be passed to Fragment Shader\nvarying vec4 v_positionWithOffset;\n\u002F\u002F Parameters passed from Javascript loop\nuniform float slide;\nuniform float aspect;\n\nvoid main(){\n \u002F\u002F float array of 4 elements, same as [slide,slide,slide,1]\n vec4 scale=vec4(vec3(slide),1);\n \u002F\u002F float array of 4 elements, same as [aspect,1,1,1]\n vec4 aspectRatioFix=vec4(aspect,vec3(1));\n \u002F\u002F vertice position, multiplied with matrices of scale and aspect ratio\n gl_Position=aVertexPosition*scale*aspectRatioFix,\n \u002F\u002F vertice offset, that will be passed to fragment shader\n v_positionWithOffset=gl_Position+vec4(1,1,1,1);\n}\n","fragment-shader-example","Fragment Shader Example","precision highp float;\n\n\u002F\u002F parameter from Vertex Shader\nvarying vec4 v_positionWithOffset;\n\nvoid main(void){\n \u002F\u002F color, attached to current verticle {r,g,b,alpha}\n \u002F\u002F same a[\n \u002F\u002F v_positionWithOffset.x,\n \u002F\u002F v_positionWithOffset.y, \n \u002F\u002F v_positionWithOffset.z, \n \u002F\u002F 1\n \u002F\u002F ]\n gl_FragColor=vec4(v_positionWithOffset.xyz,1);\n}\n","import","from","number","();","Error",", ",", ","squareVertexBuffer","ct-2287ed","squareIndexBuffer"," 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