WebGL 3D
import webgl from math import sin gl = webgl.Context("my-canvas") trianglesVerticeBuffer = gl.createBuffer() trianglesColorBuffer = gl.createBuffer() program = None uViewMatrix = None uProjMatrix = None viewMatrix = webgl.Matrix4x4([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]) projMatrix = webgl.Matrix4x4([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]) def setup(): print viewMatrix print projMatrix global program, uViewMatrix, uProjMatrix vs = gl.createShader(gl.VERTEX_SHADER) gl.shaderSource(vs, "" + "attribute vec3 aVertexPosition;" + "attribute vec3 aVertexColor;" + "" + "uniform mat4 uViewMatrix;" + "uniform mat4 uProjMatrix;" + "" + "varying highp vec4 vColor;" + "void main(void) {" + " gl_Position = uProjMatrix * uViewMatrix * vec4(aVertexPosition, 1.0);" + " vColor = vec4(aVertexColor, 1.0);" + "}") gl.compileShader(vs) print "Vertex shader COMPILE_STATUS: " + str(gl.getShaderParameter(vs, gl.COMPILE_STATUS)) fs = gl.createShader(gl.FRAGMENT_SHADER) gl.shaderSource(fs, "" + "varying highp vec4 vColor;" + "void main(void) {" + " gl_FragColor = vColor;" + "}") gl.compileShader(fs) print "Fragment shader COMPILE_STATUS: " + str(gl.getShaderParameter(fs, gl.COMPILE_STATUS)) program = gl.createProgram() gl.attachShader(program, vs) gl.attachShader(program, fs) gl.linkProgram(program) print "Program LINK_STATUS: " + str(gl.getProgramParameter(program, gl.LINK_STATUS)) gl.useProgram(program) triangleVerticeColors = [1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0] gl.bindBuffer(gl.ARRAY_BUFFER, trianglesColorBuffer) gl.bufferData(gl.ARRAY_BUFFER, webgl.Float32Array(triangleVerticeColors), gl.STATIC_DRAW) uViewMatrix = gl.getUniformLocation(program, "uViewMatrix") uProjMatrix = gl.getUniformLocation(program, "uProjMatrix") projMatrix.perspective(45, 4.0/3.0, 0.1, 100.0) viewMatrix.identity() viewMatrix.translate([0.0, 0.0, -2.0]) gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.viewport(0, 0, 400, 300); def draw(gl, elapsed): gl.clear(gl.COLOR_BUFFER_BIT); translation = sin(elapsed * 2.0 * 3.14159 / 10000.0)/2.0; triangleVertices = [-0.5 + translation, 0.5, -0.5, 0.0 + translation, 0.0, -0.5, -0.5 + translation, -0.5, -0.5, 0.5 + translation, 0.5, 0.5, 0.0 + translation, 0.0, 0.5, 0.5 + translation, -0.5, 0.5] gl.bindBuffer(gl.ARRAY_BUFFER, trianglesVerticeBuffer) gl.bufferData(gl.ARRAY_BUFFER, webgl.Float32Array(triangleVertices), gl.DYNAMIC_DRAW) gl.uniformMatrix4fv(uProjMatrix, False, projMatrix) gl.uniformMatrix4fv(uViewMatrix, False, viewMatrix) vertexPositionAttribute = gl.getAttribLocation(program, "aVertexPosition") gl.enableVertexAttribArray(vertexPositionAttribute) gl.bindBuffer(gl.ARRAY_BUFFER, trianglesVerticeBuffer) gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, False, 0, 0) vertexColorAttribute = gl.getAttribLocation(program, "aVertexColor") gl.enableVertexAttribArray(vertexColorAttribute) gl.bindBuffer(gl.ARRAY_BUFFER, trianglesColorBuffer) gl.vertexAttribPointer(vertexColorAttribute, 3, gl.FLOAT, False, 0, 0) gl.drawArrays(gl.TRIANGLES, 0, 6) setup() gl.setDrawFunc(draw);
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