Assignment 2

Tuesday 9/23

Wednesday 9/24

Field Trips

Manning College of Nursing

10/9

10/14

Thursday

Tuesday

by Tuesday 9/30!

CS460 Computer Graphics - University of Massachusetts Boston

Assignment 3

Due 10/2!

zNear

Ray

Position (x,y,z)

Invisible Plane

raycaster = THREE.Raycaster();
raycaster.setFromCamera(vp_coords_near, camera);
intersects = raycaster.intersectObject( invisiblePlane );

zNear

Ray

Position (x,y,z)

Invisible Plane

geometry = new THREE.PlaneBufferGeometry( 10000, 10000 );
material = new THREE.MeshBasicMaterial( {
  visible: false
});

invisible_plane = new THREE.Mesh( geometry, material );

scene.add( invisible_plane );
intersects = raycaster.intersectObject( invisible_plane );

console.log( intersects[0].point.x, intersects[0].point.y, intersects[0].point.z );

( 0, 0, 0 )

var geometry = new THREE.Geometry();
geometry.vertices.push(
	new THREE.Vector3(-10, 10, 0),
	new THREE.Vector3(-10, -10, 0),
	new THREE.Vector3(10, -10, 0)
);
geometry.faces.push( new THREE.Face3(0, 1, 2));

GPU

Vertex Shader

Fragment Shader

Viewport

From 3D..

..to 2D

vertex coordinates X Y Z

screenspace coordinates X Y

Vertices

Face

Rasterization

The Rendering Pipeline

Fragment Shader

Vertex Shader

gl_Position

gl_FragColor

for every vertex

for every pixel

gl_PointSize

Shader Input Types

attribute: changes per vertex

uniform: changes per draw call

varying: transfer info to fragment shader

Vertex Shader

attribute vec4 a_position;

void main() {
  gl_Position = a_position;
}

This shader does nothing besides passing through positions.

Vertex Shader

attribute vec4 a_position;

void main() {
  gl_Position = a_position;
}
attribute vec3 position;

void main(void) {
  gl_Position = vec4( position, 1.);
}

same thing!

Fragment Shader

precision mediump float;

void main() {
  gl_FragColor = vec4(1., 1., 1., 1.);
}

This shader colors every fragment (pixel) white.

Fragment Shader

precision mediump float;

uniform vec4 u_color;

void main() {
  gl_FragColor = u_color;
}

This shader accepts a color as input.

XTK

X.renderer3D

X.cube

Three.js

THREE.WebGLRenderer

THREE.Scene

THREE.TrackballControls

THREE.PerspectiveCamera

THREE.AmbientLight

THREE.DirectionalLight

WebGL

gl.viewport

gl.createShader

gl.shaderSource

gl.compileShader

gl.getShaderInfoLog

gl.createProgram

gl.attachShader

gl.linkProgram

gl.useProgram

gl.createBuffer

gl.bindBuffer

gl.BufferData

gl.getAttribLocation

gl.vertexAttribPointer

gl.enableVertexAttribArray

gl.clearColor

gl.clear

gl.drawArrays

 

THREE.Geometry

THREE.Material

THREE.Mesh

Vertex Shader

attribute vec4 a_position;

void main() {
  gl_Position = a_position;
}
#version 300 es

in vec4 a_position;

void main() {
  gl_Position = a_position;
}

WebGL 2

WebGL 1

Fragment Shader

precision mediump float;

uniform vec4 u_color;

void main() {
  gl_FragColor = u_color;
}
#version 300 es
precision mediump float;

uniform vec4 u_color;
out vec4 fragColor;

void main() {
  fragColor = u_color;
}

WebGL 1

WebGL 2

Soon!

V0

V1

V2

V3

V4

V5

Viewport Coordinates

-1, -1

1, 1

-0.5, -0.5

-0.5, 0.5

0.5, 0.5

0.5, -0.5

      vertices = new Float32Array( [
                                     -0.5,  0.5, 0.0, // V0
                                     -0.5, -0.5, 0.0, // V1
                                      0.5,  0.5, 0.0, // V2

                                      0.5,  0.5, 0.0, // V3
                                     -0.5, -0.5, 0.0, // V4
                                      0.5, -0.5, 0.0  // V5
                                    ] );

1. Initialize WebGL

2. Shaders

3. Create Geometry

4. Connect Shader with Geometry

5. Draw!

setup Canvas

setup GL Context

compile vertex shader

compile fragment shader

attach and link shaders

create vertices

create and bind buffer

put data in

unbind buffer

bind buffer

find vertex attribute in shader source

configure vertex attribute

enable vertex attribute array

clear viewport

clear color buffer

draw vertex arrays

<html>
  <head>
    <meta content="text/html;charset=utf-8" http-equiv="Content-Type">
    <meta content="utf-8" http-equiv="encoding">
    <title>Default WebGL!</title>
    <style>
      html, body { 
        background-color:#000;
        margin: 0;
        padding: 0;
        height: 100%;
        overflow: hidden !important;  
      }

      #c {
        width: 100%;
        height: 100%;
      }
    </style>
  </head>
  
  <script id="vertexshader" type="glsl">
    attribute vec3 position;

    void main(void) {
    
      gl_Position = vec4( position, 1.);
    
    }
  </script>
  
  <script id="fragmentshader" type="glsl">
    precision mediump float;

    void main(void) {

      gl_FragColor = vec4(1., 1., 1., 1.);

    }
  </script>
  
  <script>

    var c, gl;
    var v_shader, f_shader, shaderprogram;
    var vertices, v_buffer;

    window.onload = function() {

      //************************************************************//
      //
      // INITIALIZE WEBGL
      //
      c = document.getElementById( 'c' ); // setup canvas
      c.width = window.innerWidth;
      c.height = window.innerHeight;

      gl = c.getContext( 'webgl' ); // setup GL context
      gl.viewport(0, 0, c.width, c.height );


      //************************************************************//
      //
      // SHADERS
      //
      v_shader = gl.createShader( gl.VERTEX_SHADER );
      f_shader = gl.createShader( gl.FRAGMENT_SHADER );
      
      // compile vertex shader
      gl.shaderSource( v_shader, document.getElementById( 'vertexshader' ).innerText );
      gl.compileShader( v_shader );

      if (!gl.getShaderParameter( v_shader, gl.COMPILE_STATUS)) {
        console.log(gl.getShaderInfoLog( v_shader ));
      }

      // compile fragment shader
      gl.shaderSource( f_shader, document.getElementById( 'fragmentshader' ).innerText );
      gl.compileShader( f_shader );

      if (!gl.getShaderParameter( f_shader, gl.COMPILE_STATUS)) {
        console.log(gl.getShaderInfoLog( f_shader ));
      }

      // attach and link the shaders
      shaderprogram = gl.createProgram();
      gl.attachShader( shaderprogram, v_shader );
      gl.attachShader( shaderprogram, f_shader );

      gl.linkProgram( shaderprogram );

      gl.useProgram( shaderprogram );


      //************************************************************//
      //
      // CREATE GEOMETRY
      //
      vertices = new Float32Array( [
                                     -0.5,  0.5, 0.0, // V0
                                     -0.5, -0.5, 0.0, // V1
                                      0.5,  0.5, 0.0, // V2

                                      0.5,  0.5, 0.0, // V3
                                     -0.5, -0.5, 0.0, // V4
                                      0.5, -0.5, 0.0  // V5
                                    ] );

      v_buffer = gl.createBuffer(); // create
      gl.bindBuffer( gl.ARRAY_BUFFER, v_buffer ); // bind
      gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); // put data in
      gl.bindBuffer( gl.ARRAY_BUFFER, null ); // unbind


      //************************************************************//
      //
      // CONNECT SHADER WITH GEOMETRY
      //
      
      gl.bindBuffer( gl.ARRAY_BUFFER, v_buffer );

      // find the attribute in the shader source
      var a_position = gl.getAttribLocation( shaderprogram, 'position' );

      gl.vertexAttribPointer( a_position, 3, gl.FLOAT, false, 0, 0 );

      gl.enableVertexAttribArray ( a_position );


      //************************************************************//
      //
      // DRAW!
      //
      gl.clearColor( 0., 0., 0., 0.)
      gl.clear( gl.COLOR_BUFFER_BIT );

      gl.drawArrays( gl.TRIANGLES, 0, 6 );

    };

  </script>
  <body>
    <canvas id="c"></canvas>
  </body>
</html>

V0

V1

V2

V3

V4

V5

      vertices = new Float32Array( [
                                     -0.5,  0.5, 0.0, // V0
                                     -0.5, -0.5, 0.0, // V1
                                      0.5,  0.5, 0.0, // V2

                                      0.5,  0.5, 0.0, // V3
                                     -0.5, -0.5, 0.0, // V4
                                      0.5, -0.5, 0.0  // V5
                                    ] );

gl.TRIANGLES

V0

V1

V2

V3

V4

V5

      vertices = new Float32Array( [
                                     -0.5,  0.5, 0.0, // V0
        
                                     -0.5, -0.5, 0.0, // V1
        
                                      0.5,  0.5, 0.0, // V2

                                      0.5,  0.5, 0.0, // V3
        
                                     -0.5, -0.5, 0.0, // V4
        
                                      0.5, -0.5, 0.0  // V5
                                    ] );

gl.POINTS

gl_PointSize

V0

V1

V2

V3

V4

V5

      vertices = new Float32Array( [
                                     -0.5,  0.5, 0.0, // V0
                                     -0.5, -0.5, 0.0, // V1
        
                                      0.5,  0.5, 0.0, // V2
                                      0.5,  0.5, 0.0, // V3
        
                                     -0.5, -0.5, 0.0, // V4
                                      0.5, -0.5, 0.0  // V5
                                    ] );

gl.LINES

Rendering Primitives

V0

V1

V2

V3

V4

V5

      vertices = new Float32Array( [
                                     -0.5,  0.5, 0.0, // V0
                                     -0.5, -0.5, 0.0, // V1
                                      0.5,  0.5, 0.0, // V2

                                      0.5,  0.5, 0.0, // V3
                                     -0.5, -0.5, 0.0, // V4
                                      0.5, -0.5, 0.0  // V5
                                    ] );
      vertices = new Float32Array( [
                                     -0.5,  0.5, 0.0, // V0
                                     -0.5, -0.5, 0.0, // V1, V4
                                      0.5,  0.5, 0.0, // V2, V3
                                      0.5, -0.5, 0.0  // V5
                                    ] );

V0

V1

V2

V3

V4

V5

      vertices = new Float32Array( [
                                     -0.5,  0.5, 0.0, // V0      // 0
                                     -0.5, -0.5, 0.0, // V1, V4  // 1
                                      0.5,  0.5, 0.0, // V2, V3  // 2
                                      0.5, -0.5, 0.0  // V5      // 3
                                    ] );
var indices = new Uint8Array( [ 0, 1, 2,     // Triangle 1 
                                2, 1, 3 ] ); // Triangle 2

0

1

2

3

Indexed Geometry

Before: 6 x 32 bits, Now: 4 x 32 bits

6 x 8 bits == 48 bits

We still save 16 bits.

We save 2 x 32 bits.

gl.ARRAY_BUFFER

gl.ELEMENT_ARRAY_BUFFER

Indexed Geometry

      //************************************************************//
      //
      // CREATE GEOMETRY
      //
      vertices = new Float32Array( [
                                     -0.5,  0.5, 0.0, // 0: V0
                                     -0.5, -0.5, 0.0, // 1: V1, V4
                                      0.5,  0.5, 0.0, // 2: V2, V3
                                      0.5, -0.5, 0.0  // 3: V5
                                    ] );

      // now use indices
      var indices = new Uint8Array( [ 0, 1, 2,   // Triangle 1
                                      2, 1, 3 ] ); // Triangle 2

      v_buffer = gl.createBuffer(); // create
      gl.bindBuffer( gl.ARRAY_BUFFER, v_buffer ); // bind
      gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); // put data in
      gl.bindBuffer( gl.ARRAY_BUFFER, null ); // unbind

      i_buffer = gl.createBuffer(); // create
      gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, i_buffer ); // bind
      gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW ); // put data in
      gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null ); // unbind

important for assignment 4!

Indexed Geometry

important for assignment 4!

      //************************************************************//
      //
      // CONNECT SHADER WITH GEOMETRY
      //
      
      gl.bindBuffer( gl.ARRAY_BUFFER, v_buffer );

      gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, i_buffer );
      //************************************************************//
      //
      // DRAW!
      //
      gl.clearColor( 0., 0., 0., 0.)
      gl.clear( gl.COLOR_BUFFER_BIT );

      // gl.drawArrays( gl.TRIANGLES, 0, 6 );
      gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);

Let's code!

<html>
  <head>
    <meta content="text/html;charset=utf-8" http-equiv="Content-Type">
    <meta content="utf-8" http-equiv="encoding">
    <title>Default WebGL!</title>
    <style>
      html, body { 
        background-color:#000;
        margin: 0;
        padding: 0;
        height: 100%;
        overflow: hidden !important;  
      }

      #c {
        width: 100%;
        height: 100%;
      }
    </style>
  </head>
  
  <script id="vertexshader" type="glsl">
    attribute vec3 position;

    void main(void) {
    
      gl_Position = vec4( position, 1.);
    
    }
  </script>
  
  <script id="fragmentshader" type="glsl">
    precision mediump float;

    void main(void) {

      gl_FragColor = vec4(1., 1., 1., 1.);

    }
  </script>
  
  <script>

    var c, gl;
    var v_shader, f_shader, shaderprogram;
    var vertices, v_buffer;

    window.onload = function() {

      //************************************************************//
      //
      // INITIALIZE WEBGL
      //
      c = document.getElementById( 'c' ); // setup canvas
      c.width = window.innerWidth;
      c.height = window.innerHeight;

      gl = c.getContext( 'webgl' ); // setup GL context
      gl.viewport(0, 0, c.width, c.height );


      //************************************************************//
      //
      // SHADERS
      //
      v_shader = gl.createShader( gl.VERTEX_SHADER );
      f_shader = gl.createShader( gl.FRAGMENT_SHADER );
      
      // compile vertex shader
      gl.shaderSource( v_shader, document.getElementById( 'vertexshader' ).innerText );
      gl.compileShader( v_shader );

      if (!gl.getShaderParameter( v_shader, gl.COMPILE_STATUS)) {
        console.log(gl.getShaderInfoLog( v_shader ));
      }

      // compile fragment shader
      gl.shaderSource( f_shader, document.getElementById( 'fragmentshader' ).innerText );
      gl.compileShader( f_shader );

      if (!gl.getShaderParameter( f_shader, gl.COMPILE_STATUS)) {
        console.log(gl.getShaderInfoLog( f_shader ));
      }

      // attach and link the shaders
      shaderprogram = gl.createProgram();
      gl.attachShader( shaderprogram, v_shader );
      gl.attachShader( shaderprogram, f_shader );

      gl.linkProgram( shaderprogram );

      gl.useProgram( shaderprogram );


      //************************************************************//
      //
      // CREATE GEOMETRY
      //
      vertices = new Float32Array( [
                                     -0.5,  0.5, 0.0, // V0
                                     -0.5, -0.5, 0.0, // V1
                                      0.5,  0.5, 0.0, // V2

                                      0.5,  0.5, 0.0, // V3
                                     -0.5, -0.5, 0.0, // V4
                                      0.5, -0.5, 0.0  // V5
                                    ] );

      v_buffer = gl.createBuffer(); // create
      gl.bindBuffer( gl.ARRAY_BUFFER, v_buffer ); // bind
      gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); // put data in
      gl.bindBuffer( gl.ARRAY_BUFFER, null ); // unbind


      //************************************************************//
      //
      // CONNECT SHADER WITH GEOMETRY
      //
      
      gl.bindBuffer( gl.ARRAY_BUFFER, v_buffer );

      // find the attribute in the shader source
      var a_position = gl.getAttribLocation( shaderprogram, 'position' );

      gl.vertexAttribPointer( a_position, 3, gl.FLOAT, false, 0, 0 );

      gl.enableVertexAttribArray ( a_position );


      //************************************************************//
      //
      // DRAW!
      //
      gl.clearColor( 0., 0., 0., 0.)
      gl.clear( gl.COLOR_BUFFER_BIT );

      gl.drawArrays( gl.TRIANGLES, 0, 6 );

    };

  </script>
  <body>
    <canvas id="c"></canvas>
  </body>
</html>
<html>
  <head>
    <meta content="text/html;charset=utf-8" http-equiv="Content-Type">
    <meta content="utf-8" http-equiv="encoding">
    <title>Default WebGL!</title>
    <style>
      html, body { 
        background-color:#000;
        margin: 0;
        padding: 0;
        height: 100%;
        overflow: hidden !important;  
      }

      #c {
        width: 100%;
        height: 100%;
      }
    </style>
  </head>
  <script type="text/javascript" src="https://cs460.org/js/glmatrix.js"></script>
  
  <script id="vertexshader" type="glsl">
    attribute vec3 position;

    void main(void) {
    
      gl_Position = vec4( position, 1.);
    
    }
  </script>
  
  <script id="fragmentshader" type="glsl">
    precision mediump float;

    void main(void) {

      gl_FragColor = vec4(1., 1., 1., 1.);

    }
  </script>
  
  <script>

    var c, gl;
    var v_shader, f_shader, shaderprogram;
    var vertices, v_buffer;

    window.onload = function() {

      //************************************************************//
      //
      // INITIALIZE WEBGL
      //
      c = document.getElementById( 'c' ); // setup canvas
      c.width = window.innerWidth;
      c.height = window.innerHeight;

      gl = c.getContext( 'webgl' ); // setup GL context
      gl.viewport(0, 0, c.width, c.height );


      //************************************************************//
      //
      // SHADERS
      //
      v_shader = gl.createShader( gl.VERTEX_SHADER );
      f_shader = gl.createShader( gl.FRAGMENT_SHADER );
      
      // compile vertex shader
      gl.shaderSource( v_shader, document.getElementById( 'vertexshader' ).innerText );
      gl.compileShader( v_shader );

      if (!gl.getShaderParameter( v_shader, gl.COMPILE_STATUS)) {
        console.log(gl.getShaderInfoLog( v_shader ));
      }

      // compile fragment shader
      gl.shaderSource( f_shader, document.getElementById( 'fragmentshader' ).innerText );
      gl.compileShader( f_shader );

      if (!gl.getShaderParameter( f_shader, gl.COMPILE_STATUS)) {
        console.log(gl.getShaderInfoLog( f_shader ));
      }

      // attach and link the shaders
      shaderprogram = gl.createProgram();
      gl.attachShader( shaderprogram, v_shader );
      gl.attachShader( shaderprogram, f_shader );

      gl.linkProgram( shaderprogram );

      gl.useProgram( shaderprogram );


      //************************************************************//
      //
      // CREATE GEOMETRY
      //
      vertices = new Float32Array( [
                                     -0.5,  0.5, 0.0, // 0: V0
                                     -0.5, -0.5, 0.0, // 1: V1, V4
                                      0.5,  0.5, 0.0, // 2: V2, V3
                                      0.5, -0.5, 0.0  // 3: V5
                                    ] );

      // now use indices
      var indices = new Uint8Array( [ 0, 1, 2,   // Triangle 1
                                      2, 1, 3 ] ); // Triangle 2

      v_buffer = gl.createBuffer(); // create
      gl.bindBuffer( gl.ARRAY_BUFFER, v_buffer ); // bind
      gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); // put data in
      gl.bindBuffer( gl.ARRAY_BUFFER, null ); // unbind

      i_buffer = gl.createBuffer(); // create
      gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, i_buffer ); // bind
      gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW ); // put data in
      gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null ); // unbind



      //************************************************************//
      //
      // CONNECT SHADER WITH GEOMETRY
      //
      
      gl.bindBuffer( gl.ARRAY_BUFFER, v_buffer );

      gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, i_buffer );

      // find the attribute in the shader source
      var a_position = gl.getAttribLocation( shaderprogram, 'position' );

      gl.vertexAttribPointer( a_position, 3, gl.FLOAT, false, 0, 0 );

      gl.enableVertexAttribArray ( a_position );


      //************************************************************//
      //
      // DRAW!
      //
      gl.clearColor( 0., 0., 0., 0.)
      gl.clear( gl.COLOR_BUFFER_BIT );

      // gl.drawArrays( gl.TRIANGLES, 0, 6 );
      gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);

    };

  </script>
  <body>
    <canvas id="c"></canvas>
  </body>
</html>

Uniforms

createRectangle()

Rendering Loop

And, they move!

1. Initialize WebGL

2. Shaders

3. Create Geometry

4. Connect Shader with Geometry

5. Draw!

setup Canvas

setup GL Context

compile vertex shader

compile fragment shader

attach and link shaders

create vertices

create and bind buffer

put data in

unbind buffer

bind buffer

find vertex attribute in shader source

configure vertex attribute

enable vertex attribute array

clear viewport

clear color buffer

draw vertex arrays

1. Initialize WebGL

2. Shaders

3. Create Geometry

4. Connect Shader with Geometry

5. Draw!

1 Frame

multiple Frames

animate()

1. Initialize WebGL

2. Shaders

3. Create Geometry

4. Connect Shader with Geometry

5. Draw!

1 Frame

multiple Frames

animate()

1 Rectangle

multiple Rectangles

createRectangle()

createRectangle()

1. Initialize WebGL

2. Shaders

3. Create Geometry

4. Connect Shader with Geometry

5. Draw!

1 Frame

multiple Frames

animate()

1 Rectangle

multiple Rectangles

createRectangle()

createRectangle()

change Offsets!

Fragment Shader

Vertex Shader

attribute vec3 position;

different data for each vertex

uniform vec3 offset;

different data for each gl.drawArray or gl.drawElements call

uniform vec4 color;

Shaderprogram

<html>
  <head>
    <meta content="text/html;charset=utf-8" http-equiv="Content-Type">
    <meta content="utf-8" http-equiv="encoding">
    <title>Default WebGL!</title>
    <style>
      html, body { 
        background-color:#000;
        margin: 0;
        padding: 0;
        height: 100%;
        overflow: hidden !important;  
      }

      #c {
        width: 100%;
        height: 100%;
      }
    </style>
  </head>
  <script type="text/javascript" src="https://cs460.org/js/glmatrix.js"></script>
  
  <script id="vertexshader" type="glsl">
    attribute vec3 a_position;

    uniform vec3 u_offset;

    void main(void) {

      vec3 final_position = a_position;
      final_position.x += u_offset.x;
      final_position.y += u_offset.y;
      final_position.z += u_offset.z;
    
      gl_Position = vec4( final_position, 1.);
    
    }
  </script>
  
  <script id="fragmentshader" type="glsl">
    precision mediump float;

    uniform vec4 u_color;

    void main(void) {

      gl_FragColor = u_color;

    }
  </script>
  
  <script>

    var c, gl;
    var v_shader, f_shader, shaderprogram;
    var vertices, indices, v_buffer, i_buffer;

    window.onload = function() {

      //************************************************************//
      //
      // INITIALIZE WEBGL
      //
      c = document.getElementById( 'c' ); // setup canvas
      c.width = window.innerWidth;
      c.height = window.innerHeight;

      gl = c.getContext( 'webgl' ); // setup GL context
      gl.viewport(0, 0, c.width, c.height );


      //************************************************************//
      //
      // SHADERS
      //
      v_shader = gl.createShader( gl.VERTEX_SHADER );
      f_shader = gl.createShader( gl.FRAGMENT_SHADER );
      
      // compile vertex shader
      gl.shaderSource( v_shader, document.getElementById( 'vertexshader' ).innerText );
      gl.compileShader( v_shader );

      if (!gl.getShaderParameter( v_shader, gl.COMPILE_STATUS)) {
        console.log(gl.getShaderInfoLog( v_shader ));
      }

      // compile fragment shader
      gl.shaderSource( f_shader, document.getElementById( 'fragmentshader' ).innerText );
      gl.compileShader( f_shader );

      if (!gl.getShaderParameter( f_shader, gl.COMPILE_STATUS)) {
        console.log(gl.getShaderInfoLog( f_shader ));
      }

      // attach and link the shaders
      shaderprogram = gl.createProgram();
      gl.attachShader( shaderprogram, v_shader );
      gl.attachShader( shaderprogram, f_shader );

      gl.linkProgram( shaderprogram );

      gl.useProgram( shaderprogram );


      // create multiple rectangles
      rectangles = [];
      rectangles.push( createRectangle( new Float32Array([-.2,-.2,0]), new Float32Array([1.,1.,1.,1.]) ) );
      rectangles.push( createRectangle( new Float32Array([0,0,0]), new Float32Array([1.,0.,0.,1.]) ) );


      animate();

    };


    function createRectangle(offset, color) {


      //************************************************************//
      //
      // CREATE GEOMETRY
      //
      var vertices = new Float32Array( [
                                     -0.5,  0.5, 0.0, // 0: V0
                                     -0.5, -0.5, 0.0, // 1: V1, V4
                                      0.5,  0.5, 0.0, // 2: V2, V3
                                      0.5, -0.5, 0.0  // 3: V5
                                    ] ); // 2 * 4 == 8 bytes

      // now use indices
      var indices = new Uint8Array( [ 0, 1, 2, 2, 1, 3 ] ); // 6 bytes

      var v_buffer = gl.createBuffer(); // create
      gl.bindBuffer( gl.ARRAY_BUFFER, v_buffer ); // bind
      gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); // put data in
      gl.bindBuffer( gl.ARRAY_BUFFER, null ); // unbind

      var i_buffer = gl.createBuffer(); // create
      gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, i_buffer ); // bind
      gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW ); // put data in
      gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null ); // unbind


      return [v_buffer, i_buffer, offset, color];

    };

    var step_x = .01;
    var step_y = .01;
    var direction = -1;

    function animate() {

      requestAnimationFrame(animate);

      gl.clearColor( 0., 0., 0., 0.)
      gl.clear( gl.COLOR_BUFFER_BIT );



      for( var r = 0; r < rectangles.length; r++ ) {

        // current_buffers is a list of [v_buffer, i_buffer]-pairs
        var current_buffers = rectangles[r];
        var current_v_buffer = current_buffers[0];
        var current_i_buffer = current_buffers[1];
        var current_offset = current_buffers[2];
        var current_color = current_buffers[3];

        // update offsets
        if ( current_offset[0] <= -1. ) {
          // bumped into left end of screen
          direction = 1;
        } else if ( current_offset[0] >= 1. ) {
          // bumped into right end of screen
          direction = -1;
        }
        current_offset[0] += direction*step_x;

        if ( current_offset[1] <= -1. ) {
          // bumped into left end of screen
          direction = 1;
        } else if ( current_offset[1] >= 1. ) {
          // bumped into right end of screen
          direction = -1;
        }
        current_offset[1] += direction*step_y;
        



        //************************************************************//
        //
        // CONNECT SHADER WITH GEOMETRY
        //
        
        gl.bindBuffer( gl.ARRAY_BUFFER, current_v_buffer );

        gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, current_i_buffer );

        // find the attribute in the shader source
        var a_position = gl.getAttribLocation( shaderprogram, 'a_position' );

        gl.vertexAttribPointer( a_position, 3, gl.FLOAT, false, 0, 0 );

        gl.enableVertexAttribArray ( a_position );

        // find the uniform in the shader source
        var u_offset = gl.getUniformLocation( shaderprogram, 'u_offset' );

        gl.uniform3fv( u_offset, current_offset)

        var u_color = gl.getUniformLocation( shaderprogram, 'u_color' );
        
        gl.uniform4fv( u_color, current_color );

        //************************************************************//
        //
        // DRAW!
        //


        // gl.drawArrays( gl.TRIANGLES, 0, 6 );
        gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);

      }


    };

  </script>
  <body>
    <canvas id="c"></canvas>
  </body>
</html>

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Assignment 3 due Thursday!