Drawing triangle using WebGL
import { useRef, useEffect } from "react";
function WebGLDay1() {
const canvasRef = useRef<HTMLCanvasElement>(null);
useEffect(() => {
if (!canvasRef.current) return;
const canvas = canvasRef.current;
const gl = canvas.getContext("webgl");
if (!gl) return;
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(
vertexShader!,
`
attribute vec4 a_position;
void main() {
gl_Position = a_position;
}
`
);
gl.compileShader(vertexShader!);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(
fragmentShader!,
`
precision mediump float;
void main() {
gl_FragColor = vec4(1, 0, 0.5, 1);
}
`
);
gl.compileShader(fragmentShader!);
const program = gl.createProgram();
gl.attachShader(program!, vertexShader!);
gl.attachShader(program!, fragmentShader!);
gl.linkProgram(program!);
const positionAttributeLocation = gl.getAttribLocation(
program!,
"a_position"
);
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer!);
const positions = [0, 0, 0, 0.5, 1.0, 0];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program!);
gl.enableVertexAttribArray(positionAttributeLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
const primitiveType = gl.TRIANGLES;
gl.drawArrays(primitiveType, 0, 3);
}, []);
return <canvas style={{ width: 200, height: 200 }} ref={canvasRef}></canvas>;
}
export default WebGLDay1;