-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathrender.html
More file actions
61 lines (54 loc) · 2.04 KB
/
render.html
File metadata and controls
61 lines (54 loc) · 2.04 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<style>
canvas.full-width {
width: 100vw;
height: 240px;
margin-bottom: 40px;
}
</style>
<script src="GLCanvas.js"></script>
<title>GLCanvas Example</title>
</head>
<body>
<canvas class="full-width" id="canvas1"></canvas>
<canvas class="full-width" id="canvas2"></canvas>
<div>
<label>Slider:</label>
<input id="slider" type="range" min="0" max="1" step="0.001" value="0.05">
</div>
<script>
// ------------------------------------------------
// first canvas animated and control via a slider
// ------------------------------------------------
const glRenderer1 = new GLCanvas('canvas1', "fragmentShader.frag", null, (rd) => { // rq: init callback is null here
rd.set1f("u_param", parseFloat(document.getElementById("slider").value)); // set value to glsl program during render loop
});
// Request for update when slider value changes (usefull in pause mode)
const speedSlider = document.getElementById('slider');
speedSlider.addEventListener('input', () => {
glRenderer1.update();
});
// ------------------------------------------------
// second canvas animated and using a texture
// ------------------------------------------------
const canvas2 = document.getElementById('canvas2');
var texture0 = loadTexture(canvas2, "texture1.jpg"); // loading texture
const glRenderer2 = new GLCanvas(canvas2, "metalocc.frag", (rd) => {
rd.setTexture("u_texture1", texture0, 0); // set texture to webgl program
}); // rq: loop callback is undefined here
// ------------------------------------------------
// Pause and resume rendering on canvas click
glRenderer1.canvas.addEventListener('click', () => {
if (glRenderer1.isPaused()) glRenderer1.start();
else glRenderer1.pause();
});
glRenderer2.canvas.addEventListener('click', () => {
if (glRenderer2.isPaused()) glRenderer2.start();
else glRenderer2.pause();
});
</script>
</body>
</html>