# WebGL

import webgl gl = webgl.Context("my-canvas") vs = gl.createShader(gl.VERTEX_SHADER) gl.shaderSource(vs, "attribute vec3 aVertexPosition; void main(void) { gl_Position = vec4(aVertexPosition, 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, "void main(void) { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); }") 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) triangleVertices = [-0.5, 0.5, 0.0, 0.0, 0.0, 0.0, -0.5, -0.5, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, -0.5, 0.0] trianglesVerticeBuffer = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, trianglesVerticeBuffer) gl.bufferData(gl.ARRAY_BUFFER, webgl.Float32Array(triangleVertices), gl.STATIC_DRAW) vertexPositionAttribute = gl.getAttribLocation(program, "aVertexPosition") gl.enableVertexAttribArray(vertexPositionAttribute) gl.bindBuffer(gl.ARRAY_BUFFER, trianglesVerticeBuffer) gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, False, 0, 0) gl.drawArrays(gl.TRIANGLES, 0, 6)