WebGL

Vue+WebGL示例

2023-09-19  本文已影响0人  WebGiser

index.vue

<template>
    <div class="point">
        <canvas id="canvas" width="600" height="600" style="border: 1px solid #ff0000;"></canvas>
    </div>
</template>

<script setup>
import { onMounted, onUnmounted } from "vue";
import { useStore } from "vuex";


import CuonUtils from "../common/cuon-utils"
import vertexShader from './vertexShader'
import fragmentShader from './fragmentShader'
const store = useStore();

onMounted(() => {
    let canvas = document.getElementById('canvas');
    let gl = CuonUtils.getWebGLContext(canvas);
    CuonUtils.initShaders(gl, vertexShader, fragmentShader);

    gl.clearColor(0.0, 0.0, 0.0, 1.0);
    gl.clear(gl.COLOR_BUFFER_BIT);
    gl.drawArrays(gl.POINTS, 0, 1);
});

</script>

<style scoped>
.point {
    position: absolute;
    width: 100%;
    height: 100%;
}
</style>

vertexShader.js

const vertexShader = `
void main (){
    gl_Position = vec4(0.5, 0.5, 1.0, 1.0);
    gl_PointSize = 10.0;
}
`
export default vertexShader;

fragmentShader.js

const fragmentShader = `
void main (){
    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`
export default fragmentShader;

cuon-utils.js

import WebGLUtils from "./webgl-utils"

// cuon-utils.js (c) 2012 kanda and matsuda
/**
 * Create a program object and make current
 * @param gl GL context
 * @param vshader a vertex shader program (string)
 * @param fshader a fragment shader program (string)
 * @return true, if the program object was created and successfully made current
 */
function initShaders(gl, vshader, fshader) {
    var program = createProgram(gl, vshader, fshader);
    if (!program) {
        console.log("Failed to create program");
        return false;
    }

    gl.useProgram(program);
    gl.program = program;

    return true;
}

/**
 * Create the linked program object
 * @param gl GL context
 * @param vshader a vertex shader program (string)
 * @param fshader a fragment shader program (string)
 * @return created program object, or null if the creation has failed
 */
function createProgram(gl, vshader, fshader) {
    // Create shader object
    var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader);
    var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader);
    if (!vertexShader || !fragmentShader) {
        return null;
    }

    // Create a program object
    var program = gl.createProgram();
    if (!program) {
        return null;
    }

    // Attach the shader objects
    gl.attachShader(program, vertexShader);
    gl.attachShader(program, fragmentShader);

    // Link the program object
    gl.linkProgram(program);

    // Check the result of linking
    var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
    if (!linked) {
        var error = gl.getProgramInfoLog(program);
        console.log("Failed to link program: " + error);
        gl.deleteProgram(program);
        gl.deleteShader(fragmentShader);
        gl.deleteShader(vertexShader);
        return null;
    }
    return program;
}

/**
 * Create a shader object
 * @param gl GL context
 * @param type the type of the shader object to be created
 * @param source shader program (string)
 * @return created shader object, or null if the creation has failed.
 */
function loadShader(gl, type, source) {
    // Create shader object
    var shader = gl.createShader(type);
    if (shader == null) {
        console.log("unable to create shader");
        return null;
    }

    // Set the shader program
    gl.shaderSource(shader, source);

    // Compile the shader
    gl.compileShader(shader);

    // Check the result of compilation
    var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
    if (!compiled) {
        var error = gl.getShaderInfoLog(shader);
        console.log("Failed to compile shader: " + error);
        gl.deleteShader(shader);
        return null;
    }

    return shader;
}

/**
 * Initialize and get the rendering for WebGL
 * @param canvas <cavnas> element
 * @param opt_debug flag to initialize the context for debugging
 * @return the rendering context for WebGL
 */
function getWebGLContext(canvas, opt_debug) {
    // Get the rendering context for WebGL
    var gl = WebGLUtils.setupWebGL(canvas);
    if (!gl) return null;

    // if opt_debug is explicitly false, create the context for debugging
    // if (arguments.length < 2 || opt_debug) {
    //  gl = WebGLDebugUtils.makeDebugContext(gl);
    // }

    return gl;
}

export default {initShaders, createProgram, loadShader, getWebGLContext}

webgl-utils.js

参考前面的文章: https://www.jianshu.com/p/880678a0ca0b

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