WEBGL编程指南之实例

2016-11-25  本文已影响0人  前端大魔王

放一个webgl完整的例子

<!DOCTYPE html>
<html>
<head lang="en">
    <meta charset="UTF-8">
    <title></title>
</head>
<body onload="webGLStart()">
 <canvas id="webgl" height="400" width="400"></canvas>
 <script id="shader-fs" type="x-shader/x-fragment">
  precision mediump float;
  varying vec4 v_Color;
  void main(void) {
    gl_FragColor = v_Color;
  }
</script>
 <script id="shader-vs" type="x-shader/x-vertex">
  attribute vec4 aVertexPosition;
  attribute vec4 a_Color;
  uniform mat4 uMVMatrix;
  uniform mat4 uPMatrix;
  varying vec4 v_Color;
  void main(void) {
    gl_Position = uPMatrix * uMVMatrix * aVertexPosition;
    v_Color=a_Color;
  }
</script>
 <script src="cuon-matrix.js"></script>
<script>
    var gl;
    canvas = document.getElementById("webgl");
    var FSIZE=4;
    function initGL(canvas) {
        try {
            gl = canvas.getContext("experimental-webgl");
        } catch (e) {
        }
        if (!gl) {
            alert("Could not initialise WebGL, sorry :-(");
        }
    }

    function getShader(gl, id) {
        var shaderScript = document.getElementById(id);
        if (!shaderScript) {
            return null;
        }

        var str = "";
        var k = shaderScript.firstChild;
        while (k) {
            if (k.nodeType == 3) {
                str += k.textContent;
            }
            k = k.nextSibling;
        }

        var shader;
        if (shaderScript.type == "x-shader/x-fragment") {
            shader = gl.createShader(gl.FRAGMENT_SHADER);
        } else if (shaderScript.type == "x-shader/x-vertex") {
            shader = gl.createShader(gl.VERTEX_SHADER);
        } else {
            return null;
        }

        gl.shaderSource(shader, str);
        gl.compileShader(shader);

        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
            alert(gl.getShaderInfoLog(shader));
            return null;
        }

        return shader;
    }

    var shaderProgram;

    function initShaders() {
        var fragmentShader = getShader(gl, "shader-fs");
        var vertexShader = getShader(gl, "shader-vs");

        shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, vertexShader);
        gl.attachShader(shaderProgram, fragmentShader);
        gl.linkProgram(shaderProgram);

        if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
            alert("Could not initialise shaders");
        }

        gl.useProgram(shaderProgram);

        shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
        gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
        shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "a_Color");
        gl.enableVertexAttribArray(shaderProgram.colorAttribute);
        shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
        shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
    }

    var modelMatrix=new Matrix4();
    modelMatrix.setRotate(0,0,0,1)
    var viewMatrix=new Matrix4();
    viewMatrix.setLookAt(3,3,7,0,0,0,0,1,0);
    var perspectMatrix=new Matrix4();
    perspectMatrix.setPerspective(30,1,0.1,100);
    var mvMatrix =viewMatrix.multiply(modelMatrix);
    var pMatrix = perspectMatrix;
    function setMatrixUniforms() {
        gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix.elements);
        gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix.elements);
    }

    var triangleVertexPositionBuffer;
    var indexBuffer;
    function initBuffers() {
        triangleVertexPositionBuffer = gl.createBuffer();
        indexBuffer=gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
        var verticesColor= [
            1.0,  1.0,  1.0, 1.0,  1.0,  1.0,
            -1.0, 1.0,  1.0, 1.0,  1.0,  1.0,
            -1.0, -1.0,  1.0, 1.0,  1.0,  1.0,
            1.0,  -1.0,  1.0, 1.0,  1.0,  1.0,
            1.0, -1.0,  -1.0, 1.0,  1.0,  1.0,
            1.0, 1.0,  -1.0, 1.0,  1.0,  1.0,
            -1.0,1.0,-1.0, 1.0,  1.0,  1.0,
            -1.0,-1.0,-1.0,1.0,  1.0,  1.0,
        ];
        var index=[
                0,1,2,0,2,3,
                0,3,4,0,4,5,
                0,5,6,0,6,1,
                1,6,7,1,7,2,
                7,4,3,7,3,2,
                4,7,6,4,6,5
        ];
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticesColor), gl.STATIC_DRAW);
        triangleVertexPositionBuffer.itemSize = 3;
        triangleVertexPositionBuffer.numItems = 36;
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,indexBuffer);
        gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,new Uint8Array(index),gl.STATIC_DRAW);
    }

    function drawScene() {
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
        gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 3, gl.FLOAT, false, FSIZE*6, 0);
        gl.vertexAttribPointer(shaderProgram.colorAttribute, 3, gl.FLOAT, false, FSIZE*6, FSIZE*3);
        mvMatrix.rotate(1,0,0,1);
        setMatrixUniforms();
        gl.drawElements(gl.TRIANGLES,36,gl.UNSIGNED_BYTE,0);
        requestAnimationFrame(drawScene);
    }

    function webGLStart() {
        initGL(canvas);
        initShaders();
        initBuffers();
        gl.clearColor(0.0, 0.0, 0.0, 1.0);
        gl.enable(gl.DEPTH_TEST);
        drawScene();
    }
</script>
</body>
</html>

画了一个正方体,cuon-matrix.js为外部矩阵操作的库。

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