WebGL

WebGL 3D(纹理)

2018-12-17  本文已影响16人  WebGiser
image.png image.png
<!DOCTYPE HTML>
<head>
    
</head>
<html>
    <body onload="main()">
        <canvas id="webgl" width="500" height="500" style="border: 1px solid #ff0000;">
            
        </canvas>

        <script type="text/javascript">
            //顶点着色器程序
            var VSHADER_SOURCE = 
                    'attribute vec4 a_Position;\n'+
                    'attribute vec2 a_TexCoord;\n'+
                    'varying vec2 v_TexCoord;\n'+
                    'void main(){\n'+
                        'gl_Position = a_Position;\n'+
                        'v_TexCoord = a_TexCoord;\n'+
                    '}\n';

            //片元着色器程序
            var FSHADER_SOURCE =
                    'uniform sampler2D u_Sampler;\n'+
                    'precision mediump float;\n'+
                    'varying vec2 v_TexCoord;\n'+
                    'void main(){\n'+
                        'gl_FragColor = texture2D(u_Sampler, v_TexCoord);\n'+
                    '}\n';

            function main(){
                //获取<canvas>元素
                var canvas = document.getElementById("webgl");
                if(!canvas){
                    console.log('error');
                    return;
                }

                //获取绘制三维图形的绘图上下文
                var gl = canvas.getContext('webgl');

                // 创建着色器对象
                const fShader = gl.createShader(gl.FRAGMENT_SHADER);
                const vShader = gl.createShader(gl.VERTEX_SHADER);

                // 将着色器源码写入对象
                gl.shaderSource(vShader, VSHADER_SOURCE);
                gl.shaderSource(fShader, FSHADER_SOURCE);

                // 编译着色器
                gl.compileShader(vShader);
                gl.compileShader(fShader);

                // 创建程序
                const program = gl.createProgram();

                // 程序绑定着色器
                gl.attachShader(program, vShader);
                gl.attachShader(program, fShader);

                // 链接程序
                gl.linkProgram(program);

                // 使用程序
                gl.useProgram(program);

                var n = initVertexBuffers(gl);
                if(n < 0){
                    console.log('Failed to set positions of vertices');
                    return;
                }

                if(!initTextures(gl, n)){
                    return;
                }

                

                function initVertexBuffers(gl){
                    var verticesTexCoords = new Float32Array([
                        -0.5,  0.5,  0.0, 1.0,
                        -0.5, -0.5,  0.0, 0.0,
                         0.5,  0.5,  1.0, 1.0,
                         0.5, -0.5,  1.0, 0.0
                    ]); //坐标点位置
                    var n = 4;  //坐标点个数

                    //创建缓冲区对象
                    var vertexBuffer = gl.createBuffer();
                    if(!vertexBuffer){
                        console.log('Failed to create the buffer object');
                        return -1;
                    }

                    //将缓冲区对象绑定到目标
                    gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);

                    //向缓冲区对象中写入数据
                    gl.bufferData(gl.ARRAY_BUFFER, verticesTexCoords, gl.STATIC_DRAW);

                    var FSIZE = verticesTexCoords.BYTES_PER_ELEMENT;

                    var a_Position = gl.getAttribLocation(program, 'a_Position');
                    if(a_Position < 0){
                        console.log('Failed to get the storage location of a_Position');
                        return;
                    }
                    //将缓冲区对象分配给a_Position变量
                    gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, FSIZE*4, 0);
                    //连接a_Position变量与分配给它的缓冲区对象
                    gl.enableVertexAttribArray(a_Position);



                    var a_TexCoord = gl.getAttribLocation(program, 'a_TexCoord');
                    if(a_TexCoord < 0){
                        console.log('Failed to get the storage location of a_TexCoord');
                        return;
                    }
                    //将缓冲区对象分配给a_Position变量
                    gl.vertexAttribPointer(a_TexCoord, 2, gl.FLOAT, false, FSIZE*4, FSIZE*2);
                    //连接a_Position变量与分配给它的缓冲区对象
                    gl.enableVertexAttribArray(a_TexCoord);

                    return n;
                }


                function initTextures(gl, n){
                    //创建纹理对象
                    var texture = gl.createTexture();
                    //获取u_Sampler的存储位置
                    var u_Sampler = gl.getUniformLocation(program, 'u_Sampler');
                    var image = new Image();
                    image.onload = function(){
                        loadTexture(gl, n, texture, u_Sampler, image);
                    };
                    image.src = 'http://localhost:8080/webgl/1.jpg';
                    return true;
                }

                function loadTexture(gl, n, texture, u_Sampler, image){
                        gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
                        gl.activeTexture(gl.TEXTURE0);
                        gl.bindTexture(gl.TEXTURE_2D, texture);

                        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
                        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
                        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
                        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
                        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
                        gl.uniform1i(u_Sampler, 0);

                        gl.drawArrays(gl.TRIANGLE_STRIP, 0, n);
                    }
            }
        </script>
    </body>
</html>
image.png
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