WebGL

示例4:鼠标动态绘制点

2021-06-28  本文已影响0人  WebGiser

效果

image.png

代码

<!DOCTYPE html>
<html>
    <head>
        <meta charset="utf-8">
        <title></title>
        <style>
        
        </style>
    </head>
    <body>
        <canvas id="canvas" width="600" height="600" style="border: 1px solid #ff0000;"></canvas>
        
        <script>
            let canvas = document.getElementById('canvas');
            let gl = canvas.getContext('webgl');
            
            // 顶点着色器
            let VSHADER_SOURCE = 
            "attribute vec4 a_Position;\n"+
            "void main(){\n"+
                "gl_Position = a_Position;\n"+
                "gl_PointSize = 10.0;\n"+
            "}\n";
            
            // 片元着色器
            let FSHADER_SOURCE = 
            "precision mediump float;\n"+
            "uniform vec4 u_FragColor;\n"+
            "void main(){\n"+
                "gl_FragColor = u_FragColor;\n"+
            "}\n";
            
            
            // 初始化着色器
            function initShaders(gl, vSource, fSource){
                let vShader = gl.createShader(gl.VERTEX_SHADER);
                gl.shaderSource(vShader, vSource);
                gl.compileShader(vShader);
                
                let fShader = gl.createShader(gl.FRAGMENT_SHADER);
                gl.shaderSource(fShader, fSource);
                gl.compileShader(fShader);
                
                let program = gl.createProgram();
                gl.attachShader(program, vShader);
                gl.attachShader(program, fShader);
                gl.linkProgram(program);
                gl.useProgram(program);
                gl.program = program;
            }
            
            initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE);
            let a_Position = gl.getAttribLocation(gl.program, 'a_Position');
            let u_FragColor = gl.getUniformLocation(gl.program, 'u_FragColor');
            
            let g_points = [];
            let g_colors = [];
            function click(ev, gl, canvas, a_Position, u_FragColor){
                let x = ev.clientX;
                let y = ev.clientY;
                let rect = ev.target.getBoundingClientRect();
                x = ((x-rect.left) - canvas.width/2) / (canvas.width/2);
                y = (canvas.height/2 - (y-rect.top)) / (canvas.height/2)
                g_points.push([x, y]);
                
                if(x >= 0.0 && y>= 0.0){
                    g_colors.push([1.0, 0.0, 0.0, 1.0]);
                }else if(x <= 0.0 && y>= 0.0){
                    g_colors.push([1.0, 1.0, 0.0, 1.0]);
                }else if(x <= 0.0 && y<= 0.0){
                    g_colors.push([0.0, 1.0, 0.0, 1.0]);
                }else{
                    g_colors.push([0.0, 0.0, 1.0, 1.0]);
                }
                
                gl.clearColor(0.0, 0.0, 0.0, 1.0);
                gl.clear(gl.COLOR_BUFFER_BIT);
                
                for(let i=0,len=g_points.length; i<len; i++){
                    gl.vertexAttrib2f(a_Position, g_points[i][0], g_points[i][1]);
                    gl.uniform4f(u_FragColor, g_colors[i][0], g_colors[i][1], g_colors[i][2], g_colors[i][3]);
                    gl.drawArrays(gl.POINTS, 0, 1);
                }
                
            }
            
            canvas.onclick = function(ev){
                click(ev, gl, canvas, a_Position, u_FragColor);
            } 
            
            gl.clearColor(0.0, 0.0, 0.0, 1.0);
            gl.clear(gl.COLOR_BUFFER_BIT);
        </script>
    </body>
</html>
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