WebGL

WebGL 3D(varying内插)

2018-12-17  本文已影响35人  WebGiser
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<!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 vec4 a_Color;\n'+
                    'varying vec4 v_Color;\n'+      //varying变量
                    'void main(){\n'+
                        'gl_Position = a_Position;\n'+
                        'gl_PointSize = 10.0;\n'+
                        'v_Color = a_Color;\n'+     //将数据传给片元着色器
                    '}\n';

            //片元着色器程序
            var FSHADER_SOURCE =
                    'precision mediump float;\n'+
                    'varying vec4 v_Color;\n'+
                    'void main(){\n'+
                        'gl_FragColor = v_Color;\n'+    //从顶点着色器接收数据
                    '}\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;
                }

                gl.drawArrays(gl.TRIANGLES, 0, n);



                function initVertexBuffers(gl){
                    var verticesColors = new Float32Array([
                        //顶点坐标和颜色
                        0.0,   0.5,  1.0, 0.0, 0.0,
                        -0.5, -0.5,  0.0, 1.0, 0.0,
                        0.5,  -0.5,  0.0, 0.0, 1.0
                    ]);     
                    var n = 3;  //顶点个数

                    //创建缓冲区对象
                    var vertexColorBuffer = gl.createBuffer();
                    if(!vertexColorBuffer){
                        console.log('Failed to create the buffer object');
                        return;
                    }
                    //将缓冲区对象绑定到目标
                    gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer);
                    //向缓冲区对象中写入数据
                    gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW);


                    //verticesColors数组中每个元素所占的字节数
                    var FSIZE = verticesColors.BYTES_PER_ELEMENT;




                    //获取a_Position的存储位置
                    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 * 5, 0);
                    //连接a_Position变量与分配给它的缓冲区对象
                    gl.enableVertexAttribArray(a_Position);



                    //获取a_Color的存储位置
                    var a_Color = gl.getAttribLocation(program, 'a_Color');
                    if(a_Color < 0){
                        console.log('Failed to get the storage location of a_Color');
                        return;
                    }
                    //将缓冲区对象分配给a_Color变量
                    gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, FSIZE * 5, FSIZE * 2);
                    //连接a_Position变量与分配给它的缓冲区对象
                    gl.enableVertexAttribArray(a_Color);

                    return n;
                }
            }
        </script>
    </body>
</html>
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