WebGL

示例11:纹理贴图

2021-07-03  本文已影响0人  WebGiser

效果

image.png

代码

<!DOCTYPE html>
<html>
    <head>
        <meta charset="utf-8">
        <title></title>
        <script src="./cuon-matrix.js"></script>
    </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"+
            "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
            let FSHADER_SOURCE = 
            "#ifdef GL_ES\n"+
            "precision mediump float;\n"+
            "#endif\n"+
            "uniform sampler2D u_Sampler;\n"+
            "varying vec2 v_TexCoord;\n"+
            "void main(){\n"+
                " gl_FragColor = texture2D(u_Sampler, v_TexCoord);\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;
            }
            
            // 设置定点位置-缓冲区对象
            function initVertexBuffers(gl){
                let vertices = 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
                ]);
                let n = 4;
                
                // 创建顶点位置大小颜色缓冲区对象
                let vertexBuffer = gl.createBuffer();
                gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
                gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
                let fsize = vertices.BYTES_PER_ELEMENT;
                
                let a_Position = gl.getAttribLocation(gl.program, 'a_Position');
                gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, fsize*4, fsize*0);
                gl.enableVertexAttribArray(a_Position);
                
                let a_TexCoord = gl.getAttribLocation(gl.program, 'a_TexCoord');
                gl.vertexAttribPointer(a_TexCoord, 2, gl.FLOAT, false, fsize*4, fsize*2);
                gl.enableVertexAttribArray(a_TexCoord);
                
                return n;
            }
            
            // 创建和加载纹理  
            function initTexture(gl, n){
                let texture = gl.createTexture();
                // 获取取样器
                let u_Sampler = gl.getUniformLocation(gl.program, 'u_Sampler');
                let image = new Image();
                image.onload = function(){
                    loadTexture(gl, n, texture, u_Sampler, image);
                }
                // 图片的像素尺寸要保证为2的n次幂,比如16、512、256、1024等,可以自由组合出256x256、128x512等像素尺寸图片
                image.src = "http://localhost:8080/sky.jpg";
                return true;
            }
            
            // 配置纹理
            function loadTexture(gl, n, texture, u_Sampler, image){
                // 对纹理图像进行Y轴反转
                gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
                // 开启0号纹理
                gl.activeTexture(gl.TEXTURE0);
                // 绑定纹理对象
                gl.bindTexture(gl.TEXTURE_2D, texture);
                // 配置纹理参数
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
                // 配置纹理图像
                gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
                // 将0号纹理传给着色器中的取样器变量
                gl.uniform1i(u_Sampler, 0);
                
                gl.clear(gl.COLOR_BUFFER_BIT);
                gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
            }
            
            initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE);
            
            initVertexBuffers(gl);
            
            gl.clearColor(0.0, 0.0, 0.0, 1.0);
            initTexture(gl, 4);
        </script>
    </body>
</html>
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