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webgl-画三角形

webgl-画三角形

html

<!DOCTYPE html>

<head>

    <style>

        *{

            margin: 0px;

            padding: 0px;

        }

    </style>

</head>

<body>

    <canvas id = 'webgl'>

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    </canvas>

    <script src="./main.js"></script>

</body>

main.js

 

let canvas = document.getElementById('webgl')

canvas.width = window.innerWidth

canvas.height = window.innerHeight

let ctx = canvas.getContext('webgl')

//创建顶点资源像素资源(颜色)

let vertexSource = `

attribute vec2 a_Position;

void main() {

  gl_Position = vec4(a_Position, 0.0, 1.0);

  gl_PointSize = 10.0;

}

`

let fragmentSource = `

precision mediump float;

uniform vec3 u_color;

void main (){

  gl_FragColor = vec4(u_color, 1.0);

}

`

if (initShader(ctx, vertexSource, fragmentSource)) {

    //设置颜色

    let color = ctx.getUniformLocation(ctx.program, "u_color2")

    ctx.uniform3f(color, 1.0, 0.0, 0.0)

    //画三角形

    let vertexs = [

        -0.5, 0.0,

        0.5, 0.0,

        0.0, 0.5

    ]

    let float32Array = new Float32Array(vertexs)

    //创建buffer

    let buffer = ctx.createBuffer()

    //绑定buffer

    ctx.bindBuffer(ctx.ARRAY_BUFFER, buffer)

    //往buffer中填充值,并指定数据用途

    ctx.bufferData(ctx.ARRAY_BUFFER, float32Array, ctx.STATIC_DRAW)

    //获取vertexShader指定变量内存

    let a_Position = ctx.getAttribLocation(ctx.program, "a_Position")

    ctx.vertexAttribPointer(a_Position, 2, ctx.FLOAT, false, 0, 0)

    //确认吧带有数据的buffer赋值给a_Position

    ctx.enableVertexAttribArray(a_Position);

    ctx.drawArrays(ctx.TRIANGLES, 0, 3)

}

 

//创建顶点阴影和像素阴影

function createShader(ctx, type, source) {

    //创建shader

    let shader = ctx.createShader(type)

    //绑定

    ctx.shaderSource(shader, source)

    //编译shader

    ctx.compileShader(shader)

    //获取编译结果

    let compiler = ctx.getShaderParameter(shader, ctx.COMPILE_STATUS)

    if (compiler) {

        return shader

    } else {

        let log = ctx.getShaderInfoLog(shader)

        console.log("compile shaders error", log)

        //删除异常的shader,防止内存泄露

        ctx.deleteShader(shader)

        return null

    }

}

function createProgram(ctx, vertexShader, fragmentShader) {

    //创建program

    let program = ctx.createProgram()

    if (!program) {

        return null

    }

    //点资源和像素资源合并

    ctx.attachShader(program, vertexShader)

    ctx.attachShader(program, fragmentShader)

    ctx.linkProgram(program)

    //获取linked的结果

    let linked = ctx.getProgramParameter(program, ctx.LINK_STATUS)

    if (linked) {

        return program

    } else {

        //获取link错误信息

        let log = ctx.getProgramInfoLog(program)

        console.log("link program error", log)

        //删除防止内存泄漏

        ctx.delete(program)

        ctx.deleteShader(vertexShader)

        ctx.deleteShader(fragmentShader)

        return null

    }

}

function initShader(ctx, vertexSource, fragmentSource) {

    let vertexShader = createShader(ctx, ctx.VERTEX_SHADER, vertexSource)

    let fragmentShader = createShader(ctx, ctx.FRAGMENT_SHADER, fragmentSource)

    let program = createProgram(ctx, vertexShader, fragmentShader)

    if (program) {

        ctx.useProgram(program)

        //挂载到ctx

        ctx.program = program

        return true

    } else {

        return false

    }

}

效果图