console
/**
* Created by hebo on 2017/12/26.
* webgl base template
*/
main();
function main() {
const canvas = document.querySelector("#glcanvas");
// Initialize the GL context
const gl = canvas.getContext("webgl");
// Only continue if WebGL is available and working
if (!gl) {
alert("Unable to initialize WebGL. Your browser or machine may not support it.");
return;
}
// 顶点着色器 glsl-es语言编写
// 可以使用attribute变量
let vertexSource = `
attribute vec4 a_Position;
attribute float a_PointSize;
void main(){
gl_Position = a_Position;
gl_PointSize = a_PointSize;
}`;
// 片元着色器 glsl-es语言编写
// 使用uniform变量 varying变量
let fragmentSource = `
precision mediump float;
uniform vec4 u_FragColor;
void main(){
gl_FragColor = u_FragColor;
}`;
// 创建着色器程序
let shaderProgram = initShaderProgram(gl, vertexSource, fragmentSource);
// 请求变量存储地址
// args: program 包含顶点/片元着色器的程序
// name 想要获取的变量名称
let a_pos = gl.getAttribLocation(shaderProgram, 'a_Position');
let a_pointSize = gl.getAttribLocation(shaderProgram, 'a_PointSize');
let u_FragColor = gl.getUniformLocation(shaderProgram, 'u_FragColor');
// 将顶点位置传递给变量 a_pos
// args: location 变量存储位置
// v1,v2,v3 3个值
// gl.vertexAttrib3f(a_pos,0.5,0.0,0.0)
gl.vertexAttrib1f(a_pointSize, 5.0)
// 存储生成的点以及color;
let g_points = [];
let g_colors = [];
canvas.onmousedown = function(ev){
drawPoints(ev,gl,canvas, a_pos, u_FragColor, g_points, g_colors);
}
gl.useProgram(shaderProgram);
// 指定绘图区背景色 arg: r,g,b,a
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// Clear the color buffer with specified clear color
// 清空绘图区域,用设定的背景色填充绘图区域
gl.clear(gl.COLOR_BUFFER_BIT);
}
function drawPoints(ev, gl, canvas, a_Pos, u_color, points, colors){
let x = ev.clientX;
let y = ev.clientY;
let rect = ev.target.getBoundingClientRect();
// 换算成wbgl坐标系( 因为canvas坐标系是 左上角原点, 而webgl 是中心远点
//
x = ((x - rect.left) - canvas.width/2)/(canvas.width/2);
y = (canvas.height/2 - (y - rect.top))/(canvas.height/2);
// 将点的位置存储进去
points.push([x,y]);
// 根据xy来计算color值
if (x >= 0.0 && y >= 0.0) { // First quadrant
colors.push([1.0, 0.0, 0.0, 1.0]); // Red
} else if (x < 0.0 && y < 0.0) { // Third quadrant
colors.push([0.0, 1.0, 0.0, 1.0]); // Green
} else { // Others
colors.push([1.0, 1.0, 1.0, 1.0]); // White
}
gl.clear(gl.COLOR_BUFFER_BIT);
let len = points.length;
for(let i = 0; i < len; i++) {
let xy = points[i];
let rgba = colors[i];
gl.vertexAttrib3f(a_Pos, xy[0], xy[1], 0.0);
// 将数据传递给指定的 uinform变量 ,4f表示4个值
gl.uniform4f(u_color, ...rgba)
// Draw
gl.drawArrays(gl.POINTS, 0, 1);
}
}
function initShaderProgram(gl, vsSource, fsSource) {
let vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
let fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
return null;
}
return shaderProgram;
}
function loadShader(gl, type, source) {
// 依据type创建着色器
const shader = gl.createShader(type);
// Send the source to the shader object
gl.shaderSource(shader, source);
// Compile the shader program
gl.compileShader(shader);
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
<h3>WebGL Demo</h3>
<canvas id="glcanvas" width="640" height="480"></canvas>