console
/**
* Created by hebo on 2017/12/26.
* webgl base template
*/
var g_last = Date.now();
var ANGLE_STEP = 45.0;
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
let vertexSource = `
attribute vec4 a_Position;
uniform mat4 u_ModelMatrix;
void main(){
gl_Position = u_ModelMatrix * a_Position;
}`;
// 片元着色器 glsl-es语言编写
let fragmentSource = `
void main(){
gl_FragColor = vec4(1.0,1.0,0.0,1.0);
}`;
// 创建着色器程序
let shaderProgram = initShaderProgram(gl, vertexSource, fragmentSource);
initBuffers(gl,shaderProgram)
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);
let u_ModelMatrix = gl.getUniformLocation(shaderProgram, 'u_ModelMatrix');
// 初始旋转角度
var currentAngle = 0.0;
let modelMatrix = new Matrix4();
//
function tick(){
currentAngle = animate(currentAngle);
draw(gl, currentAngle, modelMatrix,u_ModelMatrix);
requestAnimationFrame(tick,canvas);
}
tick();
}
function draw(gl, angle, modelMatrix,u_ModelMatrix){
// 清空绘图区域,用设定的背景色填充绘图区域
// 设置旋转矩阵,按x轴旋转
modelMatrix.setRotate(angle, 1, 0, 0);
// 设置平移矩阵,x y z大于0 即可进行平移
// modelMatrix.translate(0, 0, 0);
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
// 更新旋转角度
function animate(angle){
var now = Date.now();
var elapsed = now - g_last;
g_last = now;
//
var newAngle = angle + (ANGLE_STEP * elapsed) / 1000.0;
return newAngle %= 360;
}
// 初始化顶点数据
function initBuffers(gl, shaderProgram){
let vertexBuffer = gl.createBuffer();
let vertexPoints = [
// x , y ,z ,w (z w 省略) ,每行代表一个点的坐标
0.0 , 0.5,
-0.5, -0.5,
0.5, -0.5
];
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPoints), gl.STATIC_DRAW)
let a_pos = gl.getAttribLocation(shaderProgram, 'a_Position')
gl.vertexAttribPointer(a_pos, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(a_pos)
}
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>