案例查看地址:点击这里
<!doctype html>
<html>
<head>
<meta charset="UTF-8">
<meta name="viewport"
content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title>Document</title>
</head>
<body οnlοad="main()">
<canvas id="canvas" height="400" width="400">
你的浏览器不支持WebGL,请更换新的浏览器
</canvas>
</body>
<script src="lib/webgl-utils.js" ></script>
<script src="lib/webgl-debug.js" ></script>
<script src="lib/cuon-utils.js" ></script>
<script>
//顶点着色器程序
var VSHADER_SOURCE="" +
"attribute vec4 a_Position;\n" +
"void main(){\n" +
" gl_Position = a_Position;\n" +//设置坐标
" gl_PointSize = 5.0;\n" +//设置尺寸
"}\n";
//片元着色器程序
var FSHADER_SOURCE = "" +
"void main(){\n" +
" gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n" +//设置颜色
"}\n";
function main() {
//首先获取到canvas的dom对象
var canvas = document.getElementById("canvas");
//获取到WebGL的上下文
var gl = getWebGLContext(canvas);
//不支持WebGL的浏览器将打印一个错误,并结束代码运行
if (!gl) {
console.log("浏览器不支持WebGL");
return;
}
//初始化着色器
if(!initShaders(gl,VSHADER_SOURCE,FSHADER_SOURCE)){
console.log("初始化着色器失败");
return;
}
//获取attribute变量的存储位置
var a_Position = gl.getAttribLocation(gl.program, "a_Position");
if(a_Position < 0){
console.log("无法获取变量的存储位置");
return;
}
//指定一个覆盖(清空)canvas的颜色
gl.clearColor(0.0, 0.0, 0.0, 1.0);
//清除canvas
gl.clear(gl.COLOR_BUFFER_BIT);
//注册鼠标点击事件
canvas.onmousedown = function (event) {
click(event,gl,canvas,a_Position);
}
var g_poiont = [];//声明一个可以存储点的信息的数组
function click(event,gl,canvas,a_Position) {
var e = event || window.event;
var x = e.clientX;//获取鼠标的点距离浏览器窗口最左边的距离
var y = e.clientY;//获取鼠标的点距离浏览器窗口最上面的距离
var rect = e.target.getBoundingClientRect();//组件封装方法,返回对象,里面含有点击的标签的距离浏览器左侧、上侧、右侧、下侧和自身的高宽
x = ((x-rect.left) - canvas.height/2)/(canvas.height/2);//计算出x轴WebGL的浮点数
y = (canvas.width/2 - (y - rect.top))/(canvas.width/2);//计算出y轴WebGL的浮点数
g_poiont.push({x:x,y:y});//将数据存入数组
//清除canvas
gl.clear(gl.COLOR_BUFFER_BIT);
var len = g_poiont.length;
for(var i = 0; i<len; i++){//循环添加点
//将点的位置传递到变量中a_position
gl.vertexAttrib3f(a_Position,g_poiont[i].x,g_poiont[i].y,0.0);
//绘制点
gl.drawArrays(gl.POINTS,0,1);
}
}
}
</script>
</html>
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