// ClickedPints.js (c) 2012 matsuda
// Vertex shader program
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n' +
'void main() {\n' +
' gl_Position = a_Position;\n' +
' gl_PointSize = 10.0;\n' +
'}\n';
// Fragment shader program
var FSHADER_SOURCE =
'void main() {\n' +
' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n' +
'}\n';
function main() {
// Retrieve <canvas> element
var canvas = document.getElementById('webgl');
// Get the rendering context for WebGL
var gl = canvas.getContext("experimental-webgl");
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
// Initialize shaders
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log('Failed to intialize shaders.');
return;
}
// // Get the storage location of a_Position
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if (a_Position < 0) {
console.log('Failed to get the storage location of a_Position');
return;
}
// Register function (event handler) to be called on a mouse press
canvas.onmousedown = function(ev){ click(ev, gl, canvas, a_Position); };
// Specify the color for clearing <canvas>
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
}
var g_points = []; // The array for the position of a mouse press
function click(ev, gl, canvas, a_Position) {
/***
* x 事件发生点当前文档横坐标
* y 事件发生点当前文档纵坐标
* target 事件发生的目标元素---最先触发的那一层
* getBoundingClientRect
* 事件发生节点元素的DOMRect对象,除去宽高外,都是相对于左上角的值
*/
var x = ev.clientX; // 在body中x的坐标
var y = ev.clientY; // 在body中y的坐标
var rect = ev.target.getBoundingClientRect() ;
/***************
* x - rect.left代表鼠标点击位置在canvas元素上的坐标
* 由于webgl坐标原点在canvas元素的中间,因此,要先减去一半的canvas长度,
* 再除canvas长度的一半即可得到绘制点在webgl坐标系中的坐标
* 简单一点,将canvas的宽高看做2,就容易理解了
* 最后除canvas的宽度相当于归一化
* @type {number}
*/
x = ((x - rect.left) - canvas.width/2)/(canvas.width/2);
y = (canvas.height/2 - (y - rect.top))/(canvas.height/2);
// Store the coordinates to g_points array
g_points.push(x); g_points.push(y);
//Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
var len = g_points.length;
console.log(len)
for(var i = 0; i < len; i += 2) {
// Pass the position of a point to a_Position variable
gl.vertexAttrib3f(a_Position, g_points[i], g_points[i+1], 0.0);
// Draw
gl.drawArrays(gl.POINTS, 0, 1);
//绘制该点完成后,再绘制下一个点,那么该点不是会被清空吗?
}
}