<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no">
<title>MultiPoint--绘制多个点</title>
</head>
<body οnlοad="main();">
<canvas id="webgl" width="400" height="400">
Please use a browser that supports "canvas"
</canvas>
<script type="text/javascript" src="/WebGL/js/lib/webgl-utils.js"></script>
<script type="text/javascript" src="/WebGL/js/lib/webgl-debug.js"></script>
<script type="text/javascript" src="/WebGL/js/lib/cuon-utils.js"></script>
<script type="text/javascript" src="/WebGL/js/MultiPoint.js"></script>
<script>
</script>
</body>
</html>
//顶点着色器程序
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n'+ //attribute被称为存储限定符,表示接下来的变量(a_Position)
'attribute float a_PointSize;\n'+
'void main() {\n' +
'gl_Position = a_Position;\n' + //赋值 设置坐标
'gl_PointSize = a_PointSize;\n' + //设置尺寸 gl_PointSize为浮点型 不然报错
'}\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(){
//获取<canvas>元素
var canvas = document.getElementById('webgl');
//获取WebGL绘图上下文
var gl = getWebGLContext(canvas);
if(!gl){
console.log('Failed to get the rendering context for WebGL');
return;
}
//初始化着色器
if(!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)){
console.log('Failed to initialize shaders');
return;
}
//获取attribute变量的存储位置--地址
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');//参数1:程序对象; 参数2:想要获取存储地址的attribute变量名称;
var a_PointSize = gl.getAttribLocation(gl.program, 'a_PointSize');
//检查
if(a_Position < 0 || a_PointSize < 0){
console.log('Failed to get the storage location of a_Position');
return;
}
//设置顶点位置
var n = initVertexBuffers(gl);
if(n < 0){
console.log('Failed to set the position of the vertices');
return;
}
//将顶点大小传输给attribute变量
gl.vertexAttrib1f(a_PointSize, 5.0);
//设置<canvas>的背景颜色-----黑色
gl.clearColor(0.0,0.0,0.0,1.0);
//清空<canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
//绘制三个点
gl.drawArrays(gl.POINTS, 0, n);//n is 3
}
function initVertexBuffers(gl){
var vertices = new Float32Array([
0.0, 0.5, -0.5, -0.5, 0.5, -0.5
]);
var n = 3;//点的个数
//创建缓冲区对象
var vertexBuffer = gl.createBuffer();
if(!vertexBuffer){
console.log('Failed to create the buffer object');
return -1;
}
//将缓冲区对象绑定到目标
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
//向缓冲区对象中写入数据
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
//将缓冲区对象分配给a_Position变量
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
//连接a_Position变量与分配给它的缓冲区对象
gl.enableVertexAttribArray(a_Position);
return n;
}
//流程图:
//1.获取WebGL绘图上下文
//2.初始化着色器
//3.设置点的坐标信息
//4.设置<canvas>背景色
//5.清空<canvas>
//6.绘制
//使用缓冲区对象向顶点着色器传入多个顶点数据,需要遵循以下五个步骤:
//1.创建缓冲区对象 (gl.createBuffer());
//2.绑定缓冲区对象 (gl.bindBuffer());
//3.将数据写入缓冲区对象 (gl.bufferData());
//4.将缓冲区对象分配给一个attribute变量 (gl.vertexAttribPointer());
//5.开启attribute变量 (gl.enableVertexAttribArray());