先上代码后解释
<!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=1.0">
<title>Document</title>
</head>
<body>
<canvas id="canvas" width="300px" height="300px"></canvas>
<script>
let canvas=document.getElementById("canvas");
let gl=canvas.getContext("webgl");
let vshaderStr='void main(){\n'+
'gl_Position = vec4(0.0,0.0,0.0,1.0);\n'+
'gl_PointSize = 10.0;\n'+
'}\n';
let fshaderStr='void main(){\n'+
'gl_FragColor = vec4(0.0,1.0,0.0,1.0);\n'+
'}\n';
let program=createProgram(gl,vshaderStr,fshaderStr);
gl.useProgram(program);
gl.clearColor(0.0,0.0,0.0,1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.POINTS,0,1);
//创建shader 包括创建shader对象 指定shader代码 编译shader
function createShader(gl,type,source){
//创建shader对象 顶点着色器 gl.VERTEX_SHADER 片元着色器 gl.FRAGMENT_SHADER
let shader=gl.createShader(type);
//检查是否创建成功
if(shader == null){
throw new Error("创建shader 失败"+type);
return null;
}
//加载shader代码
gl.shaderSource(shader,source);
//编译shader
gl.compileShader(shader);
//检查编译是否成功
let successed=gl.getShaderParameter(shader,gl.COMPILE_STATUS);
if(!successed){
throw new Error(gl.getShaderInfoLog(shader));
//删除创建的shader
gl.deleteShader(shader);
return null;
}
return shader;
}
function createProgram(gl,vsource,fsource){
//创建webgl program对象
let program = gl.createProgram();
if(program == null){
throw new Error("创建program失败");
return null;
}
//创建顶点着色器
let vshader=createShader(gl,gl.VERTEX_SHADER,vsource);
//创建片元着色器
let fshader=createShader(gl,gl.FRAGMENT_SHADER,fsource);
//将shader关联到program上
gl.attachShader(program,vshader);
gl.attachShader(program,fshader);
//链接对象
gl.linkProgram(program);
//检查是否链接成功
let linked = gl.getProgramParameter(program,gl.LINK_STATUS);
if(!linked){
gl.deleteProgram(program);
gl.deleteShader(vshader);
gl.deleteShader(fshader);
throw new Error(gl.getProgramInfoLog(program));
return null;
}
return program;
}
</script>
</body>
</html>
运行结果
其中主要环节包括:
1、获取webgl上下文
let gl=canvas.getContext(“webgl”);
2、创建shader
3、创建program
4、关联shader到program
5、gl应用program
6、清空缓冲区
7、绘制