webgl中,使用顶点索引

1.webgl中,使用顶点索引

需要解决的是,减少数据,可以重复利用现有的数据

1.创建顶点索引数据

var indices = new Uint8Array([
                0, 1, 2, 0, 2, 3,    // front
                0, 3, 4, 0, 4, 5,    // right
                0, 5, 6, 0, 6, 1,    // up
                1, 6, 7, 1, 7, 2,    // left
                7, 4, 3, 7, 3, 2,    // down
                4, 7, 6, 4, 6, 5     // back
            ]);

2.创建缓冲区(顶点索引缓冲区区)

const indexBuffer = gl.createBuffer();

3.绑定缓冲区,绑定到 ELEMENT_ARRAY_BUFFER(目标上)

gl.bindBuffer(gl.ARRAY_BUFFER, indexBuffer);

gl.bindBuffer的API说明
在这里插入图片描述
4.向缓冲区写入数据

gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

5.渲染
此时我们要使用drawElements这个api,来渲染图形,而不是drawArrays

gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);

完整代码

<!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="400" height="400">
        Please use a browser that supports "canvas"
    </canvas>
    <script src="../lib/cuon-matrix.js"></script>
    <script>
        var VSHADER_SOURCE =
            'attribute vec4 a_Position;\n' +
            'attribute vec4 a_Color;\n' +
            'uniform mat4 u_ViewProjMatrix;\n' +
            'varying vec4 v_Color;\n' +
            'void main() {\n' +
            '  gl_Position = u_ViewProjMatrix * a_Position;\n' +
            '  v_Color = a_Color;\n' +
            '}\n';

        // Fragment shader program
        var FSHADER_SOURCE =
            '#ifdef GL_ES\n' +
            'precision mediump float;\n' +
            '#endif\n' +
            'varying vec4 v_Color;\n' +
            'void main() {\n' +
            '  gl_FragColor = v_Color;\n' +
            '}\n';
        const gl = canvas.getContext('webgl');
        const createShader = (type, source) => {
            const shader = gl.createShader(type);
            gl.shaderSource(shader, source);
            gl.compileShader(shader);
            const compileState = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
            if (!compileState) {
                const info = gl.getShaderInfoLog(shader);
                console.log('编译白痴信息为' + info)
                gl.deleteShader(shader);
                return null;
            }
            return shader
        }
        const createProgram = (vshader, fshader) => {
            const vertexShader = createShader(gl.VERTEX_SHADER, vshader);
            const fragementSaher = createShader(gl.FRAGMENT_SHADER, fshader);
            if (!vertexShader || !fragementSaher) {
                console.log('创建着色器失败')
                return null
            }
            const program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragementSaher);
            gl.linkProgram(program);
            const linkState = gl.getProgramParameter(program, gl.LINK_STATUS);
            if (!linkState) {
                const err = gl.getProgramInfoLog(program);
                console.log('链接报错信息为' + err);
                gl.deleteShader(vertexShader);
                gl.deleteShader(fragementSaher);
                gl.deleteProgram(program);
                return null
            }
            return program
        }
        const program = createProgram(VSHADER_SOURCE, FSHADER_SOURCE)
        gl.useProgram(program);
        gl.program = program;
        const initVertexBuffers = () => {
            var verticesColors = new Float32Array([
                // Vertex coordinates and color
                1.0, 1.0, 1.0, 1.0, 1.0, 1.0,  // v0 White
                -1.0, 1.0, 1.0, 1.0, 0.0, 1.0,  // v1 Magenta
                -1.0, -1.0, 1.0, 1.0, 0.0, 0.0,  // v2 Red
                1.0, -1.0, 1.0, 1.0, 1.0, 0.0,  // v3 Yellow
                1.0, -1.0, -1.0, 0.0, 1.0, 0.0,  // v4 Green
                1.0, 1.0, -1.0, 0.0, 1.0, 1.0,  // v5 Cyan
                -1.0, 1.0, -1.0, 0.0, 0.0, 1.0,  // v6 Blue
                -1.0, -1.0, -1.0, 0.0, 0.0, 0.0   // v7 Black
            ]);

            var indices = new Uint8Array([
                0, 1, 2, 0, 2, 3,    // front
                0, 3, 4, 0, 4, 5,    // right
                0, 5, 6, 0, 6, 1,    // up
                1, 6, 7, 1, 7, 2,    // left
                7, 4, 3, 7, 3, 2,    // down
                4, 7, 6, 4, 6, 5     // back
            ]);
            const vertexColorbuffer = gl.createBuffer();
            const indexBuffer = gl.createBuffer();
            const size = verticesColors.BYTES_PER_ELEMENT;
            gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorbuffer);
            gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW);
            var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
            gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, size * 6, 0);
            gl.enableVertexAttribArray(a_Position);
            var a_Color = gl.getAttribLocation(gl.program, 'a_Color');
            gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, size * 6, size * 3);
            gl.enableVertexAttribArray(a_Color);

            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

            return indices.length;
        }
        const n = initVertexBuffers();
        gl.clearColor(0.0, 0.0, 0.0, 1.0);
        gl.enable(gl.DEPTH_TEST);
        console.log(n, 'nnn')
        var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_ViewProjMatrix');
        var mvpMatrix = new Matrix4();
        mvpMatrix.setPerspective(30, 1, 1, 100);
        mvpMatrix.lookAt(3, 3, 7, 0, 0, 0, 0, 1, 0);
        gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix.elements);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
        gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);

    </script>
</body>

</html>

效果
在这里插入图片描述

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值