webgl example1

<!doctype html>
<html lang="en">
  <head>
    <meta charset="utf-8">
    <title>WebGL Demo</title>
    <link rel="stylesheet" href="../webgl.css" type="text/css">
  </head>

  <body>
    <canvas id="glcanvas" width="640" height="480"></canvas>
  </body>

 
</html>
main();
function main() {
  const canvas = document.querySelector('#glcanvas');
  const gl = canvas.getContext('webgl');
  if (!gl) {
    alert('Unable to initialize WebGL. Your browser or machine may not support it.');
    return;
  }

  // 顶点着色器代码
  const vsSource = `
    attribute vec4 aVertexPosition;
    uniform mat4 uModelViewMatrix;
    uniform mat4 uProjectionMatrix;

    void main() {
      gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
    }
  `;

  // 版本着色器代码
  const fsSource = `
    void main() {
      gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
    }
  `;

  // 生成着色器
  const shaderProgram = initShaderProgram(gl, vsSource, fsSource);

  // 着色器需要的数据
  const programInfo = {
    program: shaderProgram,
    attribLocations: {
      vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
    },
    uniformLocations: {
      projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'),
      modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'),
    },
  };
  const buffers = initBuffers(gl);
  drawScene(gl, programInfo, buffers);
}

// 初始化buff数据
function initBuffers(gl) {
  const positionBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
  const positions = [
     1.0,  1.0,
    -1.0,  1.0,
     1.0, -1.0,
    -1.0, -1.0,
  ];
  gl.bufferData(gl.ARRAY_BUFFER,
                new Float32Array(positions),
                gl.STATIC_DRAW);

  return {
    position: positionBuffer,
  };
}
function drawScene(gl, programInfo, buffers) { gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque gl.clearDepth(1.0); // Clear everything gl.enable(gl.DEPTH_TEST); // Enable depth testing gl.depthFunc(gl.LEQUAL); // Near things obscure far things // Clear the canvas before we start drawing on it. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Create a perspective matrix, a special matrix that is // used to simulate the distortion of perspective in a camera. // Our field of view is 45 degrees, with a width/height // ratio that matches the display size of the canvas // and we only want to see objects between 0.1 units // and 100 units away from the camera. const fieldOfView = 45 * Math.PI / 180; // in radians const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight; const zNear = 0.1; const zFar = 100.0; const projectionMatrix = mat4.create(); // note: glmatrix.js always has the first argument // as the destination to receive the result. mat4.perspective(projectionMatrix, fieldOfView, aspect, zNear, zFar); // Set the drawing position to the "identity" point, which is // the center of the scene. const modelViewMatrix = mat4.create(); // Now move the drawing position a bit to where we want to // start drawing the square. mat4.translate(modelViewMatrix, // destination matrix modelViewMatrix, // matrix to translate [-0.0, 0.0, -6.0]); // amount to translate // Tell WebGL how to pull out the positions from the position // buffer into the vertexPosition attribute. { const numComponents = 2; const type = gl.FLOAT; const normalize = false; const stride = 0; const offset = 0; gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); gl.vertexAttribPointer( programInfo.attribLocations.vertexPosition, numComponents, type, normalize, stride, offset); gl.enableVertexAttribArray( programInfo.attribLocations.vertexPosition); } // Tell WebGL to use our program when drawing gl.useProgram(programInfo.program); // Set the shader uniforms gl.uniformMatrix4fv( programInfo.uniformLocations.projectionMatrix, false, projectionMatrix); gl.uniformMatrix4fv( programInfo.uniformLocations.modelViewMatrix, false, modelViewMatrix); { const offset = 0; const vertexCount = 4; gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount); } }
// 编译着色器
function initShaderProgram(gl, vsSource, fsSource) { const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource); // Create the shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); // If creating the shader program failed, alert if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram)); return null; } return shaderProgram; } // 编译某种类型着色器 function loadShader(gl, type, source) { const shader = gl.createShader(type); // Send the source to the shader object gl.shaderSource(shader, source); // Compile the shader program gl.compileShader(shader); // See if it compiled successfully if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; }

 

转载于:https://www.cnblogs.com/honghong87/p/8963349.html

WebGL 是一种基于 OpenGL ES 的 JavaScript API,用于在 Web 浏览器中呈现 2D 和 3D 图形。它可以让开发者使用 JavaScript 和 WebGL API 编写出高性能的 3D 应用程序,包括游戏、数据可视化和模拟等。 下面是一个简单的 WebGL 示例,它使用 WebGL 绘制一个矩形: ```html <!DOCTYPE html> <html> <head> <title>WebGL Example</title> <style> #canvas { width: 400px; height: 400px; } </style> </head> <body> <canvas id="canvas"></canvas> <script> const canvas = document.getElementById("canvas"); const gl = canvas.getContext("webgl"); // 设置清除颜色为黑色 gl.clearColor(0, 0, 0, 1); // 清除画布 gl.clear(gl.COLOR_BUFFER_BIT); // 定义顶点数据 const vertices = [ -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, -0.5, ]; // 创建顶点缓冲区 const vertexBuffer = gl.createBuffer(); // 绑定顶点缓冲区 gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); // 将顶点数据写入缓冲区 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // 定义顶点着色器 const vertexShaderSource = ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0, 1); } `; // 创建顶点着色器 const vertexShader = gl.createShader(gl.VERTEX_SHADER); // 编译顶点着色器 gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // 定义片元着色器 const fragmentShaderSource = ` precision mediump float; void main() { gl_FragColor = vec4(1, 1, 1, 1); } `; // 创建片元着色器 const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); // 编译片元着色器 gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // 创建着色器程序 const program = gl.createProgram(); // 将顶点着色器和片元着色器链接到着色器程序中 gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // 获取顶点属性 a_position 的位置 const positionLocation = gl.getAttribLocation(program, "a_position"); // 启用顶点属性数组 gl.enableVertexAttribArray(positionLocation); // 将当前绑定的顶点缓冲区分配给顶点属性 a_position gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); // 绘制矩形 gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); </script> </body> </html> ``` 这个示例首先获取到一个 `canvas` 元素,并使用 `getContext` 方法获取 WebGL 上下文对象 `gl`。然后,它设置清除颜色为黑色,清除画布,并定义了一个矩形的顶点数据。接下来,它创建了一个顶点缓冲区,并将顶点数据写入缓冲区。然后,它定义了一个顶点着色器和一个片元着色器,并将它们链接到着色器程序中。最后,它启用了顶点属性数组,并将当前绑定的顶点缓冲区分配给顶点属性,然后使用 `gl.drawArrays` 方法绘制矩形。 这只是一个简单的 WebGL 示例,WebGL 还有很多其他功能和用法,包括纹理映射、着色器编程、深度测试、透明度、光照、阴影和反射等。
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