一、前言
最近看了《WebGL编程指南》这本书,发现还是很有意思的,故每章阅读后做个笔记。
二、正文
Example1:在canvas中绘制2D矩形
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>Draw a blue rectangle (canvas version)</title>
</head>
<body onload="main()">
<canvas id="example" width="400" height="400">
Please use a browser that supports "canvas"
</canvas>
<script src="DrawRectangle.js"></script>
</body>
</html>
function main() {
var canvas = document.getElementById('example');
if (!canvas) {
console.log('Failed to retrieve the <canvas> element');
return false;
}
var ctx = canvas.getContext('2d'); //获取绘图上下文
ctx.fillStyle = 'rgba(0, 0, 255, 1.0)'; //设置颜色,rgb为三原色通道,a为alphaa透明度
ctx.fillRect(120, 10, 350, 150); //设置矩形的位置及大小,margin-left为120,margin-top为10;绘制长350px,宽为150px的矩形
}
Example2:清空canvas
function main() {
var canvas = document.getElementById('webgl');
var gl = getWebGLContext(canvas); //获取webgl绘图上下文
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
gl.clearColor(0.0, 0.0, 0.0, 1.0); //设置清空颜色,颜色值都是0-1之间!不是0-255!!!
gl.clear(gl.COLOR_BUFFER_BIT); //清空颜色缓存
}
Example3:在canvas中绘制一个红点
//顶点着色器数据源
var VSHADER_SOURCE =
'void main() {\n'
' gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n' //位置,vec4由四个浮点型数据组成,即(float,float,float,float)
' gl_PointSize = 10.0;\n' //点的大小
'}\n';
//片元着色器数据源
var FSHADER_SOURCE =
'void main() {\n'
' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n' //颜色rgba
'}\n';
function main() {
var canvas = document.getElementById('webgl');
var gl = getWebGLContext(canvas);
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
// Step1:初始化着色器
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log('Failed to intialize shaders.');
return;
}
// Step2:清空背景色及canvas颜色缓存
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
// 画点
gl.drawArrays(gl.POINTS, 0, 1); //(mode,first,count);
}
function initShaders(gl, vshader, fshader) {
// Step1:创建程序对象
var program = createProgram(gl, vshader, fshader);
if (!program) {
console.log('Failed to create program');
return false;
}
// Step2:设置用于渲染的程序对象 链接地址:https://msdn.microsoft.com/library/dn302459(v=vs.85).aspx
gl.useProgram(program);
gl.program = program;
return true;
}
//********************************以上为主程序************************************
function createProgram(gl, vshader, fshader) {
// Step1:加载着色器
var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader);
var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader);
if (!vertexShader || !fragmentShader)
{
return null;
}
// Step2:创建空程序对象 链接地址: https://msdn.microsoft.com/library/Dn302384
var program = gl.createProgram();
if (!program)
{
return null;
}
// Step3:着色器附着至程序对象 链接地址:https://msdn.microsoft.com/library/Dn302364
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
// Step4:链接上程序对象
gl.linkProgram(program);
// Step5:检查链接结果
var linked = gl.getProgramParameterprogram, gl.LINK_STATUS);
if (!linked) {
var error = gl.getProgramInfoLog(program);
console.log('Failed to link program: ' error);
gl.deleteProgram(program);
gl.deleteShader(fragmentShader);
gl.deleteShader(vertexShader);
return null;
}
return program;
}
function loadShader(gl, type, source) {
// Step1:创建着色器对象(依据着色器类型)
var shader = gl.createShader(type);
if (shader == null) {
console.log('unable to create shader');
return null;
}
// Step2: 设置着色器数据源(着色器对象,数据源)
gl.shaderSource(shader, source);
// Step3: 编译着色器
gl.compileShader(shader);
// Step4: 检查编译结果
var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled) {
var error = gl.getShaderInfoLog(shader);
console.log('Failed to compile shader: ' error);
gl.deleteShader(shader);
return null;
}
return shader;
}
Example4:使用attribute变量在canvas中绘制一个红点
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n' //限定符,类型,变量名称 attribute变量传输与顶点有关的数据
'void main() {\n'
' gl_Position = a_Position;\n'
' gl_PointSize = 10.0;\n'
'}\n';
var FSHADER_SOURCE =
'void main() {\n'
' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n'
'}\n';
function main() {
var canvas = document.getElementById('webgl');
var gl = getWebGLContext(canvas);
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log('Failed to intialize shaders.');
return;
}
// 获取attribute变量的存储位置(程序对象,attribute变量名称)
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;
}
// 将顶点位置赋给attribute变量的存储位置,3f表述3个float型参数
gl.vertexAttrib3f(a_Position, 0.0, 0.0, 0.0);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.POINTS, 0, 1);
}
Example5:浏览器坐标->Canvas坐标->webgl坐标
var x = ev.clientX; // x coordinate of a mouse pointer
var y = ev.clientY; // y coordinate of a mouse pointer
var rect = ev.target.getBoundingClientRect() ;
x = ((x - rect.left) - canvas.width/2)/(canvas.width/2);
y = (canvas.height/2 - (y - rect.top))/(canvas.height/2);
三、结尾
以上代码除了部分注释外均来自于《WebGL编程指南》,发现其实每一章内容还是挺多的,争取一星期一章的总结。
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