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  • 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; }
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  • 原文地址:https://www.cnblogs.com/honghong87/p/8963349.html
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