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  • 复合canvas叠加显示

    <!-- Licensed under a BSD license. See license.html for license -->
    <!DOCTYPE html>
    <html>
      <head>
        <meta charset="utf-8">
        <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
        <title>WebGL - Fundamentals</title>
         <style>
    	 #c {
      background-color: #fff;
      border: 1px solid black;
      position: absolute;
      left: 100px;
      top: 100px;
      /* NOTE: This size is changed if in iframe - see below '.iframe canvas' */
       400px;
      height: 300px;
      display: block;
    }
    
    	 #c2 {
      background-color: transparent;
      border: 1px solid black;
      position: absolute;
      left: 100px;
      top: 100px;
      /* NOTE: This size is changed if in iframe - see below '.iframe canvas' */
       400px;
      height: 300px;
      display: block;
      
    }
    
    	 #c3 {
      background-color: transparent;
      border: 1px solid black;
      position: absolute;
      left: 100px;
      top: 100px;
      /* NOTE: This size is changed if in iframe - see below '.iframe canvas' */
       400px;
      height: 300px;
      display: block;
      
    }
    
    	 #c4 {
      background-color: transparent;
      border: 1px solid black;
      position: absolute;
      left: 100px;
      top: 100px;
      /* NOTE: This size is changed if in iframe - see below '.iframe canvas' */
       400px;
      height: 300px;
      display: block;
      
    }
    	 </style>
      </head>
      <body>
        <canvas id="c"></canvas>
    	 <canvas id="c2"></canvas><canvas id="c3"></canvas><canvas id="c4"></canvas>
      </body>
    </html>
    <!--
    for most samples webgl-utils only provides shader compiling/linking and
    canvas resizing because why clutter the examples with code that's the same in every sample.
    See http://webglfundamentals.org/webgl/lessons/webgl-boilerplate.html
    and http://webglfundamentals.org/webgl/lessons/webgl-resizing-the-canvas.html
    for webgl-utils, m3, m4, and webgl-lessons-ui.
    -->
    <script src="resources/webgl-utils.js"></script>
    <script src="resources/webgl-lessons-helper.js"></script> <!-- you can and should delete this script. it is only used on the site to help with errors -->
    <script id="2d-vertex-shader" type="notjs">
    
      // an attribute will receive data from a buffer
      attribute vec4 a_position;
    
      
      varying vec4 v_color;
      
      uniform vec2 u_scale;
      
      // all shaders have a main function
      void main() {
    
        // gl_Position is a special variable a vertex shader
        // is responsible for setting
        gl_Position = a_position * vec4(u_scale,1,1);
    	gl_PointSize = 10.0;
    	v_color = gl_Position * vec4(1,1,0.5,1);
      }
    
    </script>
    
    <script id="2d-vertex-shader2" type="notjs">
    
      // an attribute will receive data from a buffer
      attribute vec4 a_position;
    
      
      varying vec4 v_color;
      
      uniform vec2 u_scale;
      
      // all shaders have a main function
      void main() {
    
        // gl_Position is a special variable a vertex shader
        // is responsible for setting
        gl_Position = a_position * vec4(u_scale,1,1);
    	gl_PointSize = 10.0;
    	v_color = gl_Position * vec4(1,1,0.5,1);
      }
    
    </script>
    
    <script id="2d-fragment-shader" type="notjs">
    
      // fragment shaders don't have a default precision so we need
      // to pick one. mediump is a good default
      precision mediump float;
       varying vec4 v_color;
      void main() {
        // gl_FragColor is a special variable a fragment shader
        // is responsible for setting
        //gl_FragColor = vec4(0, 0, 1, 1); // return redish-purple
    	
    	gl_FragColor = v_color;
      }
    
    </script>
    
    <script id="2d-fragment-shader2" type="notjs">
    
      // fragment shaders don't have a default precision so we need
      // to pick one. mediump is a good default
      precision mediump float;
      varying vec4 v_color;
      void main() {
        // gl_FragColor is a special variable a fragment shader
        // is responsible for setting
        gl_FragColor = vec4(0, 0, 1, 1); // return redish-purple
    	
    	//gl_FragColor = v_color;
      }
    
    </script>
    
    <script>
    "use strict";
    
    function createShader(gl, type, source) {
      var shader = gl.createShader(type);
      gl.shaderSource(shader, source);
      gl.compileShader(shader);
      var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
      if (success) {
        return shader;
      }
    
      console.log(gl.getShaderInfoLog(shader));
      gl.deleteShader(shader);
    }
    
    function createProgram(gl, vertexShader, fragmentShader) {
      var program = gl.createProgram();
      gl.attachShader(program, vertexShader);
      gl.attachShader(program, fragmentShader);
      gl.linkProgram(program);
      var success = gl.getProgramParameter(program, gl.LINK_STATUS);
      if (success) {
        return program;
      }
    
      console.log(gl.getProgramInfoLog(program));
      gl.deleteProgram(program);
    }
    
    function main() {
      // Get A WebGL context
      var canvas = document.getElementById("c");
      var gl = canvas.getContext("webgl");
      if (!gl) {
        return;
      }
      
      var scale_x = 1;
      var scale_y = 1;
    
      // Get the strings for our GLSL shaders
      var vertexShaderSource = document.getElementById("2d-vertex-shader").text;
    
      var fragmentShaderSource = document.getElementById("2d-fragment-shader").text;
    
      // create GLSL shaders, upload the GLSL source, compile the shaders
      var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
      
      console.log(vertexShader)
      
      var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
    
      // Link the two shaders into a program
      var program = createProgram(gl, vertexShader, fragmentShader);
    
      
    
      // Create a buffer and put three 2d clip space points in it
      var positionBuffer = gl.createBuffer();
    
      // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
      gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    
      var ps = []
      
      var positions = [
        0, 0,
        0, 0.8,
        0.7, 0,
      ];
      
      ps.push(positions);
      
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
    
      // code above this line is initialization code.
      // code below this line is rendering code.
    
      webglUtils.resizeCanvasToDisplaySize(gl.canvas);
    
      // Tell WebGL how to convert from clip space to pixels
      gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
    
      // Clear the canvas
      gl.clearColor(0, 0, 0, 0);
      gl.clear(gl.COLOR_BUFFER_BIT);
    
      // Tell it to use our program (pair of shaders)
      gl.useProgram(program);
    
      // look up where the vertex data needs to go.
      var positionAttributeLocation = gl.getAttribLocation(program, "a_position");
      
      // Turn on the attribute
      gl.enableVertexAttribArray(positionAttributeLocation);
    
      // Bind the position buffer.
      //gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    
      // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
      var size = 2;          // 2 components per iteration
      var type = gl.FLOAT;   // the data is 32bit floats
      var normalize = false; // don't normalize the data
      var stride = 0;        // 0 = move forward size * sizeof(type) each iteration to get the next position
      var offset = 0;        // start at the beginning of the buffer
      gl.vertexAttribPointer(
          positionAttributeLocation, size, type, normalize, stride, offset)
    	  
    	  
    	// look up uniform locations
      var resolutionUniformLocation = gl.getUniformLocation(program, "u_scale");  
      gl.uniform2f(resolutionUniformLocation, scale_x, scale_y);
      // draw
      //POINTS
      //LINES
      //LINE_LOOP
      //LINE_STRIP
      //TRIANGLES
      var primitiveType = gl.LINE_STRIP;
      var offset = 0;
      var count = 3;
      gl.drawArrays(primitiveType, offset, count);
    
    }
    
    main();
    
    
    
    function main2() {
      // Get A WebGL context
      var canvas = document.getElementById("c2");
      var gl = canvas.getContext("webgl");
      if (!gl) {
        return;
      }
      
      var scale_x = 1;
      var scale_y = 1;
    
      // Get the strings for our GLSL shaders
      var vertexShaderSource = document.getElementById("2d-vertex-shader").text;
    
      var fragmentShaderSource = document.getElementById("2d-fragment-shader").text;
    
      // create GLSL shaders, upload the GLSL source, compile the shaders
      var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
      
      console.log(vertexShader)
      
      var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
    
      // Link the two shaders into a program
      var program = createProgram(gl, vertexShader, fragmentShader);
    
      
    
      // Create a buffer and put three 2d clip space points in it
      var positionBuffer = gl.createBuffer();
    
      // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
      gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    
      var ps = []
      
      var positions = [
        0, 0,
        0, -0.8,
        0.7, 0,
      ];
      
      ps.push(positions);
      
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
    
      // code above this line is initialization code.
      // code below this line is rendering code.
    
      webglUtils.resizeCanvasToDisplaySize(gl.canvas);
    
      // Tell WebGL how to convert from clip space to pixels
      gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
    
      // Clear the canvas
      gl.clearColor(0, 0, 0, 0);
      gl.clear(gl.COLOR_BUFFER_BIT);
    
      // Tell it to use our program (pair of shaders)
      gl.useProgram(program);
    
      // look up where the vertex data needs to go.
      var positionAttributeLocation = gl.getAttribLocation(program, "a_position");
      
      // Turn on the attribute
      gl.enableVertexAttribArray(positionAttributeLocation);
    
      // Bind the position buffer.
      //gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    
      // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
      var size = 2;          // 2 components per iteration
      var type = gl.FLOAT;   // the data is 32bit floats
      var normalize = false; // don't normalize the data
      var stride = 0;        // 0 = move forward size * sizeof(type) each iteration to get the next position
      var offset = 0;        // start at the beginning of the buffer
      gl.vertexAttribPointer(
          positionAttributeLocation, size, type, normalize, stride, offset)
    	  
    	  
    	// look up uniform locations
      var resolutionUniformLocation = gl.getUniformLocation(program, "u_scale");  
      gl.uniform2f(resolutionUniformLocation, scale_x, scale_y);
      // draw
      //POINTS
      //LINES
      //LINE_LOOP
      //LINE_STRIP
      //TRIANGLES
      var primitiveType = gl.TRIANGLES;
      var offset = 0;
      var count = 3;
      gl.drawArrays(primitiveType, offset, count);
    
    }
    
    main2();
    
    
    
    function main3() {
      // Get A WebGL context
      var canvas = document.getElementById("c3");
      var gl = canvas.getContext("webgl");
      if (!gl) {
        return;
      }
      
      var scale_x = 1;
      var scale_y = 1;
    
      // Get the strings for our GLSL shaders
      var vertexShaderSource = document.getElementById("2d-vertex-shader").text;
    
      var fragmentShaderSource = document.getElementById("2d-fragment-shader").text;
    
      // create GLSL shaders, upload the GLSL source, compile the shaders
      var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
      
      console.log(vertexShader)
      
      var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
    
      // Link the two shaders into a program
      var program = createProgram(gl, vertexShader, fragmentShader);
    
      
    
      // Create a buffer and put three 2d clip space points in it
      var positionBuffer = gl.createBuffer();
    
      // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
      gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    
      var ps = []
      
      var positions = [
        0, 0,
        0, -0.8,
        -0.7, 0,
      ];
      
      ps.push(positions);
      
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
    
      // code above this line is initialization code.
      // code below this line is rendering code.
    
      webglUtils.resizeCanvasToDisplaySize(gl.canvas);
    
      // Tell WebGL how to convert from clip space to pixels
      gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
    
      // Clear the canvas
      gl.clearColor(0, 0, 0, 0);
      gl.clear(gl.COLOR_BUFFER_BIT);
    
      // Tell it to use our program (pair of shaders)
      gl.useProgram(program);
    
      // look up where the vertex data needs to go.
      var positionAttributeLocation = gl.getAttribLocation(program, "a_position");
      
      // Turn on the attribute
      gl.enableVertexAttribArray(positionAttributeLocation);
    
      // Bind the position buffer.
      //gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    
      // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
      var size = 2;          // 2 components per iteration
      var type = gl.FLOAT;   // the data is 32bit floats
      var normalize = false; // don't normalize the data
      var stride = 0;        // 0 = move forward size * sizeof(type) each iteration to get the next position
      var offset = 0;        // start at the beginning of the buffer
      gl.vertexAttribPointer(
          positionAttributeLocation, size, type, normalize, stride, offset)
    	  
    	  
    	// look up uniform locations
      var resolutionUniformLocation = gl.getUniformLocation(program, "u_scale");  
      gl.uniform2f(resolutionUniformLocation, scale_x, scale_y);
      // draw
      //POINTS
      //LINES
      //LINE_LOOP
      //LINE_STRIP
      //TRIANGLES
      var primitiveType = gl.LINE_STRIP;
      var offset = 0;
      var count = 3;
      gl.drawArrays(primitiveType, offset, count);
    
    }
    
    main3();
    
    
    function main4() {
      // Get A WebGL context
      var canvas = document.getElementById("c4");
      var gl = canvas.getContext("webgl");
      if (!gl) {
        return;
      }
      
      var scale_x = 1;
      var scale_y = 1;
    
      // Get the strings for our GLSL shaders
      var vertexShaderSource = document.getElementById("2d-vertex-shader").text;
    
      var fragmentShaderSource = document.getElementById("2d-fragment-shader").text;
    
      // create GLSL shaders, upload the GLSL source, compile the shaders
      var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
      
      console.log(vertexShader)
      
      var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
    
      // Link the two shaders into a program
      var program = createProgram(gl, vertexShader, fragmentShader);
    
      
    
      // Create a buffer and put three 2d clip space points in it
      var positionBuffer = gl.createBuffer();
    
      // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
      gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    
      var ps = []
      
      var positions = [
        0, 0,
        0, 0.8,
        -0.7, 0,
      ];
      
      ps.push(positions);
      
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
    
      // code above this line is initialization code.
      // code below this line is rendering code.
    
      webglUtils.resizeCanvasToDisplaySize(gl.canvas);
    
      // Tell WebGL how to convert from clip space to pixels
      gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
    
      // Clear the canvas
      gl.clearColor(0, 0, 0, 0);
      gl.clear(gl.COLOR_BUFFER_BIT);
    
      // Tell it to use our program (pair of shaders)
      gl.useProgram(program);
    
      // look up where the vertex data needs to go.
      var positionAttributeLocation = gl.getAttribLocation(program, "a_position");
      
      // Turn on the attribute
      gl.enableVertexAttribArray(positionAttributeLocation);
    
      // Bind the position buffer.
      //gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    
      // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
      var size = 2;          // 2 components per iteration
      var type = gl.FLOAT;   // the data is 32bit floats
      var normalize = false; // don't normalize the data
      var stride = 0;        // 0 = move forward size * sizeof(type) each iteration to get the next position
      var offset = 0;        // start at the beginning of the buffer
      gl.vertexAttribPointer(
          positionAttributeLocation, size, type, normalize, stride, offset)
    	  
    	  
    	// look up uniform locations
      var resolutionUniformLocation = gl.getUniformLocation(program, "u_scale");  
      gl.uniform2f(resolutionUniformLocation, scale_x, scale_y);
      // draw
      //POINTS
      //LINES
      //LINE_LOOP
      //LINE_STRIP
      //TRIANGLES
      var primitiveType = gl.TRIANGLES;
      var offset = 0;
      var count = 3;
      gl.drawArrays(primitiveType, offset, count);
      
      var flag = false;
      
      document.onclick = function(){
      
    	if (!flag){
    		gl.clearColor(0, 0, 0, 0);
    		gl.clear(gl.COLOR_BUFFER_BIT);
    		flag = true;
    	}else{
    		gl.drawArrays(primitiveType, offset, count);
    		flag = false;
    	}
    	
      }
      
    
    }
    
    main4();
    
    </script>
    

      

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  • 原文地址:https://www.cnblogs.com/lilei2blog/p/8953816.html
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