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。

 

posted on 2017-10-15 16:12  airforce094  阅读(573)  评论(0编辑  收藏  举报