二十六课代码(WebGL课程代码专用)

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index.html

<!doctype html>
<html>

<head>
    <style>
        canvas {
            border: 1px solid #000000;
        }
    </style>
    <script type="text/javascript" src="image.js"></script>

</head>

<body>
    <p>
        <b>scale value:</b>
        <input id="scalex" type="range" min="-2" max="2" value="1" step="0.1" oninput="updatefunc()" />
        <b id="scalevaluex">0</b>
        <input id="scaley" type="range" min="-2" max="2" value="1" step="0.1" oninput="updatefunc()" />
        <b id="scalevaluey">0</b>
    </p>
    <p>
        <b>offset value:</b>
        <input id="offsetx" type="range" min="-1" max="1" value="0" step="0.1" oninput="updatefunc()" />
        <b id="offsetvaluex">0</b>
        <input id="offsety" type="range" min="-1" max="1" value="0" step="0.1" oninput="updatefunc()" />
        <b id="offsetvaluey">0</b>
    </p>

    <p>
        <b>rotate value:</b>
        <input id="rotate" type="range" min="0" max="6.28" value="0" step="0.01" oninput="updatefunc()" />
        <b id="rotatevalue">0</b>
    </p>

    <canvas id="tri" width="600" height="600" style="width:300px; height:300px">
    </canvas>
    <script id="vertex_shader" type="myshader">
        // Vertex Shader
        precision mediump int;
        precision mediump float;
        
        uniform mat3 u_all;

        attribute vec2 a_PointVertex; // 顶点坐标
        attribute vec2 a_PointUV;     // 顶点UV

        varying vec2 uv;


        void main() {
          vec3 coord = u_all * vec3(a_PointVertex, 1.0);
          gl_Position = vec4(coord.x, coord.y, 0.0, 1.0);
          uv = a_PointUV;
          uv.y = 1.0 - uv.y;
        }
    </script>
    <script id="fragment_shader" type="myshader">
        // Fragment shader
        precision mediump int;
        precision mediump float;

        uniform sampler2D u_funny_cat; // 有趣的猫的图片

        varying vec2 uv;

        void main() {
          vec4 sample_color = texture2D(u_funny_cat, uv);
          gl_FragColor = vec4(sample_color.xyz, 1.0);
        }
        
    </script>
    <script type="text/javascript">
        var pointCanvas = document.getElementById('tri'); // 我们的纸
        var gl = pointCanvas.getContext('webgl', { preserveDrawingBuffer: true }); // 我们的笔
        var data = [-1, -1, 0, 0,
            1, -1, 1, 0,
            0, 1, 0.5, 1
        ];

        var dataArr = new Float32Array(data);
        var pointCount = 3;

        buffer_point = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, buffer_point);
        gl.bufferData(gl.ARRAY_BUFFER, dataArr, gl.STATIC_DRAW);

        //
        var vertex_shader_code = document.getElementById('vertex_shader').textContent;

        var vertex_shader = gl.createShader(gl.VERTEX_SHADER);
        gl.shaderSource(vertex_shader, vertex_shader_code);
        gl.compileShader(vertex_shader);
        // 检查shader错误
        const v_compiled = gl.getShaderParameter(vertex_shader, gl.COMPILE_STATUS);
        if (!v_compiled) {
            const v_theError = gl.getShaderInfoLog(vertex_shader);
            console.error(v_theError);
            gl.deleteShader(vertex_shader);
        }

        //
        var fragment_shader_code = document.getElementById('fragment_shader').textContent;
        var fragment_shader = gl.createShader(gl.FRAGMENT_SHADER);
        gl.shaderSource(fragment_shader, fragment_shader_code);
        gl.compileShader(fragment_shader);
        // 检查shader错误
        const f_compiled = gl.getShaderParameter(fragment_shader, gl.COMPILE_STATUS);
        if (!f_compiled) {
            const f_theError = gl.getShaderInfoLog(fragment_shader);
            console.error(f_theError);
            gl.deleteShader(fragment_shader);
        }
        //
        var program = gl.createProgram();
        gl.attachShader(program, vertex_shader);
        gl.attachShader(program, fragment_shader);
        gl.linkProgram(program);
        gl.useProgram(program);

        // 创建加载纹理图 funny cat
        CreateTextureAndLoadImage(gl);
        // attributes location
        var a_PointVertex = gl.getAttribLocation(program, 'a_PointVertex');
        var a_PointUV = gl.getAttribLocation(program, 'a_PointUV');
        gl.vertexAttribPointer(a_PointVertex, 2, gl.FLOAT, false, 16, 0);
        gl.enableVertexAttribArray(a_PointVertex);
        gl.vertexAttribPointer(a_PointUV, 2, gl.FLOAT, false, 16, 8);
        gl.enableVertexAttribArray(a_PointUV);

    </script>
    <script>
        // uniforms location
        var u_all_loc = gl.getUniformLocation(program, "u_all");
        var u_FunnyCatLocation = gl.getUniformLocation(program, "u_funny_cat");

        var scaleDomX = document.getElementById("scalex");
        var scaleValueDomX = document.getElementById("scalevaluex");
        var scaleDomY = document.getElementById("scaley");
        var scaleValueDomY = document.getElementById("scalevaluey");
        var offsetDomX = document.getElementById("offsetx");
        var offsetValueDomX = document.getElementById("offsetvaluex");
        var offsetDomY = document.getElementById("offsety");
        var offsetValueDomY = document.getElementById("offsetvaluey");

        var rotateDom = document.getElementById("rotate");
        var rotateValueDom = document.getElementById("rotatevalue");

        function genMat3ForGL(a, b, alpha, A, B) {
            let mat3 = [
                a * Math.cos(alpha), a * Math.sin(alpha), 0,
                -b * Math.sin(alpha), b * Math.cos(alpha), 0,
                A, B, 1,
            ];
            return new Float32Array(mat3);
        }

        function updatefunc() {

            gl.uniformMatrix3fv(u_all_loc, false, genMat3ForGL(scaleDomX.value,
                scaleDomY.value, rotateDom.value, offsetDomX.value, offsetDomY.value
            ));

            if (images_loaing_progress != 100) {
                return;
            }

            gl.uniform1i(u_FunnyCatLocation, 0);

            scaleValueDomX.innerText = scaleDomX.value;
            offsetValueDomX.innerText = offsetDomX.value;
            scaleValueDomY.innerText = scaleDomY.value;
            offsetValueDomY.innerText = offsetDomY.value;
            rotateValueDom.innerText = rotateDom.value;

            gl.enable(gl.CULL_FACE);
            gl.enable(gl.DEPTH_TEST);

            gl.clearColor(0, 0, 0, 0);
            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
            gl.drawArrays(gl.TRIANGLES, 0, pointCount);
        }
        updatefunc();
    </script>
    </script>
</body>

</html>

image.js

var images_loaing_progress = 0;

function isPowerOf2(value) {
    return (value & (value - 1)) === 0;
}

function CreateTextureAndLoadImage(gl) {
    // 在 WebGL 里创建一个 texture
    let texture = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, texture);

    // 异步加载一张图片,存进刚刚创建好的 texture 里
    var image = new Image();
    image.src = "images/funny-cat.jpeg";
    image.addEventListener('load', function () {
        // gl.activeTexture(gl.TEXTURE0);
        gl.bindTexture(gl.TEXTURE_2D, texture);
        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
        if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
            gl.generateMipmap(gl.TEXTURE_2D);
        } else {
            console.log("image loading , not Power of 2");
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
        }
        images_loaing_progress = 100;
    });
    return texture;
}

images 目录,放一张你自己的图片

我的是这样:

images/funny-cat.jpeg