WebGL动态绘制正多边形和正多角形
将WebGL绘图底层逻辑进行封装,引入vue项目
glsl.config.js文件
export const webglFunction = (canvas, pointArr) => {
const webgl = canvas.getContext('webgl')
const vertex = `attribute vec2 position;
varying vec3 color;
void main() {
gl_PointSize = 1.0;
color = vec3(0.5 + position * 0.5, 0.0);
gl_Position = vec4(position * 0.5, 1.0, 1.0);
}`
const fragment = `precision mediump float;
varying vec3 color;
void main() {
gl_FragColor = vec4(color, 1.0);
}`
const vertexShader = webgl.createShader(webgl.VERTEX_SHADER)
webgl.shaderSource(vertexShader, vertex)
webgl.compileShader(vertexShader)
const fragmentShader = webgl.createShader(webgl.FRAGMENT_SHADER)
webgl.shaderSource(fragmentShader, fragment)
webgl.compileShader(fragmentShader)
const program = webgl.createProgram()
webgl.attachShader(program, vertexShader)
webgl.attachShader(program, fragmentShader)
webgl.linkProgram(program)
webgl.useProgram(program)
const points = pointArr
const bufferId = webgl.createBuffer()
webgl.bindBuffer(webgl.ARRAY_BUFFER, bufferId)
webgl.bufferData(webgl.ARRAY_BUFFER, points, webgl.STATIC_DRAW)
const vPosition = webgl.getAttribLocation(program, 'position')
webgl.vertexAttribPointer(vPosition, 2, webgl.FLOAT, false, 0, 0)
webgl.enableVertexAttribArray(vPosition)
webgl.clear(webgl.COLOR_BUFFER_BIT)
webgl.drawArrays(webgl.TRIANGLE_FAN, 0, points.length / 2)
}
一、实现正多边形绘制
实现思路

<template>
<h4>WebGL绘图实现正多边形</h4>
<a-form layout="inline" :form="form" class="form">
<a-form-item label='正多边形的边数'>
<a-input-number v-decorator="[
'count',
{
initialValue: count,
rules: [{ required: true, message: 'count不能为空' }]
}
]"
:min="3"
:step="1">
</a-input-number>
</a-form-item>
<a-form-item label='半径长度'>
<a-input-number v-decorator="[
'length',
{
initialValue: length,
rules: [{ required: true, message: 'length不能为空' }]
},
]"
:min="0.5"
:max="2"
:step="0.1">
</a-input-number>
</a-form-item>
<a-form-item>
<a-button type="primary" ghost @click="product" html-type="submit">
生成正多边形
</a-button>
</a-form-item>
</a-form>
<canvas width="400" height="400" class="webgl"></canvas>
</template>
<script>
import { webglFunction } from './glsl.config'
export default {
name: 'WebGL',
props: {
},
components: {
},
data () {
return {
canvas: null,
count: 3,
length: 0.5,
form: this.$form.createForm(this, { name: 'input' }),
}
},
created () {
},
mounted () {
this.canvas = document.getElementsByClassName('webgl')[0]
this.webglRender()
},
watch: {
},
methods: {
webglRender () {
webglFunction(this.canvas, new Float32Array([-1, -1, 0, 1, 1, -1]))
},
product () {
const points = []
const { count, length } = this.form.getFieldsValue()
for (let i = 0; i < count; i++) {
const deg = Math.PI * 2 * i / count
const x = Math.cos(deg) * length
const y = Math.sin(deg) * length
points.push(x, y)
}
webglFunction(this.canvas, new Float32Array(points))
}
}
}
</script>
实现效果图

二、实现正多角形绘制
实现思路

<template>
<h4>WebGL绘图实现正多角形</h4>
<a-form layout="inline" :form="formStart" class="form">
<a-form-item label='正多角形的角数'>
<a-input-number v-decorator="[
'countStart',
{
initialValue: countStart,
rules: [{ required: true, message: 'countStart不能为空' }]
}
]"
:min="5"
:step="1">
</a-input-number>
</a-form-item>
<a-form-item label='正多角形半径'>
<a-input-number v-decorator="[
'lengthStart',
{
initialValue: lengthStart,
rules: [{ required: true, message: 'lengthStart不能为空' }]
},
]"
:min="0.5"
:max="2"
:step="0.1">
</a-input-number>
</a-form-item>
<a-form-item>
<a-button type="primary" ghost @click="productStart" html-type="submit">
生成正多角形
</a-button>
</a-form-item>
</a-form>
<canvas width="400" height="400" class="webglStart"></canvas>
</template>
<script>
import { webglFunction } from './glsl.config'
export default {
name: 'WebGL',
props: {
},
components: {
},
data () {
return {
webglStart: null,
countStart: 5,
lengthStart: 0.5,
formStart: this.$form.createForm(this, { name: 'inputStart' })
}
},
created () {
},
mounted () {
this.webglStart = document.getElementsByClassName('webglStart')[0]
if (this.webglStart) {
this.productStart()
}
},
watch: {
},
methods: {
productStart () {
const points = [0, 0]
const { countStart, lengthStart } = this.formStart.getFieldsValue()
let x, y
for (let i = 0; i <= countStart * 2; i++) {
const degBig = Math.PI * 2 * i / (countStart * 2)
if (i % 2) {
x = Math.cos(degBig) * lengthStart
y = Math.sin(degBig) * lengthStart
} else {
x = Math.cos(degBig) * lengthStart / 2
y = Math.sin(degBig) * lengthStart / 2
}
points.push(x, y)
}
webglFunction(this.webglStart, new Float32Array(points))
}
}
}
</script>
实现效果图
