1 绘制三角形
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Document</title>
</head>
<style>
#canvas {
width: 600px;
height: 600px;
position: absolute;
top: calc(50% - 300px);
left: calc(50% - 300px);
background-color: black;
}
</style>
<body>
<canvas id="canvas"></canvas>
<script>
// 通过元素获取二维图形的绘图上下文
const canvas = document.getElementById("canvas");
const gl = canvas.getContext("webgl");
// 定义顶点着色器
const vertexShaderSource = `
attribute vec4 a_Position;
void main() {
gl_Position = a_Position; // 设置点的坐标
gl_PointSize = 10.0; // 设置点的大小
}
`;
// 定义片段着色器
const fragmentShaderSource = `
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // 设置点的颜色为红色
}
`;
// 编译着色器函数
function createShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
return shader;
}
// 创建和链接着色器程序
const vertexShader = createShader(
gl,
gl.VERTEX_SHADER,
vertexShaderSource
);
const fragmentShader = createShader(
gl,
gl.FRAGMENT_SHADER,
fragmentShaderSource
);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
// 设置顶点数据
const vertices = new Float32Array([0.0, 0.5, -0.5, -0.5, 0.5, -0.5]);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
// 连接顶点着色器的a_Position变量
// 获取a_Position变量存储位置
const a_Position = gl.getAttribLocation(program, "a_Position");
// 2代表每个顶点的分量
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(a_Position);
// 设置背景颜色并清空
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
// 绘制三角形,3代表三个顶点
gl.drawArrays(gl.TRIANGLES, 0, 3);
</script>
</body>
</html>
效果图
gl.drawArray方法的参数为gl.TRIANGLES,0,3,就相当于告诉WebGL,从缓冲区的第一个顶点开始,是顶点着色器执行三次,用这三个顶点绘制一个三角形,这样缓冲区中的三个顶点就不是独立的了,gl.drawArray方法非常强大,可以通过指定不同类型,绘制多个图形。
| gl.POINTS | 绘制一系列点,在v0、v1、v2...处 |
|---|---|
| gl.LINES | 绘制一系列单独的线段,在(v0,v1)、(v2,v3)...处 |
| gl.LINE_STRIP | 绘制一系列连接的线段,在(v0,v1)、(v1,v2)...处 |
| gl.LINE_LOOP | 绘制一系列连接的线段,在(v0,v1)、(v1,v2)...(vn,v0)处 |
| gl.TRIANGLES | 绘制一系列单独的三角形(v0,v1、v2)、(v3,v4,v5)...处 |
| gl.TRIANGLES_STRIP | 绘制一系列条带状的三角形(v0,v1、v2)、(v2,v1,v3)、(v2,v3、v4)...处 |
2 变换三角形
2.1 平移三角形
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Document</title>
</head>
<style>
#canvas {
width: 600px;
height: 600px;
position: absolute;
top: calc(50% - 300px);
left: calc(50% - 300px);
background-color: black;
}
</style>
<body>
<canvas id="canvas"></canvas>
<script>
// 通过元素获取二维图形的绘图上下文
const canvas = document.getElementById("canvas");
const gl = canvas.getContext("webgl");
// 定义顶点着色器
const vertexShaderSource = `
attribute vec4 a_Position;
uniform vec4 u_translation;
void main() {
gl_Position = a_Position + u_translation; // 坐标相加
}
`;
// 定义片段着色器
const fragmentShaderSource = `
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // 设置点的颜色为红色
}
`;
// 编译着色器函数
function createShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
return shader;
}
// 创建和链接着色器程序
const vertexShader = createShader(
gl,
gl.VERTEX_SHADER,
vertexShaderSource
);
const fragmentShader = createShader(
gl,
gl.FRAGMENT_SHADER,
fragmentShaderSource
);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
// 设置顶点数据
const vertices = new Float32Array([0.0, 0.5, -0.5, -0.5, 0.5, -0.5]);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
// 连接顶点着色器的a_Position变量
// 获取a_Position变量存储位置
const a_Position = gl.getAttribLocation(program, "a_Position");
// 2代表每个顶点的分量
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(a_Position);
// 设置背景颜色并清空
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
// 将平移距离传递给顶点着色器
const u_Translation = gl.getUniformLocation(program, "u_translation");
// 将至之传递给uniform属性
// uniform4f接受齐次坐标,且是vec4类型,这样就能与顶点a_Position相加,GLSL ES只允许相同类型相加
gl.uniform4f(u_Translation, 0.5, 0.5, 0.0, 0.0);
// 绘制三角形,3代表三个顶点
gl.drawArrays(gl.TRIANGLES, 0, 3);
</script>
</body>
</html>
预览图
2.2 旋转三角形
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Document</title>
</head>
<style>
#canvas {
width: 600px;
height: 600px;
position: absolute;
top: calc(50% - 300px);
left: calc(50% - 300px);
background-color: black;
}
</style>
<body>
<canvas id="canvas"></canvas>
<script>
// 通过元素获取二维图形的绘图上下文
const canvas = document.getElementById("canvas");
const gl = canvas.getContext("webgl");
// 定义顶点着色器
const vertexShaderSource = `
attribute vec4 a_Position;
uniform mat4 u_xformMatrix;
void main() {
gl_Position = u_xformMatrix * a_Position; // 坐标相乘
}
`;
// 定义片段着色器
const fragmentShaderSource = `
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // 设置点的颜色为红色
}
`;
// 编译着色器函数
function createShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
return shader;
}
// 创建和链接着色器程序
const vertexShader = createShader(
gl,
gl.VERTEX_SHADER,
vertexShaderSource
);
const fragmentShader = createShader(
gl,
gl.FRAGMENT_SHADER,
fragmentShaderSource
);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
// 设置顶点数据
const vertices = new Float32Array([0.0, 0.5, -0.5, -0.5, 0.5, -0.5]);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
// 连接顶点着色器的a_Position变量
// 获取a_Position变量存储位置
const a_Position = gl.getAttribLocation(program, "a_Position");
// 2代表每个顶点的分量
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(a_Position);
// 设置背景颜色并清空
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
// 定义旋转矩阵
// 旋转90°
const angle = Math.PI / 2;
// 左乘代表向量旋转 WebGL中矩阵是列主序的,以下可以生成 4x4矩阵
const matrix = new Float32Array([
Math.cos(angle),Math.sin(angle), 0.0,0.0,
-Math.sin(angle),Math.cos(angle),0.0,0.0,
0.0,0.0,1.0,0.0,
0.0,0.0,0.0,1.0,
]);
// 将旋转矩阵传递给顶点着色器
const u_xformMatrix = gl.getUniformLocation(program, "u_xformMatrix");
// 将至之传递给uniform属性
// 将matrix表示的4x4矩阵分配给着色器变量u_xformMatrix
gl.uniformMatrix4fv(u_xformMatrix, false, matrix);
// 绘制三角形,3代表三个顶点
gl.drawArrays(gl.TRIANGLES, 0, 3);
</script>
</body>
</html>
预览图
gl.getUniformLocation(program, "u_xformMatrix") 获取Uniform类型变量
gl.getAttribLocation(program, "a_Position") 获取attributer类型变量