<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>WebGL2 Draw Triangle</title>
<style>
canvas {
width: 100%;
height: 100%;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script>
const canvas = document.getElementById('canvas');
const gl = canvas.getContext('webgl2');
if (!gl) {
console.error('WebGL 2 不可用');
}
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
const vertexShaderSource = `
attribute vec3 aPos;
attribute vec3 aColor;
varying vec3 v_color;
void main() {
v_color = aColor;
gl_Position = vec4(aPos, 1.0);
}
`
const fragmentShaderSource = `
precision mediump float;
varying vec3 v_color;
void main() {
gl_FragColor = vec4(v_color, 1.0);
}
`
function createShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
return shader;
}
console.error(`编译着色器错误: ${gl.getShaderInfoLog(shader)}`);
gl.deleteShader(shader);
}
function createProgram(gl, vertexShader, fragmentShader) {
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (gl.getProgramParameter(program, gl.LINK_STATUS)) {
return program;
}
console.error(`链接程序错误: ${gl.getProgramInfoLog(program)}`);
gl.deleteProgram(program);
}
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
const program = createProgram(gl, vertexShader, fragmentShader);
const positions = new Float32Array([
0, 0.5, 0.0,
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
]);
const colors = new Float32Array([
1.0, 0.0,0.0,
0.0, 1.0,0.0,
0.0, 0.0,1.0,
]);
let FSIZE = positions.BYTES_PER_ELEMENT
console.log('fsize===',FSIZE)
const posVbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, posVbo);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
const colorVbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorVbo);
gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
const vao = gl.createVertexArray();
gl.bindVertexArray(vao)
const positionAttributeLocation = gl.getAttribLocation(program, 'aPos');
gl.bindBuffer(gl.ARRAY_BUFFER, posVbo);
gl.enableVertexAttribArray(positionAttributeLocation);
gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0);
const colorAttributeLocation = gl.getAttribLocation(program, 'aColor');
gl.bindBuffer(gl.ARRAY_BUFFER, colorVbo);
gl.enableVertexAttribArray(colorAttributeLocation);
gl.vertexAttribPointer(colorAttributeLocation, 3, gl.FLOAT, false, 0, 0);
gl.useProgram(program);
gl.drawArrays(gl.TRIANGLES, 0, 3);
gl.bindVertexArray(null)
</script>
</body>
</html>
<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>WebGL2 Draw Triangle</title>
<style>
canvas {
width: 100%;
height: 100%;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script>
const canvas = document.getElementById('canvas');
const gl = canvas.getContext('webgl2');
if (!gl) {
console.error('WebGL 2 不可用');
}
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
const vertexShaderSource = `#version 300 es
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
out vec3 color;
void main() {
gl_Position = vec4(aPos,1.0);
color = aColor;
}
`;
const fragmentShaderSource = `#version 300 es
precision mediump float;
in vec3 color;
out vec4 fragColor;
void main() {
fragColor = vec4(color, 1.0);
}
`;
function createShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
return shader;
}
console.error(`编译着色器错误: ${gl.getShaderInfoLog(shader)}`);
gl.deleteShader(shader);
}
function createProgram(gl, vertexShader, fragmentShader) {
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (gl.getProgramParameter(program, gl.LINK_STATUS)) {
return program;
}
console.error(`链接程序错误: ${gl.getProgramInfoLog(program)}`);
gl.deleteProgram(program);
}
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
const program = createProgram(gl, vertexShader, fragmentShader);
const positions = new Float32Array([
0, 0.5, 0.0,
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
]);
const colors = new Float32Array([
1.0, 0.0,0.0,
0.0, 1.0,0.0,
0.0, 0.0,1.0,
]);
let FSIZE = positions.BYTES_PER_ELEMENT
console.log('fsize===',FSIZE)
const posVbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, posVbo);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
const colorVbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorVbo);
gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
const vao = gl.createVertexArray();
gl.bindVertexArray(vao)
gl.bindBuffer(gl.ARRAY_BUFFER, posVbo);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0)
gl.bindBuffer(gl.ARRAY_BUFFER, colorVbo);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0);
gl.useProgram(program);
gl.drawArrays(gl.TRIANGLES, 0, 3);
gl.bindVertexArray(null)
</script>
</body>
</html>