代码
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
<style>
#canvas {
background-color: antiquewhite;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script id="vertexShader" type="x-shader/x-vertex">
attribute vec4 a_Position;
void main() {
gl_Position = a_Position;
}
</script>
<script id="fragmentShader" type="x-sahder/x-fragment">
void main() {
gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
}
</script>
<script>
const canvas = document.querySelector("#canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
const vsSource = document.querySelector("#vertexShader").innerText;
const fsSource = document.querySelector("#fragmentShader").innerText;
const gl = canvas.getContext("webgl");
initShaders(gl, vsSource, fsSource);
const vertices = new Float32Array([0, 0.2, -0.1, -0.1, 0.1, -0.1]);
const vertexBuffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
const a_Position = gl.getAttribLocation(gl.program, 'a_Position');
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(a_Position);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
function initShaders(gl, vsSource, fsSource) {
const program = gl.createProgram();
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
gl.program = program;
return true;
}
function loadShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
return shader;
}
</script>
</body>
</html>
显示效果
