1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52
| var VSHADER_SOURCE = ` attribute vec4 a_Position; void main(){ gl_Position = a_Position; } `; var FSHADER_SOURCE = ` void main(){ gl_FragColor = vec4(0.0,1.0,0.0,0.6); } `; function main() { let canvas = document.getElementById('webgl'); let gl = getWebGLContext(canvas); if (!gl) { console.log('获取上下文失败'); return; } if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) { console.log('着色器初始化失败'); return; } let n = initVertexBuffer(gl); if (n < 0) { console.log('缓冲区初始化失败'); return; } gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLE_STRIP, 0, n); } function initVertexBuffer(gl) { let vertices = new Float32Array([ -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, -0.5, ]); let n = vertices.length / 2; let vertexBuffer = gl.createBuffer(); if (!vertexBuffer) { return -1; } gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); let a_Position = gl.getAttribLocation(gl.program, 'a_Position'); gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(a_Position); return n; }
|