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绘制多边形

Hello Triangle

HelloTriangle Code
HelloTriangle运行效果图
HelloTriangle运行效果图
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
<script src="../examples/lib/cuon-utils.js"></script>
<script src="../examples/lib/webgl-debug.js"></script>
<script src="../examples/lib/webgl-utils.js"></script>
<script src="./HelloTriangle.js"></script>
</head>
<body onload="main()">
<canvas id="webgl" width="500" height="400"></canvas>
</body>
</html>
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// 顶点着色器
var VSHADER_SOURCE =
`
attribute vec4 a_Position;
void main(){
gl_Position = a_Position;
gl_PointSize = 10.0;
}
`;
// 片元着色器
var FSHADER_SOURCE =
`
void main(){
gl_FragColor = vec4(0.0,1.0,0.0,0.4);
}
`;
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;
}
// 设置顶点位置
let n = initVertexBuffer(gl);
if (n < 0) {
console.log('缓存区初始化失败');
return;
}
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, n);
}

function initVertexBuffer(gl) {
let vertices = new Float32Array([
0.0,0.5,-0.5,-0.5,0.5,-0.5
]);
let n = vertices.length / 2;
// 创建缓冲区
let vertexBuffer = gl.createBuffer();
// 绑定缓冲区
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
// 写入缓冲区
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
// 分配变量给缓冲区
let a_Position = gl.getAttribLocation(gl.program, 'a_Position');
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
// 连通变量与缓冲区
gl.enableVertexAttribArray(a_Position);

return n;
};

基本图形

gl.drawArrays()第一个参数mode

通过给第一个参数mode指定不同的值,
可以以7种不同的方式来绘制图形:

gl.POINTS
gl.LINES
gl.LINE_STRIP
gl.LINE_LOOP
gl.TRIANGLES
gl.TRIANGLE_STRIP
gl.TRIANGLE_FAN

Hello Rectangle

HelloQuad Code
HelloQuad运行结果
HelloQuad运行结果
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
<script src="../examples/lib/cuon-utils.js"></script>
<script src="../examples/lib/webgl-debug.js"></script>
<script src="../examples/lib/webgl-utils.js"></script>
<script src="./HelloQuad.js"></script>
</head>
<body onload="main()">
<canvas id="webgl" width="300" height="300"></canvas>
</body>
</html>
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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;
}