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建议先看下第一篇webgl学习笔记一-绘图单点web
第一篇文章,介绍了如何用webgl绘图一个点。接下来本文介绍的是如何绘制多个点。造成一个面。canvas
webgl提供了一种很方便的机制,即缓冲区对象,能够一次性地向着色器传入多个顶点的数据。缓存区对象是webgl系统的一块内存区域。缓存
绘制多个点的流程学习
这里重点介绍缓冲区对象使用步骤webgl
gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER,vertices,gl.STATIC_DRAW);
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(a_Position);
demo.net
-htmlcode
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Title</title> </head> <body> <canvas id="canvas" width="200px" height="200px"></canvas> </body> </html>
<script> window.onload = function () { //顶点着色器程序 var VSHADER_SOURCE = "attribute vec4 a_Position;" + "void main() {" + //设置坐标 "gl_Position = a_Position; " + "} "; //片元着色器 var FSHADER_SOURCE = "void main() {" + //设置颜色 "gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);" + "}"; //获取canvas元素 var canvas = document.getElementById('canvas'); //获取绘制二维上下文 var gl = canvas.getContext('webgl'); if (!gl) { console.log("Failed"); return; } //编译着色器 var vertShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertShader, VSHADER_SOURCE); gl.compileShader(vertShader); var fragShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragShader, FSHADER_SOURCE); gl.compileShader(fragShader); //合并程序 var shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertShader); gl.attachShader(shaderProgram, fragShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); //获取坐标点 var a_Position = gl.getAttribLocation(shaderProgram, 'a_Position'); if (a_Position < 0) { console.log('Failed to get the storage location of a_Position'); return; } var n = initBuffers(gl, shaderProgram); if (n < 0) { console.log('Failed to set the positions'); return; } // 清除指定<画布>的颜色 gl.clearColor(0.0, 0.0, 0.0, 1.0); // 清空 <canvas> gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, n); } function initBuffers(gl, shaderProgram) { var vertices = new Float32Array([ 0.0, 0.5, -0.5, -0.5, 0.5, -0.5 ]); var n = 3;//点的个数 //建立缓冲区对象 var vertexBuffer = gl.createBuffer(); if (!vertexBuffer) { console.log("Failed to create the butter object"); return -1; } //将缓冲区对象绑定到目标 gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); //向缓冲区写入数据 gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); //获取坐标点 var a_Position = gl.getAttribLocation(shaderProgram, 'a_Position'); //将缓冲区对象分配给a_Position变量 gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); //链接a_Position变量与分配给它的缓冲区对象 gl.enableVertexAttribArray(a_Position); return n; } </script>
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