WebGl 一个缓冲区传递颜色和坐标(矩形)

效果:

代码:

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>WebGl  一个缓冲区传递颜色和坐标(矩形)</title>
</head>
<body>

<canvas id="myCanvas" width="500" height="300" style='border:1px solid red'></canvas>

</body>

<script>

    window.onload = function () {

        //获取上下文
        var canvas = document.getElementById('myCanvas');
        var gl = canvas.getContext('webgl');

        //定义矩形数据 并 将其储存在缓存对象
        var vertices = [
            -0.5,0.5,0.0,    0.0,0.0,1.0,//(x,y,z)(r,g,b)分别代表坐标和颜色
            -0.5,-0.5,0.0,   1.0,0.0,0.0,
            0.5,-0.5,0.0,    0.0,1.0,0.0,
            0.5,0.5,0.0,     1.0,0.0,1.0,
        ];

        var indices = [3,2,1,3,1,0];

        var vertex_buffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER,vertex_buffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

        var Index_Buffer = gl.createBuffer();
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,Index_Buffer);//注意  是  ELEMENT_ARRAY_BUFFER  不是  ARRAY_BUFFER
        gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
        //bufferData 参数详解
        //数据类型,可以是 gl.ARRAY_BUFFER , gl.ELEMENT_ARRAY_BUFFER
        //数据
        //缓冲类型,有这么几种可以供我们选择 GL_STREAM_DRAW , GL_STATIC_DRAW ,GL_DYNAMIC_DRAW
        //缓冲区的数据偶尔变动用GL_STREAM_DRAW ,缓冲区的数据不变用GL_STATIC_DRAW,缓冲区数据经常变动用GL_DYNAMIC_DRAW



        //创建和编译着色器程序
        var vertCode = 'attribute vec3 coordinates;'+
            'attribute vec3 color;'+
            'varying vec3 vColor;'+

            'void main(void) {' +
            ' gl_Position = vec4(coordinates, 1.0);' +
            'vColor = color;'+
            '}';
        var fragCode = 'precision mediump float;'+
            'varying vec3 vColor;'+
            'void main(void) {'+
            'gl_FragColor = vec4(vColor, 1.0);'+
            '}';

        var vertShader = gl.createShader(gl.VERTEX_SHADER);
        gl.shaderSource(vertShader, vertCode);
        gl.compileShader(vertShader);

        var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
        gl.shaderSource(fragShader, fragCode);
        gl.compileShader(fragShader);

        var shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, vertShader);
        gl.attachShader(shaderProgram, fragShader);
        gl.linkProgram(shaderProgram);
        gl.useProgram(shaderProgram);


        //与缓冲区对象相关联着色器程序

        // vertices中每个元素的字节数 ,这里是 float 类型, 所以是 4 个字节
        var bytes = new Float32Array(vertices).BYTES_PER_ELEMENT;

        var coord = gl.getAttribLocation(shaderProgram, "coordinates");
        gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, bytes*6, 0);
        gl.enableVertexAttribArray(coord);

        var color = gl.getAttribLocation(shaderProgram, "color");
        gl.vertexAttribPointer(color, 3, gl.FLOAT, false, bytes*6, bytes*3) ;
        gl.enableVertexAttribArray(color);


        //绘制所需的对象
        gl.clearColor(0.5, 0.5, 0.5, 0.9);
        gl.enable(gl.DEPTH_TEST);
        gl.clear(gl.COLOR_BUFFER_BIT);
        gl.viewport(0,0,canvas.width,canvas.height);
        gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT,0);

    }

    // vertexAttribPointer(location, int size, enum type, bool normalized, long stride, long offset) 参数详解
    //Location − 它指定一个属性变量的存储位置。根据这个方案,必须通过由getAttribLocation()方法返回的值
    //Size − 它指定在缓冲对象每顶点部件的数量
    //Type − 它指定数据的类型
    //Normalized − 这是一个布尔值。如果为真,非浮动数据被归一化到[0,1]。否则,它被归一化到[-1,1]
    //Stride − 它指定不同顶点数据元素之间的字节数,或默认为零步幅(字节)
    //Offset − 它指定在缓冲器对象,以指示数据从顶点的哪个存储字节偏移(字节)


</script>

</html>
原文地址:https://www.cnblogs.com/zhinian-/p/10631486.html