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技术 2022年11月16日
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之前的webgl 初识1, 初识2 已经介绍了webgl的基本概念,工作原理. 没有理解的自己yy.

现呈上例子一枚

 <!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>helloworld</title> <script id="2d-vertex-shader" type="notjs">
attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
void main() {
gl_Position = a_position;
v_texCoord = a_texCoord;
}
</script> <script id="2d-fragment-shader" type="notjs">
precision mediump float;
uniform sampler2D u_image;
varying vec2 v_texCoord;
void main() {
gl_FragColor = texture2D(u_image, v_texCoord);
}
</script> <script type="text/javascript">
function main(image){
console.log(image);
var canvas = document.getElementById("c");
var gl = canvas.getContext("webgl");
if (!gl) {
return;
} var vertexShaderSource = document.getElementById("2d-vertex-shader").text;
var fragmentShaderSource = document.getElementById("2d-fragment-shader").text;
var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
var program = createProgram(gl, vertexShader, fragmentShader); var positionAttributeLocation = gl.getAttribLocation(program, "a_position");
var texCoordAttributeLocation = gl.getAttribLocation(program, "a_texCoord");
var imageLocation = gl.getUniformLocation(program, "u_image"); var positionBuffer = gl.createBuffer();
var positions = [0, 0,
0, 0.5,
0.7, 0,
0.7, 0.5];
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); var uvBuffer = gl.createBuffer();
var uvs = [0, 0, 0, 1.0, 1.0, 1.0, 1.0, 0];
gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(uvs), gl.STATIC_DRAW);
gl.vertexAttribPointer(texCoordAttributeLocation, 2, gl.FLOAT, false, 0, 0); var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, imageLocation, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); gl.enableVertexAttribArray(positionAttributeLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.enableVertexAttribArray(texCoordAttributeLocation);
// gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer); gl.activeTexture(gl.TEXTURE);
// gl.bindTexture(gl.TEXTURE_2D, texture); gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.useProgram(program);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
} function createShader(gl, type, source) {
var shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (success) {
return shader;
}
console.log(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
} function createProgram(gl, vertexShader, fragmentShader) {
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
var success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (success) {
return program;
}
console.log(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
} function onload() {
var image = new Image();
image.src = "leaves.jpg"; // MUST BE SAME DOMAIN!!!
image.onload = function() {
main(image);
}
}
</script> </head>
<body onload="onload();">
<canvas id="c" width="400" height="400"></canvas>
</body>
</html>
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