webGL编程指南 第五章 MultiAttributeSize
我会持续更新关于wegl的编程指南中的代码。
当前的代码不会使用书中的缩写,每一步都是会展开写。希望能给后来学习的一些帮助
git代码地址 :git
本章节中我我们学习使用buffer传递数据
<!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>
</head>
<body>
<canvas id='canvas'></canvas>
<script>
let canvas = document.getElementById('canvas');
let gl = canvas.getContext('webgl');
//顶点着色器
let vertexShaderSource = `
attribute vec2 a_Position;
attribute float a_PointSize;
void main(){
gl_Position = vec4(a_Position,0.0,1.0) ;
gl_PointSize = a_PointSize;
}
`
//片元着色器
let fragmentShaderSouce = `
precision mediump float;
void main(){
gl_FragColor = vec4(1.0,0.0,0.0,1.0);
}
`
// 创建顶点着色器
let vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderSource)
gl.compileShader(vertexShader)
//创建片元着色器
let fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderSouce)
gl.compileShader(fragmentShader)
//创建渲染程序
let program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
//使用当前渲染程序
gl.useProgram(program)
//检查片元着色器的是否正确
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
throw gl.getProgramInfoLog(program);
}
//三角形的坐标
let positonArray = new Float32Array([
0.5, 0.5,
-0.5, -0.5,
0.5, -0.5,
-0.5, 0.5])
//每个坐标点但的大小
let sizeArray = new Float32Array([10.0, 20.0, 30.0,40.0])
//位置坐标变量
let a_Position = gl.getAttribLocation(program, 'a_Position');
//点的大小
let a_PointSize = gl.getAttribLocation(program, 'a_PointSize')
//创建坐标的buffer
let buffer = gl.createBuffer();
//绑定buffer
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
//将三角形的坐标数据放入缓冲区
gl.bufferData(gl.ARRAY_BUFFER, positonArray, gl.STATIC_DRAW)
// a_Position 赋值
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
// 使能顶点位置
gl.enableVertexAttribArray(a_Position);
//创建顶点大小的buffer
let pointSizeBuffer = gl.createBuffer();
//绑定buffer
gl.bindBuffer(gl.ARRAY_BUFFER, pointSizeBuffer);
// 将点的大小数据放入缓冲区
gl.bufferData(gl.ARRAY_BUFFER,sizeArray,gl.STATIC_DRAW);
// a_PointSize 赋值
gl.vertexAttribPointer(a_PointSize, 1, gl.FLOAT, false, 0, 0)
// 使能顶点大小
gl.enableVertexAttribArray(a_PointSize);
//绘制
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
//绘制点 从第0个开始,绘制4次
gl.drawArrays(gl.POINTS, 0, 4)
</script>
</body>
</html>