绘制多个大小、颜色不同的点,使用一个buffer交叉存储点信息

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<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
</head>
<body onload="main()">
<canvas id="webgl" width="400" height="400"></canvas>
<script id="VSHADER_SOURCE" type="text/plain">
attribute vec4 a_Position;
attribute float a_PointSize;
attribute vec4 a_PointColor;
varying vec4 v_PointColor;
void main() {
gl_Position = a_Position;
gl_PointSize = a_PointSize;
v_PointColor = a_PointColor;
}
</script>
<script id="FSHADER_SOURCE" type="text/plain">
precision mediump float;
varying vec4 v_PointColor;
void main() {
gl_FragColor = v_PointColor;
}
</script>
<script>
function main() {
var VSHADER_SOURCE = document.getElementById("VSHADER_SOURCE").textContent
var FSHADER_SOURCE = document.getElementById("FSHADER_SOURCE").textContent
var canvas = document.getElementById("webgl");
var gl = canvas.getContext("webgl");
initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE);
var verticesSizesColors = new Float32Array([
0.0, 0.5, 1.0, 0.0, 0.0, 1.0, 10.0,
-0.5, -0.5, 0.0, 1.0, 0.0, 1.0, 20.0,
0.5, -0.5, 0.0, 0.0, 1.0, 1.0, 30.0
])
var n = 3;
var vertexSizeBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexSizeBuffer);
gl.bufferData(gl.ARRAY_BUFFER, verticesSizesColors, gl.STATIC_DRAW);
var FSIZE = verticesSizesColors.BYTES_PER_ELEMENT;
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
gl.vertexAttribPointer(
a_Position,
2,
gl.FLOAT,
false,
FSIZE * 7,
0
);
gl.enableVertexAttribArray(a_Position);
var a_PointColor = gl.getAttribLocation(gl.program, 'a_PointColor');
gl.vertexAttribPointer(
a_PointColor,
4,
gl.FLOAT,
false,
FSIZE * 7,
FSIZE * 3
);
gl.enableVertexAttribArray(a_PointColor);
var a_PointSize = gl.getAttribLocation(gl.program, 'a_PointSize');
gl.vertexAttribPointer(
a_PointSize,
1,
gl.FLOAT,
false,
FSIZE * 7,
FSIZE * 6
);
gl.enableVertexAttribArray(a_PointSize);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.POINTS, 0, n);
}
function initShaders(gl, vshader, fshader) {
var program = createProgram(gl, vshader, fshader);
if (!program) {
console.log("Failed to create program");
return false;
}
gl.useProgram(program);
gl.program = program;
return true;
}
function createProgram(gl, vshader, fshader) {
var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader);
var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader);
if (!vertexShader || !fragmentShader) {
return null;
}
var program = gl.createProgram();
if (!program) {
return null;
}
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked) {
var error = gl.getProgramInfoLog(program);
console.log("Failed to link program: " + error);
gl.deleteProgram(program);
gl.deleteShader(fragmentShader);
gl.deleteShader(vertexShader);
return null;
}
return program;
}
function loadShader(gl, type, source) {
var shader = gl.createShader(type);
if (shader == null) {
console.log("unable to create shader");
return null;
}
gl.shaderSource(shader, source);
gl.compileShader(shader);
var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled) {
var error = gl.getShaderInfoLog(shader);
console.log("Failed to compile shader: " + error);
gl.deleteShader(shader);
return null;
}
return shader;
}
</script>
</body>
</html>