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canvas.html
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<!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>webgl入门</title>
<style>
html,
body {
padding: 0;
margin: 0;
}
body::after {
content: '';
display: block;
width: 1px;
height: 400px;
background-color: aqua;
position: absolute;
top: 0;
left: 200px;
}
body::before {
content: '';
display: block;
width: 400px;
height: 1px;
background-color: darkviolet;
position: absolute;
top: 200px;
left: 0;
}
</style>
</head>
<body>
<canvas id="draw1" width="400" height="400">浏览器不支持canvas</canvas>
</body>
</html>
<script type="module">
const draw1 = document.getElementById('draw1');
// const c=draw1.getContext('2d');
// c.fillStyle='pink';//先填充背景色
// c.fillRect(10,10,100,100);//画一个方块 坐标[10,10],尺寸100*100
const gl = draw1.getContext('webgl');
//1. 给画布换颜色
gl.clearColor(1.0, 0.0, 0.0, 0.3);//清空canvas颜色,四个参数(r,g,b,a)取值在0.0-1.0之间
gl.clear(gl.COLOR_BUFFER_BIT); //COLOR_BUFFER_BIT清空颜色缓存
// gl.clearDepth(1.0);
// gl.clear(gl.DEPTH_BUFFER_BIT); //DEPTH_BUFFER_BIT清空深度缓冲区
// gl.clearStencil(0);
// gl.clear(gl.STENCIL_BUFFER_BIT); //STENCIL_BUFFER_BIT清空模板缓冲区
//2. 画点
//(1)初始化着色器,编写源码
const VERTEX_SHADER_SOURCE = `
void main(){
gl_Position=vec4(0.0,0.0,0.0,1.0);
gl_PointSize=10.0;
}
`; //顶点 vec4(x,y,z,w),w齐次坐标,最终的三维坐标为(x/w,y/w,z/w),当w无限接近0说明坐标越远
const FRAGMENT_SHADER_SOURCE = `
void main(){
gl_FragColor=vec4(1.0,0.0,0.0,1.0);
}
`; //片元 (rgba)
initShader(gl, VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE);
//(2)执行绘制
//3个顶点画三角形:一个点+一个线段
gl.drawArrays(gl.POINTS, 0, 1);//(要绘制的图形是什么,从那个开始,使用几个顶点)
gl.drawArrays(gl.LINES, 1, 2);//至少两个点
// gl.drawArrays(gl.TRIANGLES, 0, 1);//至少三个点
function initShader(gl, vertexSource, fragmentSource) {
//创建着色器
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
//指定着色器源码
gl.shaderSource(vertexShader, vertexSource);
gl.shaderSource(fragmentShader, fragmentSource);
//编译着色器
gl.compileShader(vertexShader);
gl.compileShader(fragmentShader);
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS) || !gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
var info1 = gl.getShaderInfoLog(vertexShader);
var info2 = gl.getShaderInfoLog(fragmentShader);
throw `could not compile webgl shader<br>
vertexShader: ${info1}<br>
fragmentShader: ${info2}
`;
}
//使用着色器,创建一个程序对象
const program = gl.createProgram();
gl.attachShader(program, vertexShader,);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
return program;
}
</script>