/**
* 顶点着色器 定义一个vec4变量接受顶点信息
*/
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n'+
'void main() {\n'+
'gl_Position = a_Position;\n'+
'}\n'
/**
* 片元着色器 默认返回颜色
*/
var FSHEADER_SOURCES =
'void main() {\n'+
'gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n'+
'}\n'
function main() {
let canvas = document.getElementById('webgl');
let gl = getWebGLContext(canvas);
if(!gl){
console.log("main gl error");
return;
}
if(!initShaders(gl,VSHADER_SOURCE,FSHEADER_SOURCES)){
console.log("main VSHADER_SOURCE FSHEADER_SOURCES error")
return;
}
let n=initVertexBuffers(gl);
gl.clearColor(0.0,0.0,0.0,1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES,0,n);
}
function initVertexBuffers(gl){
//定义数组用来记录顶点信息坐标
var vertices = new Float32Array([
0.0,0.5,
-0.5,-0.5,
0.5,-0.5
]);
var n=3;
//创建缓冲区
var vertexBuffer = gl.createBuffer();
if(!vertexBuffer){
console.log("initVertexBuffers vertexBuffer");
return;
}
//绑定缓冲区到ARRAY_BUFFER上面 ARRAY_BUFFER表示缓冲区包含顶点数据
gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer);
//向缓冲区注入顶点数据 STATIC_DRAW表示一次传入,多次绘制
gl.bufferData(gl.ARRAY_BUFFER,vertices,gl.STATIC_DRAW);
//获取顶点着色器的a_Position变量的存储位置
var a_Position = gl.getAttribLocation(gl.program,'a_Position');
if(a_Position<0){
console.log("initVertexBuffers a_Position");
return;
}
//将缓冲区的对象分配给 顶点着色器a_Position变量
gl.vertexAttribPointer(a_Position,2,gl.FLOAT,false,0,0);
//开启变量(就是讲缓冲区的数据与变量进行连接)
gl.enableVertexAttribArray(a_Position);
return n;
}