<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>画一个点2</title>
</head>
<body onload="main()">
<canvas id="webgl" width="400" height="400"></canvas>
<!-- Vertex shader program -->
<script id="VSHADER_SOURCE" type="text/plain">
attribute vec4 a_Position; // attribute 变量
void main() {
gl_Position = a_Position;
gl_PointSize = 10.0;
}
</script>
<!-- Fragment shader program -->
<script id="FSHADER_SOURCE" type="text/plain">
void main() {
gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );
}
</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)
// 获取a_Position变量在内存中的位置
var a_Position = gl.getAttribLocation(gl.program, 'a_Position')
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
var g_points = []; // 存储鼠标点击位置的数组
canvas.onmousedown = function (ev) {
var x = ev.clientX;
var y = ev.clientY;
var rect = ev.target.getBoundingClientRect();
x = ((x - rect.left) - canvas.width / 2) / (canvas.width / 2);
y = (canvas.height / 2 - (y - rect.top)) / (canvas.height / 2);
g_points.push(x); g_points.push(y);
// 每次绘制前都将画布清空
gl.clear(gl.COLOR_BUFFER_BIT);
var len = g_points.length;
for (var i = 0; i < len; i += 2) {
// 每次绘制一个点
gl.vertexAttrib3f(a_Position, g_points[i], g_points[i + 1], 0.0);
gl.drawArrays(gl.POINTS, 0, 1);
}
}
}
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>
webgl入门实例-03通过鼠标点击绘制点
于 2025-03-22 15:09:56 首次发布