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| const canvas = document.getElementById('canvas') const gl = canvas.getContext('webgl')
const vertexCode = ` attribute vec4 a_Position; attribute vec4 a_Color; varying vec4 v_Color; void main(){ gl_Position = a_Position; v_Color = a_Color; } `
const fragmentCode = ` precision mediump float; varying vec4 v_Color; void main(){ gl_FragColor = v_Color; } ` const vertexShader = gl.createShader(gl.VERTEX_SHADER) gl.shaderSource(vertexShader,vertexCode) gl.compileShader(vertexShader)
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER) gl.shaderSource(fragmentShader,fragmentCode) gl.compileShader(fragmentShader)
const program = gl.createProgram() gl.attachShader(program,vertexShader) gl.attachShader(program,fragmentShader) gl.linkProgram(program) gl.useProgram(program)
const a_Position = gl.getAttribLocation(program,'a_Position') const a_Color = gl.getAttribLocation(program,'a_Color') /* 1.创建缓冲区对象 */ const buffer = gl.createBuffer() // gl.deleteBuffer() 删除缓冲区对象
/* 2.绑定缓冲区对象 */ gl.bindBuffer(gl.ARRAY_BUFFER,buffer)
/* 3.向缓冲区写入数据 */ const vertex = new Float32Array([ 0.0,0.0,1.0,0.0,0.0,1.0, 0.5,0.5,0.0,1.0,0.0,1.0, -0.5,0.5,0.0,0.0,1.0,1.0, // -0.5,0.5 ]) const Fsize = vertex.BYTES_PER_ELEMENT gl.bufferData(gl.ARRAY_BUFFER,vertex,gl.STATIC_DRAW)
/* 4.将缓冲区对象的值写入Attribute中 */ /* vertexAttribPointer(index, size, type, normalized, stride, offset) index为顶点数据的下标,也即getAttribLocation的返回值。size指的是给顶点传入的数据大小,比如顶点的坐标需要传入四个值,如果少传入,w默认为1.0,其他默认0.0。 type为数据的类型。normalized指数据是否进行归一化,指将数据化成[-1,1]这个范围,如果数据本身就在这个范围的话,这个参数就可以是flase。 stride指两个数据的偏移量,如果两个数据之间没有其他数据这个就填0,offset指数据的其实偏移量,也即从Attribtue第几个开始写入。 */ gl.vertexAttribPointer(a_Position,2,gl.FLOAT,false,Fsize*6,0) gl.vertexAttribPointer(a_Color,4,gl.FLOAT,false,Fsize*6,Fsize*2) /* 5.开启Attribute变量 */ gl.enableVertexAttribArray(a_Position) gl.enableVertexAttribArray(a_Color)
gl.clearColor(0.0,0.0,0.0,1.0) gl.clear(gl.COLOR_BUFFER_BIT) gl.drawArrays(gl.TRIANGLES,0,3)
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