//案例3.绘制三角形,将顶点数据存到缓冲区对象(gl.ARRAY_BUFFER)中,然后顶点着色器从里面读数据(3个顶点)
//顶点着色器中去掉gl_PointSize = 10.0,绘制三角不能设置顶点的大小
//gl.drawArrays(gl.TRIANGLES,0,n);第一个参数改为三角,因为此时不是绘制点了 var vShader = `
attribute vec4 a_Position;
void main(){
gl_Position = a_Position;
}
`;
var fShader = `
void main(){
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`; function main(){
//获取canvas元素
var canvas = document.getElementById('webgl'); //获取webgl上下文
var gl = getWebGLContext(canvas); if(!gl){
console.log('Failed to get the rendering context for WebGL!');
return;
}
//初始化着色器
if(!initShaders(gl,vShader,fShader)){
console.log('Failed to initialize shaders.');
return;
} var n = initVertexBuffers(gl);
if(n < ){
console.log('Failed to set the positions of the vertices!');
return;
} //用指定颜色填充webgl容器,就是设置背景
gl.clearColor(0.4, 0.5, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES,,n); function initVertexBuffers(gl){
var vertices = new Float32Array([
0.0,0.5,-0.5,-0.5,0.5,-0.5
]);
var n = ;//点的个数 //创建缓冲区对象
var vertexBuffer = gl.createBuffer();
if(!vertexBuffer){
console.log('Failed to create the buffer object!');
return -;
} //将缓冲区对象绑定到目标ARRAY_BUFFER
gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer);
//往ARRAY_BUFFER
gl.bufferData(gl.ARRAY_BUFFER,vertices,gl.STATIC_DRAW); //获取shaderProgram中attribute变量‘a_Position’的地址
var a_Position = gl.getAttribLocation(gl.program,'a_Position');
if (a_Position < ) {
console.log('Failed to get the storage location of a_Position');
return -;
}
//将缓冲区对象分配给a_Position变量
gl.vertexAttribPointer(a_Position,,gl.FLOAT,false,,);
//开启着色器对缓冲区数据的访问
gl.enableVertexAttribArray(a_Position);
return n;
}
} main();

其实,绘制三角形和之前的绘制三个点的代码很相似,只是:

在顶点着色器里面,我们不能设置点的size了(gl_PointSize);

绘图函数将从gl.drawArrays(gl.POINTS,0,n)变成gl.drawArrays(gl.TRIANGLES,0,n);

效果如下:

WebGL编程指南案例解析之绘制三角形-LMLPHP

05-11 17:43