WebGl-16.使用多幅纹理

效果

在这里插入图片描述

代码

<!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">
    <link rel="stylesheet" href="/static/css/common.css">
    <title>16.使用多幅纹理</title>
</head>
<body onload="main()">
    <canvas id="example" width="512" height="512">
        游览器不支持
    </canvas>
</body>
<script src="/static/js/cuon-utils.js"></script>
<script src="/static/js/webgl-debug.js"></script>
<script src="/static/js/webgl-utils.js"></script>
<script>


   // 顶点着色器
   var vertex_shader_source = '' +
        'attribute vec4 a_Position;' +
        'attribute vec2 a_TexCoord;' +
        'varying vec2 v_TexCoord;' +
        'void main() {' +
        '   gl_Position = a_Position;' +
        '   gl_PointSize = 10.0;' +
        '   v_TexCoord = a_TexCoord;' +
        '}';

    // 片元着色器
    var fragment_shader_source = '' +
        'precision mediump float;' +
        'uniform sampler2D u_Sampler0;' +
        'uniform sampler2D u_Sampler1;' +
        'varying vec2 v_TexCoord;' +
        'void main(){' +
        '  vec4 color0 = texture2D(u_Sampler0,v_TexCoord);' +
        '  vec4 color1 = texture2D(u_Sampler1,v_TexCoord);' +
        '  gl_FragColor = color0*color1;' +
        '}';

function main() {
    
    
   
    var canvas = document.getElementById('example');
    if(canvas==null){
    
    
        alert("获取失败")
    }

    // 获取webgl 上下文对象
    var gl = getWebGLContext(canvas);

    // 初始化着色器
    if (!initShaders(gl, vertex_shader_source, fragment_shader_source)) {
    
    
        console.log('初始化着色器失败');
    }

    // 设置顶点位置
    var n = initVertexBuffer(gl);
    if (n < 0) {
    
    
            console.log('顶点写入缓存失败!');
            return false;
    }

    //指定清空<canvas>颜色,就是指定canvas的背景色,第四个参数是透明度,范围是(0-1)
    gl.clearColor(0.0,0.5,0.5,1.0)

  // S配置纹理
  if (!initTextures(gl, n)) {
    
    
    console.log('Failed to intialize the texture.');
    return;
  }


}   

  // 将顶点信息写入缓存区
function initVertexBuffer(gl) {
    
    

    var vertices = new Float32Array([
    -0.5,  0.5,  0.0,1.0,
    -0.5, -0.5,  0.0,0.0,
     0.5,  0.5,  1.0,1.0,
     0.5, -0.5,  1.0,0.0,
    ]);

    var n = 4;

    // 创建缓冲区对象
    var vertexBuffer = gl.createBuffer();
    if (!vertexBuffer) {
    
    
        console.log('创建缓冲区对象失败!');
        return -1;
    }


    // 绑定缓冲区对象到目标
    gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);

    // 将数据写入到缓冲区对象
    gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

    var FSIZE = vertices.BYTES_PER_ELEMENT;

    var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
    if (a_Position < 0) {
    
    
        console.log('获取attribute变量失败!');
        return -1;
    }

    // 将缓冲区对象分配给attribute变量
    gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, FSIZE * 4, 0);

    // 开启attribute变量
    gl.enableVertexAttribArray(a_Position);



    var a_TexCoord = gl.getAttribLocation(gl.program, 'a_TexCoord');
    if (a_TexCoord < 0) {
    
    
        console.log('获取attribute变量失败!');
        return -1;
    }

    // 将缓冲区对象分配给attribute变量
    gl.vertexAttribPointer(a_TexCoord, 2, gl.FLOAT, false, FSIZE * 4, FSIZE * 2);

    // 开启attribute变量
    gl.enableVertexAttribArray(a_TexCoord);
    return n;

}  

function initTextures(gl, n) {
    
    
  var texture = gl.createTexture();   // Create a texture object
  var texture1 = gl.createTexture();   // Create a texture object
  if (!texture) {
    
    
    console.log('Failed to create the texture object');
    return false;
  }
  if (!texture1) {
    
    
    console.log('Failed to create the texture object');
    return false;
  }

  // Get the storage location of u_Sampler
  var u_Sampler = gl.getUniformLocation(gl.program, 'u_Sampler0');
  var u_Sampler1 = gl.getUniformLocation(gl.program, 'u_Sampler1');
  if (!u_Sampler) {
    
    
    console.log('Failed to get the storage location of u_Sampler');
    return false;
  }
  if (!u_Sampler1) {
    
    
    console.log('Failed to get the storage location of u_Sampler');
    return false;
  }
  var image = new Image();  // Create the image object
  var image1 = new Image();  // Create the image object
  if (!image||!image1) {
    
    
    console.log('Failed to create the image object');
    return false;
  }
  // Register the event handler to be called on loading an image
  image.onload = function(){
    
     loadTexture(gl, n, texture, u_Sampler, image,0); };
  image1.onload = function(){
    
     loadTexture(gl, n, texture1, u_Sampler1, image1,1); };
  // Tell the browser to load an image
  image.src = '../static/img/sky.jpg';
  image1.src = '../static/img/circle.gif';
  return true;
}

//标记纹理单元是否已经就绪

var g_texUnit0 = false,g_texUnit1=false;

function loadTexture(gl, n, texture, u_Sampler, image,texUnit) {
    
    
  gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1); // Flip the image's y axis

  //激活纹理
  if(texUnit==0){
    
    
      // Enable texture unit0
    gl.activeTexture(gl.TEXTURE0);
    g_texUnit0 = true;
  }else{
    
    
    gl.activeTexture(gl.TEXTURE1);
    g_texUnit1 = true;
  }


  // Bind the texture object to the target
  gl.bindTexture(gl.TEXTURE_2D, texture);

  // Set the texture parameters
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  // Set the texture image
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
  
  // Set the texture unit 0 to the sampler
  gl.uniform1i(u_Sampler, texUnit);
  
  gl.clear(gl.COLOR_BUFFER_BIT);   // Clear <canvas>

  if(g_texUnit0 && g_texUnit1){
    
    
    gl.drawArrays(gl.TRIANGLE_STRIP, 0, n); // Draw the rectangle
  }
  
}


   
</script>
</html>

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转载自blog.csdn.net/qq_25064691/article/details/120383805