WebGL编程指南案例解析之绘制四边形

//案例4,绘制矩形,和三角形类似,但是注意因为一个矩形有4个顶点,按照两个三角形绘制矩形的话,顶点顺序要注意



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 < 0){
    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.TRIANGLE_STRIP,0,n);



  function initVertexBuffers(gl){
   //四个顶点
var vertices = new Float32Array([ -0.5,0.5,-0.5,-0.5,0.5,0.5,0.5,-0.5 ]); var n = 4;//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 -1; } //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 < 0) { console.log('Failed to get the storage location of a_Position'); return -1; } //将缓冲区对象分配给a_Position变量 gl.vertexAttribPointer(a_Position,2,gl.FLOAT,false,0,0); //开启着色器对缓冲区数据的访问 gl.enableVertexAttribArray(a_Position); return n; } } main();

红字地方是相较绘制三角形作更改的。

另外,4个顶点的顺序,如下所示,有讲究的:

所以点坐标顺序为p1、p2、p3、p4.

其他绘制API(你可以根据如下API绘制你想要的图形):

猜你喜欢

转载自www.cnblogs.com/eco-just/p/10673907.html