WebGL Programming Guide (2) Drawing and Transforming Triangles

Book source code https://download.csdn.net/download/qfire/10371055

2.1 Drawing multiple points

   No matter how complex the shape of a 3D model, its basic components are triangles, but complex models are made up of more triangles.

   WebGL provides a convenient mechanism, the buffer object, which can pass data for multiple vertices to the shader at once. The buffer object is a memory area in the WebGL system. We can fill a large amount of vertex data into the buffer object at one time, and then save this data in it for use by the vertex shader.

// vertex shader program
var VSHADER_SOURCE =
   'attribute vec4 a_Position;\n' +
   'void main() {\n' +
   ' gl_Position = a_Position; \n' + //set coordinates
   ' gl_PointSize = 10.0; \n' + //set size
   '}\n';
// fragment shader program
var FSHADER_SOURCE =
   'void main() {\n' +
   ' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n' + //set color
   '}\n';
   

function main() {
	var canvas = document.getElementById('webgl');
	var gl = getWebGLContext(canvas);
	if (!gl) {
		console.log("Failed to get the rendering context for WebGL");
		return;
	}
	// initialize shader
	if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
		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;
	}
	
	// register the mouse
	//canvas.onmousedown = function(ev) { click(ev, gl, canvas, a_Position, u_FragColor)};
	//gl.vertexAttrib3f(a_Position, 0.0, 0.0, 0.0);
	// RGBA
	gl.clearColor(0.0, 0.0, 0.0, 1.0);
	// clear
	gl.clear(gl.COLOR_BUFFER_BIT);
	// draw points
	gl.drawArrays(gl.POINTS, 0, n); //Position and size of points
}

function initVertexBuffers(gl) {
	var vertices = new Float32Array([
		0.0, 0.5, -0.5, -0.5, 0.5, -0.5
	]);
	var n = 3;
	var vertexBuffer = gl.createBuffer();
	if (!vertexBuffer) {
		console.log("Failed to create the buffer object");
		return -1;
	}
	//
	gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
	// Write data into the buffer object
	gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
	//Get the storage location of the attribute variable
	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;
	}
	//
	gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
	//
	gl.enableVertexAttribArray(a_Position);
	return n;
}


Five steps :

  1. Create a buffer object (gl.createBuffer())
  2. Bind buffer object (gl.bindBuffer())
  3. Write data to a buffer object (gl.bufferData())
  4. Assign the buffer object to an attribute variable (gl.vertexAttribPointer())
  5. Enable attribute variables (gl.enableVertexAttribArray())




2.2 Drawing triangles

   gl.drawArrays(gl.TRIANGLES, 0, n); 




2.3 Move, rotate and zoom

   gl_Position.x = a_Position.x * u_CosB - a_Position.y * u_SinB; 

   Transformation matrix : rotate 3x3 or 4x4, translate 4x4,



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