@zjlbr2003
2014-06-16T03:01:56.000000Z
字数 2591
阅读 1689
Blog
<!DOCTYPE HTML>
<html lang="en">
<head>
<title>Hello World WebGL</title>
<meta charset="utf-8">
<script type="text/javascript">
var gl;
var canvas;
var shaderProgram;
var vertexBuffer;
function createGLContext(canvas)
{
var names = ["webgl", "experimental-webgl"];
var context = null;
for(var i = 0; i < names.length; ++i)
{
try
{
context = canvas.getContext(names[i]);
}
catch(e)
{
}
if(context) break;
}
if(context)
{
context.viewportWidth = canvas.width;
context.viewportHeight = canvas.height;
}
else
{
alert("Failed to create WebGL context");
}
return context;
}
function loadShader(type, shaderSource)
{
var shader = gl.createShader(type);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
{
alert("Error compiling shader" + gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
function setupShaders()
{
var vertexShaderSource =
"attribute vec3 aVertexPosition; \n" +
"void main() { \n" +
" gl_Position = vec4(aVertexPosition, 1.0); \n" +
"} \n";
var fragmentShaderSource =
"precision mediump float; \n" +
"void main() { \n" +
" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); \n" +
"} \n";
var vertexShader = loadShader(gl.VERTEX_SHADER, vertexShaderSource);
var fragmentShader = loadShader(gl.FRAGMENT_SHADER, fragmentShaderSource);
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if(!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS))
{
alert("Failed to setup shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
}
function setupBuffers()
{
vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
var triangleVertices =
[
0.0, 0.5, 0.0,
-0.5,-0.5,0.0,
0.5,-0.5,0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW);
vertexBuffer.itemSize = 3;
vertexBuffer.numberOfItems = 3;
}
function draw()
{
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, vertexBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numberOfItems);
}
function startup()
{
canvas = document.getElementById("myGLCanvas");
gl = createGLContext(canvas);
setupShaders();
setupBuffers();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
draw();
}
</script>
</head>
<body onload = "startup();">
<canvas id = "myGLCanvas" width = "500" height = "500">Sorry, your web browser does not support WebGL</canvas>
</body>
</html>
该WebGL代码在博客首页页脚部分测试通过,请使用Chrome/Firefox/Safari等浏览器查看正确显示效果。
期待使用WebGL技术在博客中向大家展示更多本组的工作成果,谢谢。