在vue中通过WEBGL渲染一个2d三角形
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2022-07-04 09:06:47
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绘制流程
获取Webgl绘图上下文->初始化着色器-》设置点的坐标信息-》设置背景色->清空->绘制
<template>
<div class="page">
<canvas id="glcanvas" width="640" height="480"></canvas>
</div>
</template>
<script>
export default {
data() {
return {
trees:"ssss",
horizAspect:480.0/640.0,
squareVerticesBuffer:null,
}
},
methods:{
initShaderProgram(gl, vsSource, fsSource){
const vertexShader = this.loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = this.loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
// 创建着色器程序
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
// 创建失败, alert
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('初始化着色器程序失败' + gl.getProgramInfoLog(shaderProgram));
return null;
}
return shaderProgram;
},
loadShader(gl, type, source){
const shader = gl.createShader(type);
// 将资源发送到着色器对象
gl.shaderSource(shader, source);
gl.compileShader(shader);
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
},
initBuffers(gl) {
this.squareVerticesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.squareVerticesBuffer);
var vertices = [
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
// console.log( gl.STATIC_DRAW)
return {position:this.squareVerticesBuffer,};
},
drawScene(gl, programInfo, buffers){
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
// Clear the canvas before we start drawing on it.
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
//创建一个透视矩阵,一个特殊的矩阵
//用于模拟照相机透视的失真。
//视角是45度,宽/高
//匹配画布显示大小的比率
//可以看到0.1个单位之间的对象
//距离摄像机100个单位。
const fieldOfView = 45 * Math.PI / 180; // in radians
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const zNear = 0.1;
const zFar = 100.0;
const projectionMatrix = mat4.create();
// 注意:glmatrix.js总是有第一个参数
// 作为接收结果。
mat4.perspective(projectionMatrix,
fieldOfView,
aspect,
zNear,
zFar);
// 现在将绘图位置移动到我们想要的位置
// 场景的中心
const modelViewMatrix = mat4.create();
//
// start drawing the square.
mat4.translate(modelViewMatrix, // 变形矩阵
modelViewMatrix, //矩阵变换
[-0.0, 0.0, -6.0]); // 变换的矩阵
// 告诉WebGL从position拉出位置
// 缓冲到vertexPosition属性中。
{
const numComponents = 2; // 每次迭代取出2个值
const type = gl.FLOAT; // 缓冲区中的数据是32位浮点数
const normalize = false;
const stride = 0; // 从一组值到下一组值需要多少字节
//0 =使用上面的type和numComponents
const offset = 0; // 缓冲区中要从多少字节开始
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexPosition,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.vertexPosition);
}
//使用我们的 programInfo绘制图形
gl.useProgram(programInfo.program);
// 设置着色器
gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix,
false,
projectionMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.modelViewMatrix,
false,
modelViewMatrix);
{
const offset = 0;
const vertexCount = 4;
gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
}
},
},
mounted(){
const canvas = document.querySelector("#glcanvas");
// 获取webgl上下文
const gl = canvas.getContext("webgl");
if (!gl) {
alert("浏览器不支持webgl");
return;
}
// 设置初始的背景色是黑色
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// 清除保存颜色的缓冲区
gl.clear(gl.COLOR_BUFFER_BIT);
const vsSource = `
attribute vec4 aVertexPosition;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
void main() {
gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
}
`;
const fsSource = `
void main() {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
`;
const shaderProgram = this.initShaderProgram(gl, vsSource, fsSource);
const programInfo = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'),
modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'),
},
};
const buffer = this.initBuffers(gl);
// console.log(gl.bufferData)
this.drawScene(gl,programInfo,buffer)
},
}
</script>
<style >
</style>
在index.html中还引入gl-matrix.js矩阵计算
<script src="https://cdn.bootcss.com/gl-matrix/2.8.1/gl-matrix-min.js"></script>
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