效果
image.png
代码
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title></title>
<style>
</style>
</head>
<body>
<canvas id="canvas" width="600" height="600" style="border: 1px solid #ff0000;"></canvas>
<script>
let canvas = document.getElementById('canvas');
let gl = canvas.getContext('webgl');
// 顶点着色器
let VSHADER_SOURCE =
"attribute vec4 a_Position;\n"+
"uniform mat4 u_xformMatrix;\n"+
"void main(){\n"+
"gl_Position = u_xformMatrix * a_Position;\n"+
"}\n";
// 片元着色器
let FSHADER_SOURCE =
"void main(){\n"+
"gl_FragColor = vec4(1.0, 0.0 ,0.0, 1.0);\n"+
"}\n";
// 初始化着色器
function initShaders(gl, vSource, fSource){
let vShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vShader, vSource);
gl.compileShader(vShader);
let fShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fShader, fSource);
gl.compileShader(fShader);
let program = gl.createProgram();
gl.attachShader(program, vShader);
gl.attachShader(program, fShader);
gl.linkProgram(program);
gl.useProgram(program);
gl.program = program;
}
// 设置定点位置-缓冲区对象
function initVertexBuffers(gl){
let vertices = new Float32Array([
0.0, 0.5, -0.5, -0.5, 0.5, -0.5
]);
let n = 3;
// 创建缓冲区对象
let vertexBuffer = gl.createBuffer();
// 将缓冲区对象绑定到目标
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
// 向缓冲区对象中写入数据
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
// 将缓冲区对象分配给a_Position
let a_Position = gl.getAttribLocation(gl.program, 'a_Position');
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
// 连接a_Position变量与分配给它的缓冲区对象
gl.enableVertexAttribArray(a_Position);
return n;
}
initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE);
initVertexBuffers(gl);
// 创建旋转矩阵
let angle = 90;
let radian = Math.PI * angle / 180;
let cosB = Math.cos(radian);
let sinB = Math.sin(radian);
let xformMatrix = new Float32Array([
cosB, sinB, 0.0, 0.0,
-sinB, cosB, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
])
let u_xformMatrix = gl.getUniformLocation(gl.program, 'u_xformMatrix');
gl.uniformMatrix4fv(u_xformMatrix, false, xformMatrix);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
</script>
</body>
</html>
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