WebGL程序解析
JavaScript文件
"use strict";
var gl;
window.onload = function init(){
var canvas = document.getElementById( "square-canvas" );
gl = canvas.getContext("webgl2");
if( !gl ){
alert( "WebGL isn't available" );
}
// Four Vertices
var points = new Float32Array([
-0.5, -0.5,
0.5, -0.5,
0.5, 0.5,
-0.5, 0.5,
//-0.5, -0.5,
// 0.5, 0.5
]);
var colors=new Float32Array([
0.0, 1.0, 0.0, 1.0,
//0.0, 1.0, 0.0, 1.0,
//0.0, 0.0, 1.0, 1.0,
//1.0, 0.0, 1.0, 1.0
]);
// Configure WebGL
gl.viewport( 0, 0, canvas.width/2, canvas.height/2 );
gl.clearColor( 1.0, 0.0, 0.0, 1.0 );
// Load shaders and initialize attribute buffers
var program = initShaders( gl, "vertex-shader", "fragment-shader" );
gl.useProgram( program );
// Load the data into the GPU
var bufferId = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, bufferId );
gl.bufferData( gl.ARRAY_BUFFER, points, gl.STATIC_DRAW );
// Associate external shader variables with data buffer
var vPosition = gl.getAttribLocation( program, "vPosition" );
gl.vertexAttribPointer( vPosition, 2, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vPosition );
var cBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
var vColor = gl.getAttribLocation(program, "vColor");
gl.vertexAttribPointer(vColor, 4, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vColor);
render();
}
function render(){
gl.clear( gl.COLOR_BUFFER_BIT );
gl.drawArrays( gl.TRIANGLE_FAN, 0, 4 );
//gl.drawArrays( gl.TRIANGLES, 0, 6 );
//gl.drawArrays( gl.TRIANGLE_STRIP, 0, 4 );
}