在OpenGL中,你可以 draw 定义这样的点:
glBegin(GL_POINTS);
for(float theta=0, radius=60.0; radius>1.0; theta+=0.1, radius-=0.3){
glColor3f(radius/60.0,0.3,1-(radius/60.0));
glVertex2i(200+radius*cos(theta),200+radius*sin(theta));
}
glEnd();
如何在WebGL中实现相同的功能?
答案 0 :(得分:13)
你写的代码除了定义一些要点之外没什么用。要在WebGL中执行此操作,可以像这样做
var colors = [];
var verts = [];
var theta=0
for(var radius=60.0; radius>1.0; radius-=0.3) {
colors.push(radius/60.0, 0.3, 1-(radius/60.0));
verts.push(200+radius*Math.cos(theta),200+radius*Math.sin(theta));
theta+=0.1;
}
var numPoints = colors.length / 3;
这会产生2个JavaScript数组。然后,您需要将它们放到WebGLBuffers
var colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW);
之后,您需要编写着色器并进行设置。着色器是一个很大的话题。对于您的特定数据,我猜这些着色器会做
顶点着色器
uniform mat4 u_matrix;
attribute vec4 a_vertex;
attribute vec4 a_color;
varying vec4 v_color;
void main() {
// Set the size of the point
gl_PointSize = 3.0;
// multiply each vertex by a matrix.
gl_Position = u_matrix * a_vertex;
// pass the color to the fragment shader
v_color = a_color;
}
片段着色器
precision mediump float;
varying vec4 v_color;
void main() {
gl_FragColor = v_color;
}
接下来,您需要初始化着色器和参数。我将假设我将着色器放在带有id“vshader”和“fshader”以及use this boilerplate code的脚本标签中以加载它们。
var program = createProgramFromScriptTags(gl, "vshader", "fshader");
gl.useProgram(program);
// look up the locations for the inputs to our shaders.
var u_matLoc = gl.getUniformLocation(program, "u_matrix");
var colorLoc = gl.getAttribLocation(program, "a_color");
var vertLoc = gl.getAttribLocation(program, "a_vertex");
// Set the matrix to some that makes 1 unit 1 pixel.
gl.uniformMatrix4fv(u_matLoc, false, [
2 / width, 0, 0, 0,
0, 2 / height, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
]);
// Tell the shader how to get data out of the buffers.
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.vertexAttribPointer(colorLoc, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(colorLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.vertexAttribPointer(vertLoc, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vertLoc);
最后画出分数
gl.drawArrays(gl.POINTS, 0, numPoints);
这是一个片段
var canvas = document.getElementById("c");
var gl = canvas.getContext("webgl");
if (!gl) {
alert("no WebGL");
//return;
}
var colors = [];
var verts = [];
var theta=0
for(var radius=160.0; radius>1.0; radius-=0.3) {
colors.push(radius/160.0, 0.3, 1-(radius/160.0));
verts.push(radius*Math.cos(theta),radius*Math.sin(theta));
theta+=0.1;
}
var numPoints = colors.length / 3;
var colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW);
var program = twgl.createProgramFromScripts(gl, ["vshader", "fshader"]);
gl.useProgram(program);
// look up the locations for the inputs to our shaders.
var u_matLoc = gl.getUniformLocation(program, "u_matrix");
var colorLoc = gl.getAttribLocation(program, "a_color");
var vertLoc = gl.getAttribLocation(program, "a_vertex");
function draw() {
gl.clear(gl.COLOR_BUFFER_BIT);
gl.clearColor(1.0, 1.0, 1.0, 1.0);
// Set the matrix to some that makes 1 unit 1 pixel.
gl.uniformMatrix4fv(u_matLoc, false, [
2 / canvas.width, 0, 0, 0,
0, -2 / canvas.height, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
]);
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.vertexAttribPointer(colorLoc, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(colorLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.vertexAttribPointer(vertLoc, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vertLoc);
gl.drawArrays(gl.POINTS, 0, numPoints);
requestAnimationFrame(draw, canvas);
}
draw();
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/3.x/twgl.min.js"></script>
<script id="vshader" type="whatever">
uniform mat4 u_matrix;
attribute vec4 a_vertex;
attribute vec4 a_color;
varying vec4 v_color;
void main() {
// Set the size of the point
gl_PointSize = length(a_vertex) * 0.1;
// multiply each vertex by a matrix.
gl_Position = u_matrix * a_vertex;
// pass the color to the fragment shader
v_color = a_color;
}
</script>
<script id="fshader" type="whatever">
precision mediump float;
varying vec4 v_color;
void main() {
gl_FragColor = v_color;
}
</script>
<canvas id="c" width="400" height="400"></canvas>
答案 1 :(得分:2)