我能画一个圆圈 我想在圆圈上选择一个任意点并绘制一个像三角形或者一样的形状 一个简单的圆周点
现在我理解的是vertexData数组有那个点 所以我可以从vertexData中选择一个点 但是,如何继续将该点绘制到该位置 如果它只是在画布上画一个点 我明白在vertexShader中我可以 宣布 属性vec4 a_Position 然后gl_Position = a_Position
但是在圆周上,我不理解 请在这里指导 感谢
<script>
var vertexShaderText = [
'uniform vec2 u_resolution;',
'',
'attribute vec2 a_position;',
'',
'void main()',
'{',
'',
'vec2 clipspace = a_position / u_resolution * 1.0 ;',
'',
'gl_Position = vec4(clipspace * vec2(1, -1), 0, 1);',
'}'
].join("\n");
var fragmentShaderText = [
'precision mediump float;',
'',
'void main(void)',
'{',
'',
'gl_FragColor = vec4(1.0, 0, 0, 0);',
'',
'}'
].join("\n");
var uni = function(){
var canvas = document.getElementById("game-surface");
var gl = canvas.getContext("webgl",{antialias: true});
console.log("This is working");
gl.clearColor(0.412,0.412,0.412,1);
gl.clear(gl.COLOR_BUFFER_BIT);
var vertextShader = gl.createShader(gl.VERTEX_SHADER);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(vertextShader,vertexShaderText);
gl.shaderSource(fragmentShader,fragmentShaderText);
gl.compileShader(vertextShader);
gl.compileShader(fragmentShader);
if(!gl.getShaderParameter(vertextShader,gl.COMPILE_STATUS)){
console.error("Error with vertexshader",gl.getShaderInfoLog(vertextShader));
return;
}
if(!gl.getShaderParameter(fragmentShader,gl.COMPILE_STATUS)){
console.error("Error with fragmentShader",gl.getShaderInfoLog(fragmentShader));
return;
}
var program =gl.createProgram();
gl.attachShader(program,vertextShader);
gl.attachShader(program,fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
if(!gl.getProgramParameter(program,gl.LINK_STATUS)){
console.error("Error linking program",gl.getProgramInfoLog(program));
return;
}
gl.validateProgram(program);
if(!gl.getProgramParameter(program,gl.VALIDATE_STATUS)){
console.error("Error validating",gl.getProgramInfoLog(program));
}
var circle = {x: 0, y:0, r: 500};
var ATTRIBUTES = 2;
var numFans = 64;
var degreePerFan = (2* Math.PI) / numFans;
var vertexData = [circle.x, circle.y];
// console.log(gl_Position)
for(var i = 0; i <= numFans; i++) {
var index = ATTRIBUTES * i + 2; // there is already 2 items in array
var angle = degreePerFan * (i+0.1);
//console.log(angle)
vertexData[index] = circle.x + Math.cos(angle) * circle.r;
vertexData[index + 1] = circle.y + Math.sin(angle) * circle.r;
}
//console.log(vertexData);
var vertexDataTyped = new Float32Array(vertexData);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexDataTyped, gl.STATIC_DRAW);
var resolutionLocation = gl.getUniformLocation(program, "u_resolution");
gl.uniform2f(resolutionLocation, canvas.width, canvas.height);
gl.enableVertexAttribArray(positionLocation);
var positionLocation = gl.getAttribLocation(program, "a_position");
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, 0);
gl.drawArrays(gl.TRIANGLE_FAN, 0, vertexData.length/ATTRIBUTES);
};
uni();
</script>
答案 0 :(得分:0)
您使用三角形风扇绘制此圆圈,因此绘制其他形状需要第二次绘制调用。这不会很好地扩展,因为绘制调用很昂贵,更有可能你想要一些方法在一次绘制调用中绘制多个形状。
也就是说,作为一个简单的例子,您可以将以下代码添加到uni
函数的底部,在现有函数结束的第一次绘制调用结束后,放置第二个,使用第二次绘制调用在第一个圆周上的较小圆圈。给定片段着色器,这也将是一个红色圆圈,因此您可能希望修改着色器以使用不同的颜色。
// Insert this code at the end of the uni() function, it will make
// use of variables and GL state already declared earlier in that function.
// Pick a point along circumference, range 1 to 63
var selectedPointIndex = 8;
circle.x = vertexData[selectedPointIndex * 2];
circle.y = vertexData[selectedPointIndex * 2 + 1];
circle.r = 50;
vertexData = [circle.x, circle.y];
for(var i = 0; i <= numFans; i++) {
var index = ATTRIBUTES * i + 2; // there is already 2 items in array
var angle = degreePerFan * (i+0.1);
vertexData[index] = circle.x + Math.cos(angle) * circle.r;
vertexData[index + 1] = circle.y + Math.sin(angle) * circle.r;
}
vertexDataTyped = new Float32Array(vertexData);
buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexDataTyped, gl.STATIC_DRAW);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, 0);
gl.drawArrays(gl.TRIANGLE_FAN, 0, vertexData.length/ATTRIBUTES);