本节主要讲解一下颜色的设置。
1、WebGL可以使用多个多个缓冲器对象向顶点着色器传输数据。
看一个示例程序
// MultiAttributeColor.js (c) 2012 matsuda
// Vertex shader program
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n' +
'attribute vec4 a_Color;\n' +
'varying vec4 v_Color;\n' + // varying 变量
'void main() {\n' +
' gl_Position = a_Position;\n' +
' gl_PointSize = 10.0;\n' +
' v_Color = a_Color;\n' + // 将数据传输给片元着色器
'}\n';
// Fragment shader program
var FSHADER_SOURCE =
'#ifdef GL_ES\n' +
'precision mediump float;\n' + // Precision qualifier (See Chapter 6)
'#endif GL_ES\n' +
'varying vec4 v_Color;\n' + // Receive the data from the vertex shader
'void main() {\n' +
' gl_FragColor = v_Color;\n' +
'}\n';
function main() {
// Retrieve <canvas> element
var canvas = document.getElementById('webgl');
// Get the rendering context for WebGL
var gl = getWebGLContext(canvas);
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
// Initialize shaders
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log('Failed to intialize shaders.');
return;
}
//
var n = initVertexBuffers(gl);
if (n < 0) {
console.log('Failed to set the vertex information');
return;
}
// Specify the color for clearing <canvas>
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
// Draw three points
gl.drawArrays(gl.POINTS, 0, n);
}
function initVertexBuffers(gl) {
var verticesColors = new Float32Array([
// 顶点坐标和颜色
0.0, 0.5, 1.0, 0.0, 0.0,
-0.5, -0.5, 0.0, 1.0, 0.0,
0.5, -0.5, 0.0, 0.0, 1.0,
]);
var n = 3; // The number of vertices
// Create a buffer object
var vertexColorBuffer = gl.createBuffer();
if (!vertexColorBuffer) {
console.log('Failed to create the buffer object');
return false;
}
// Write the vertex coordinates and colors to the buffer object
gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW);
var FSIZE = verticesColors.BYTES_PER_ELEMENT;
//获取a_Position存储位置,分配缓冲区并开启
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if (a_Position < 0) {
console.log('Failed to get the storage location of a_Position');
return -1;
}
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, FSIZE * 5, 0);
gl.enableVertexAttribArray(a_Position); // Enable the assignment of the buffer object
// 获取a_Color存储位置,分配缓冲区并开启
var a_Color = gl.getAttribLocation(gl.program, 'a_Color');
if(a_Color < 0) {
console.log('Failed to get the storage location of a_Color');
return -1;
}
gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, FSIZE * 5, FSIZE * 2);
gl.enableVertexAttribArray(a_Color); // Enable the assignment of the buffer object
return n;
}
程序中vertexAttribPointer函数:
var FSIZE = verticesColors.BYTES_PER_ELEMENT;是计算verticesColors中每个元素的大小,
最终程序的流程如下图所示
程序运行效果图如下:
在着色其中定义varying变量,他最后获取的值被传给片元着色器中的同名、同变量类型的变量。