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核心代码:
function initShader (gl, VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE) {
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(vertexShader, VERTEX_SHADER_SOURCE);
gl.shaderSource(fragmentShader, FRAGMENT_SHADER_SOURCE);
//编译着色器
gl.compileShader(vertexShader);
gl.compileShader(fragmentShader);
//创建程序对象
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
return program;
}
html代码:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>堆代码-duidaima.com</title>
<script src="./initShader.js"></script>
</head>
<body>
<canvas id="canvas" width="300" height="400">
不支持canvas
</canvas>
</body>
<script>
const ctx = document.getElementById('canvas')
const gl = ctx.getContext('webgl')
//着色器: 通过程序用固定的渲染管线,来处理图像的渲染,着色器分为两种,顶点着色器:顶点理解为坐标,片元着色器:像素
//顶点着色器源码
const VERTEX_SHADER_SOURCE = `
void main() {
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
gl_PointSize = 10.0;
}
`
//片元着色器源码
const FRAGMENT_SHADER_SOURCE = `
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`
//创建着色器
const program = initShader(gl, VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE)
//执行绘制
gl.drawArrays(gl.POINTS, 0, 1)
//gl.drawArrays(gl.LINES, 0, 1)
//gl.drawArrays(gl.TRIANGLES, 0, 1)
</script>
</html>
绘制效果如下:


<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>堆代码 duidaima.com</title>
<script src="./initShader.js"></script>
</head>
<body>
<canvas id="canvas" width="300" height="400">
不支持canvas
</canvas>
</body>
<script>
const canvas = document.getElementById('canvas')
const gl = canvas.getContext('webgl')
const VERTEX_SHADER_SOURCE = `
precision mediump float;
attribute vec2 a_Position;
attribute vec2 a_Screen_Size;
void main(){
vec2 position = (a_Position / a_Screen_Size) * 2.0 - 1.0;
position = position * vec2(1.0, -1.0);
gl_Position = vec4(position, 0, 1);
gl_PointSize = 10.0;
}
`
const FRAGMENT_SHADER_SOURCE = `
precision mediump float;
uniform vec4 u_Color;
void main() {
vec4 color = u_Color / vec4(255, 255, 255, 1);
gl_FragColor = color;
}
`
//前置工作,着色器可以渲染了!
const program = initShader(gl, VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE)
//获取glsl的变量对应的属性做修改
var a_Position = gl.getAttribLocation(program, 'a_Position');
var a_Screen_Size = gl.getAttribLocation(program, 'a_Screen_Size');
var u_Color = gl.getUniformLocation(program, 'u_Color');
gl.vertexAttrib2f(a_Screen_Size, canvas.width, canvas.height); //给glsl的属性赋值两个浮点数
//给个默认背景颜色
gl.clearColor(0, 0, 0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
//存储点击位置的数组。
var points = [];
canvas.addEventListener('click', e => {
var x = e.pageX;
var y = e.pageY;
var color = { r: Math.floor(Math.random() * 256), g: Math.floor(Math.random() * 256), b: Math.floor(Math.random() * 256), a: 1 };
points.push({ x: x, y: y, color: color })
gl.clearColor(0, 0, 0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
for (let i = 0; i < points.length; i++) {
var color = points[i].color;
gl.uniform4f(u_Color, color.r, color.g, color.b, color.a);
gl.vertexAttrib2f(a_Position, points[i].x, points[i].y);
gl.drawArrays(gl.POINTS, 0, 1);
}
})
</script>
</html>
vec2 position = (a_Position / a_Screen_Size) * 2.0 - 1.0; 注意这里的坐标转换,从canvas转为ndc坐标,其实就是看范围就行,[0, 1] -> [0, 2] -> [-1, 1]。上面总体的流程总结下就是,定义着色器,定义glsl着色器源码 -> 通过api获取canvas的信息转换坐标系 -> 监听点击事件传递变量到glsl中 -> 通过pointer缓存 -> drawArrays绘制。但是这种方法,很明显有大量的重复渲染,每次遍历都要把之前渲染的重复执行。