# 1/hellopoint1
/**
* Create a program object and make current
* @param gl GL context
* @param vshader a vertex shader program (string)
* @param fshader a fragment shader program (string)
* @return true, if the program object was created and successfully made current
*/
function initShaders(gl, vshader, fshader) {
var program = createProgram(gl, vshader, fshader);
if (!program) {
console.log('Failed to create program');
return false;
}
gl.useProgram(program);
gl.program = program;
return true;
}
/**
* Create the linked program object
* @param gl GL context
* @param vshader a vertex shader program (string)
* @param fshader a fragment shader program (string)
* @return created program object, or null if the creation has failed
*/
function createProgram(gl, vshader, fshader) {
// Create shader object
var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader);
var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader);
if (!vertexShader || !fragmentShader) {
return null;
}
// Create a program object
var program = gl.createProgram();
if (!program) {
return null;
}
// Attach the shader objects
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
// Link the program object
gl.linkProgram(program);
// Check the result of linking
var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked) {
var error = gl.getProgramInfoLog(program);
console.log('Failed to link program: ' + error);
gl.deleteProgram(program);
gl.deleteShader(fragmentShader);
gl.deleteShader(vertexShader);
return null;
}
return program;
}
/**
* Create a shader object
* @param gl GL context
* @param type the type of the shader object to be created
* @param source shader program (string)
* @return created shader object, or null if the creation has failed.
*/
function loadShader(gl, type, source) {
// Create shader object
var shader = gl.createShader(type);
if (shader == null) {
console.log('unable to create shader');
return null;
}
// Set the shader program
gl.shaderSource(shader, source);
// Compile the shader
gl.compileShader(shader);
// Check the result of compilation
var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled) {
var error = gl.getShaderInfoLog(shader);
console.log('Failed to compile shader: ' + error);
gl.deleteShader(shader);
return null;
}
return shader;
}
function initWebGL(canvas) {
const dpr = window.devicePixelRatio || 1;
console.log(dpr);
canvas.width = 400 * dpr;
canvas.height = 300 * dpr;
canvas.style.width = '400px';
canvas.style.height = '300px'
const gl = canvas.getContext('webgl');
if (!gl) {
console.error('Failed to get WebGL context');
return null;
}
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0, 0, 0, 1);
return gl;
}
window.onload = function(){
//顶点着色器程序
var VSHADER_SOURCE = `
void main(){
gl_Position = vec4(0.0,0.0,0.0,1.0);
gl_PointSize = 10.0;
}
`
// //片元着色器
var FSHADER_SOURCE = `
void main(){
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`
var canvas = document.getElementById('webgl')
var gl = initWebGL(canvas)
if(!gl){
console.log('Failed to get thd rendering context for webgl')
return;
}
//初始着色器
if(!initShaders(gl,VSHADER_SOURCE,FSHADER_SOURCE)){
console.log('failed to initialize shaders')
return;
}
//设置<canvas>背景色
gl.clearColor(0.0,0.0,0.0,1.0);
//清空<canvas>
gl.clear(gl.COLOR_BUFFER_BIT)
//绘制一个点
gl.drawArrays(gl.POINTS,0,1)
}