# 3/clickpoints 点击绘点
/**
* 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(){
/*
着色器是申明attribute变量
attribute变量赋值给gl_Position
向attribute变量传递变量
*/
//顶点着色器程序
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n'+
'void main(){\n'+
' gl_Position = a_Position;\n'+
' gl_PointSize = 10.0;\n'+
'}\n';
// //片元着色器
var FSHADER_SOURCE =
'void main(){\n'+
' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n'+
'}\n';
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;
}
//获取变量attribute的存储位置
var a_Position = gl.getAttribLocation(gl.program,'a_Position');
if(a_Position < 0){
console.log('failed to get the storage location of a_Position')
}
canvas.onmousedown = function(ev){click(ev,gl,canvas,a_Position);}
//将顶点位置传输给attribute变量
//gl.vertexAttrib3f(a_Position,0.0,0.0,0.0);
var g_points = []; //鼠标点击位置数组
function click(ev,gl,canvas,a_Position){
var x = ev.clientX;
var y = ev.clientY;
var rect = ev.target.getBoundingClientRect();
x = ((x - rect.left) - canvas.width/2)/(canvas.width/2);
y = (canvas.height/2 - (y-rect.top))/(canvas.height/2);
console.log(x,y);
g_points.push([x,y]);
// //清空<canvas>
//gl.clear(gl.COLOR_BUFFER_BIT)
var len = g_points.length;
for(var i=0;i<len;i++){
//将点的位置传递到变量中
gl.vertexAttrib3f(a_Position,g_points[i][0],g_points[i][1],0.0)
//绘制点
gl.drawArrays(gl.POINTS,0,1)
}
}
//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)
}