# 4/coloredPoints 不同颜色的点
/**
* 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;
}
function getWebGLCoord(canvas, clientX, clientY) {
const dpr = window.devicePixelRatio || 1;
const rect = canvas.getBoundingClientRect();
// CSS → 物理像素
const x = (clientX - rect.left) * dpr;
const y = (clientY - rect.top) * dpr;
// 物理像素 → WebGL NDC
return [
(x / canvas.width) * 2 - 1,
-((y / canvas.height) * 2 - 1)
];
}
window.onload = function(){
// 将十六进制转为rgba值
function hexToRgba(hex){
// 首先使用正则表达式将十六进制字符串分解为 RGB 分量
let result;
if (hex.length === 4) {
result = /^#?([a-f\d])([a-f\d])([a-f\d])$/i.exec(hex);
// 将分解出的分量转换为十进制数,并将它们扩展为 6 位十六进制字符串
let r = parseInt(result[1] + result[1], 16);
let g = parseInt(result[2] + result[2], 16);
let b = parseInt(result[3] + result[3], 16);
return "rgba(" + r + ", " + g + ", " + b + ", 1)";
} else {
result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
// 将分解出的分量转换为十进制数
let r = parseInt(result[1], 16);
let g = parseInt(result[2], 16);
let b = parseInt(result[3], 16);
return "rgba(" + r + ", " + g + ", " + b + ", 1)";
}
}
// 将rgba值转为webGl色值
function rgbaToWebGL(rgba) {
// Split the RGBA string into its component parts
const parts = rgba.match(/\d+/g);
// Extract the values for each component (red, green, blue, alpha)
const r = parseInt(parts[0], 10) / 255.0;
const g = parseInt(parts[1], 10) / 255.0;
const b = parseInt(parts[2], 10) / 255.0;
const a = parseInt(parts[3], 10);
// Return the WebGL color value
return {r,g,b,a};
}
// 将css两种色值(十六进制、rgba)表达式转为webgl色值
function cssToWebgl(cssColor){
const hexadecimalRegex1 = /^#?([a-f\d])([a-f\d])([a-f\d])$/i;
const hexadecimalRegex2 = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i;
const rgbaRegex = /rgba\((\d+),\s*(\d+),\s*(\d+),\s*(\d\.?\d*)\)/;
// 如果是十六进制那么转为rgb
if(hexadecimalRegex1.test(cssColor)||hexadecimalRegex2.test(cssColor)){
const hexadecimalToRgba = hexToRgba(cssColor) // 十六进制那么转为rgba
return rgbaToWebGL(hexadecimalToRgba) // 再将rgba值转为webGl色值
}else if(rgbaRegex.test(cssColor)){
return rgbaToWebGL(cssColor)
}else{
alert('请输入正确的十六进制、rgba表达式:(#f0f|#ff00ff|rgba(255,0,255,0.4))')
}
}
/*
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 =
'precision mediump float;\n'+ //精度限定词
'uniform vec4 u_FragColor;\n'+
'void main(){\n'+
' gl_FragColor = u_FragColor;\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')
}
//获到u_FragColor变量的存储位置
var u_FragColor = gl.getUniformLocation(gl.program,'u_FragColor');
if(!u_FragColor){
console.log('failed to get u_FragColor variable');
}
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
var g_colors =[]; //存储点颜色的数组
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);
const [x, y] = getWebGLCoord(canvas, ev.clientX, ev.clientY);
console.log(x,y);
g_points.push([x,y]);
//将点的颜色存储到g_colors中
if(x>=0.0 && y>=0.0){ //第一象限
let {r,g,b,a} = cssToWebgl('#ff0000');
// g_colors.push([1.0,0.0,0.0,1.0]); //红色
g_colors.push([r,g,b,a]); //红色
}else if(x<0.0 && y<0.0){ //第三象限
console.log('第三象限')
let {r,g,b,a} = cssToWebgl('#00ff1e');
// g_colors.push([0.0,1.0,0.0,1.0]); //绿色
g_colors.push([r,g,b,a]); //绿色
}else{ //其它
let {r,g,b,a} = cssToWebgl('#ffffff');
// g_colors.push([1.0,1.0,1.0,1.0]);//白色
g_colors.push([r,g,b,a]);//白色
}
// //清空<canvas>
gl.clear(gl.COLOR_BUFFER_BIT)
var len = g_points.length;
for(var i=0;i<len;i++){
var xy = g_points[i];
var rgba = g_colors[i];
//将点的位置传递到变量中
gl.vertexAttrib3f(a_Position,xy[0],xy[1],0.0)
//将点的颜色传输到u_FragColor变量中
gl.uniform4f(u_FragColor,rgba[0],rgba[1],rgba[2],rgba[3]);
//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)
}