# 4/coloredPoints 不同颜色的点

image-20260827140955549

/**
 * 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)
    

}