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GLSL WebGL框架搭建测试

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<!DOCTYPE html>
<html lang="en">

<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
</head>

<body>
<div style="width:600px;height: 400px;">
<canvas id="canvas" width="600" height="400"></canvas>
</div>

<script>
try {
const canvas = document.querySelector('#canvas');
const gl = canvas.getContext('webgl');
if (!gl) {
throw new Error('浏览器不支持webgl');
} else {
// 顶点着色器:负责将顶点坐标转换为裁剪空间坐标(基础三角形覆盖整个画布)
const vertexShaderSource = `
attribute vec2 a_position;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
}
`;
// 片元着色器:负责将像素颜色填充到画布上
const fragmentShaderSource = `
precision mediump float; // 精度声明(必须?)
uniform vec2 u_resolution; // 画布分辨率
uniform float u_time; // 时间
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution;
gl_FragColor = vec4(1., uv.y, uv.y, 1.0);
}
`;
// 编译着色器的工具函数
const compileShader = (gl, source, type) => {
const shader = gl.createShader(type);
if (!shader) return null;
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error('着色器编译失败:', gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
// 链接着色器为 WebGL程序 的工具函数
const createProgram = (gl, vertexShader, fragmentShader) => {
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('程序链接失败:', gl.getProgramInfoLog(program));
gl.deleteProgram(program);
return null;
}
return program;
}
// 编译并链接着色器
const vertexShader = compileShader(gl, vertexShaderSource, gl.VERTEX_SHADER);
const fragmentShader = compileShader(gl, fragmentShaderSource, gl.FRAGMENT_SHADER);
if (!vertexShader || !fragmentShader) throw new Error('着色器编译失败');
const program = createProgram(gl, vertexShader, fragmentShader);
if (!program) throw new Error('程序创建失败')

// 准备顶点数据:绘制一个覆盖整个画布的三角形
const vertices = new Float32Array([
-1.0, -1.0, // 左下
1.0, -1.0, // 右下
-1.0, 1.0, // 左上
1.0, 1.0, // 右上
]);

// 创建顶点缓冲区,并绑定数据
const vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
// 关联顶点属性与着色器
const aPositionLoc = gl.getAttribLocation(program, 'a_position');
gl.vertexAttribPointer(aPositionLoc, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(aPositionLoc);
// 传入uniform变量
const uResolutionLoc = gl.getUniformLocation(program, 'u_resolution');
const uTimeLoc = gl.getUniformLocation(program, 'u_time');
// 开始绘制
const render = () => {
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 1); // 清空画布(黑色背景)
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program); // 使用当前程序

gl.uniform2f(uResolutionLoc, canvas.width, canvas.height);
const time = performance.now() / 1000;
gl.uniform1f(uTimeLoc, time);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); // 绘制三角形

requestAnimationFrame(render);
}
// 启动渲染循环
render();
}
} catch (error) {
console.log(error)
const span = document.createElement('span');
span.innerText = error.message || JSON.stringify(error);
document.body.appendChild(span);
}
</script>
</body>

</html>