在绘制WebGL材质时,中间材质到WebGL的转换弄错了,写了很长时间。由于书上的引入图片是ES5的方式,我使用WebPack在进行打包的时候总是不对,因此在ES6中如何引入图片供WebGL调用当作材质,浪费了一些时间。
import "../css/index.css";
import {RenderTool} from "./lib_webgl/cuon-utils-ES6";
import {WebGL} from "./webgl/WebGL";
// import {Transform} from "./coordinate/Transform";
import pic1 from '../img/christmas.png';
import pic2 from '../img/windmill.png';
var VSHADER_SOURCE =
`attribute vec4 a_Position;
attribute vec2 a_TexCoord;
varying vec2 v_TexCoord;
void main() {
gl_Position = a_Position;
v_TexCoord = a_TexCoord;
}`;
// Fragment shader program
var FSHADER_SOURCE =
`#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_Sampler0;
uniform sampler2D u_Sampler1;
varying vec2 v_TexCoord;
void main() {
vec4 color0 = texture2D(u_Sampler0, v_TexCoord);
vec4 color1 = texture2D(u_Sampler1, v_TexCoord);
gl_FragColor = color0 * color1;
}`;
function main() {
let canvas = document.getElementById('glcanvas');
// 获取WebGL上下文对象
const gl = WebGL.getWebGLContext(canvas);
if (!gl) {
console.log('获取 context for WebGL失败');
return;
}
// 初始化着色器
if (!RenderTool.initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log('Failed to intialize shaders.');
return;
}
// 设置顶点坐标
let n = initVertexBuffers(gl);
if (n < 0) {
console.log('设置顶点信息失败');
return;
}
// 设置背景色
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// 设置材质
if (!initTextures(gl, n)) {
console.log('Failed to intialize the texture.');
return;
}
}
function initVertexBuffers(gl) {
let verticesTexCoords = new Float32Array([
// 顶点坐标,材质坐标
-0.5, 0.5, 0.0, 1.0,
-0.5, -0.5, 0.0, 0.0,
0.5, 0.5, 1.0, 1.0,
0.5, -0.5, 1.0, 0.0,
]);
let n = 4; // 顶点数量
// 生成缓冲区对象
let vertexTexCoordBuffer = gl.createBuffer();
if (!vertexTexCoordBuffer) {
console.log('生成缓冲区对象失败');
return -1;
}
// 绑定缓冲区
gl.bindBuffer(gl.ARRAY_BUFFER, vertexTexCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, verticesTexCoords, gl.STATIC_DRAW);
let FSIZE = verticesTexCoords.BYTES_PER_ELEMENT;
//
let a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if (a_Position < 0) {
console.log('获取 a_Position失败');
return -1;
}
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, FSIZE * 4, 0);
gl.enableVertexAttribArray(a_Position); // 开启缓冲区对象
// 获取材质坐标存储
var a_TexCoord = gl.getAttribLocation(gl.program, 'a_TexCoord');
if (a_TexCoord < 0) {
console.log('获取材质坐标失败');
return -1;
}
gl.vertexAttribPointer(a_TexCoord, 2, gl.FLOAT, false, FSIZE * 4, FSIZE * 2);
gl.enableVertexAttribArray(a_TexCoord); //开启缓冲区
return n;
}
function initTextures(gl, n) {
// 新建材质
let texture0 = gl.createTexture();
let texture1 = gl.createTexture();
if (!texture0 || !texture1) {
console.log('新建材质失败');
return false;
}
//获取取样器存储
let u_Sampler0 = gl.getUniformLocation(gl.program, 'u_Sampler0');
let u_Sampler1 = gl.getUniformLocation(gl.program, 'u_Sampler1');
if (!u_Sampler0 || !u_Sampler1) {
console.log('获取取样器失败');
return false;
}
// Create the image object
let image0 = new Image();
let image1 = new Image();
if (!image0 || !image1) {
console.log('新建图像失败');
return false;
}
// 图片加载完成后执行创建材质
image0.onload = function(){ loadTexture(gl, n, texture0, u_Sampler0, image0, 0); };
image1.onload = function(){ loadTexture(gl, n, texture1, u_Sampler1, image1, 1); };
image0.src = pic1;
image1.src = pic2;
return true;
}
// 指定图片加载状态
let g_texUnit0 = false, g_texUnit1 = false;
function loadTexture(gl, n, texture, u_Sampler, image, texUnit) {
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);// 翻转Y轴
// 激活材质单元
if (texUnit == 0) {
gl.activeTexture(gl.TEXTURE0);
g_texUnit0 = true;
} else {
gl.activeTexture(gl.TEXTURE1);
g_texUnit1 = true;
}
// 绑定材质
gl.bindTexture(gl.TEXTURE_2D, texture);
// 设置材质参数
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
// 将图片赋予材质
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.uniform1i(u_Sampler, texUnit); // 将材质传递给取样器
// 清空绘图
gl.clear(gl.COLOR_BUFFER_BIT);
if (g_texUnit0 && g_texUnit1) {
gl.drawArrays(gl.TRIANGLE_STRIP, 0, n); // Draw the rectangle
}
}
main();