webgl 绘制图形的基本流程: 创建 webgl 上下文 -> 创建 webgl 程序 -> 数据存入缓冲区 -> 将缓冲区数据读取到 GPU -> GPU 执行 webgl 程序
创建 webgl 上下文
const canvas = document.querySelector('canvas')
const gl = canvas.getContext('webgl');
创建 webgl 程序
webgl 绘图过程需要两个着色器:顶点着色器和片元着色器,分别处理图形的顶点信息和像素信息
const vertex = `
attribute vec2 position;
void main() {
gl_PointSize = 1.0;
gl_Position = vec4(position, 1.0, 1.0);
}
`;
const fragment = `
precision mediump float;
void main() {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
`;
接下来使用上面创建好的着色器创建 shader 对象
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertex);
gl.compileShader(vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragment);
gl.compileShader(fragmentShader);
接下来将 shader 关联到 webgl 程序中
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
最后,启用该 program 对象
gl.useProgram(program);
数据存入缓冲区
使用 Float32Array 定义三角形的节点信息,并将定义好的数据写入到 webgl 的缓冲区中
const points = new Float32Array([
-1, -1,
0, 1,
1, -1,
]);
const bufferId = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferId);
gl.bufferData(gl.ARRAY_BUFFER, points, gl.STATIC_DRAW);
将缓冲区数据读取到 GPU
将 buffer 中的数据绑定给顶点着色器的 position 变量
const vPosition = gl.getAttribLocation(program, 'position');
gl.vertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vPosition);
GPU 执行 webgl 程序
清空画布,执行绘制方法
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, points.length / 2);
示例
import React, { useEffect, useRef } from "react";
function Example() {
const canvasEl = useRef(null);
useEffect(() => {
const gl = canvasEl.current.getContext("webgl");
const vertex = `
attribute vec2 position;
void main() {
gl_PointSize = 1.0;
gl_Position = vec4(position, 1.0, 1.0);
}
`;
const fragment = `
precision mediump float;
void main() {
gl_FragColor = vec4(0.5, 0.5, 0.5, 1.0);
}
`;
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertex);
gl.compileShader(vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragment);
gl.compileShader(fragmentShader);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
const points = new Float32Array([-1, -1, 0, 1, 1, -1]);
const bufferId = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferId);
gl.bufferData(gl.ARRAY_BUFFER, points, gl.STATIC_DRAW);
const vPosition = gl.getAttribLocation(program, "position");
gl.vertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vPosition);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, points.length / 2);
}, []);
return <canvas ref={canvasEl} />;
}
export { Example };
使用 varying 变量传值
顶点着色器的数据可以通过 varying 变量传递给片元着色器
import React, { useEffect, useRef } from "react";
function Varying() {
const canvasEl = useRef(null);
useEffect(() => {
const gl = canvasEl.current.getContext("webgl");
const vertex = `
attribute vec2 position;
varying vec3 color;
void main() {
gl_PointSize = 1.0;
color = vec3(0.5 + position * 0.5, 0.0);
gl_Position = vec4(position * 0.5, 1.0, 1.0);
}
`;
const fragment = `
precision mediump float;
varying vec3 color;
void main() {
gl_FragColor = vec4(color, 1.0);
}
`;
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertex);
gl.compileShader(vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragment);
gl.compileShader(fragmentShader);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
const points = new Float32Array([
-1, -1,
0, 1,
1, -1,
]);
const bufferId = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferId);
gl.bufferData(gl.ARRAY_BUFFER, points, gl.STATIC_DRAW);
const vPosition = gl.getAttribLocation(program, 'position');
gl.vertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vPosition);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, points.length / 2);
}, []);
return <canvas ref={canvasEl} />;
}
export { Varying };