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Copy pathtextureQuad.js
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textureQuad.js
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//顶点着色器
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n' +
'attribute vec2 a_TexCoord;\n' +
'varying vec2 v_TexCoord;\n' +
'void main() {\n' +
' gl_Position = a_Position;\n' +
' v_TexCoord = a_TexCoord;\n' +
'}\n';
//片元着色器
var FSHADER_SOURCE =
'precision mediump float;\n' +
'varying vec2 v_TexCoord;\n' +
'uniform sampler2D u_Sampler;\n' +
'void main() {\n' +
' gl_FragColor = texture2D(u_Sampler, v_TexCoord);\n' +
'}\n';
function main() {
//获取canvas元素
var canvas = document.getElementById("webgl");
//获取WebGL绘图上下文
var gl = getWebGLContext(canvas);
//初始化着色器
initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE);
//设置顶点坐标和颜色
var n = initVertexBuffers(gl);
//配置纹理
if (!initTextures(gl, n)) {
}
}
function initVertexBuffers(gl) {
var verticesTexCoords = new Float32Array([
-0.5, 0.5, -0.3, 1.7, // 前 2 位是位置坐标, 后 2 位是纹理坐标
-0.5, -0.5, -0.3, -0.2,
0.5, 0.5, 1.7, 1.7,
0.5, -0.5, 1.7, -0.2
]);
var n = 4; //顶点个数
//创建缓冲区对象
var vertexTexCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexTexCoordBuffer);
//向缓冲区对象中写入数据
gl.bufferData(gl.ARRAY_BUFFER, verticesTexCoords, gl.STATIC_DRAW);
var FSIZE = verticesTexCoords.BYTES_PER_ELEMENT;
//获取attribute变量a_Position的存储位置
var a_Position = gl.getAttribLocation(gl.program, "a_Position");
//将缓冲区对象分配给a_Position变量
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, FSIZE * 4, 0);
//连接a_Position变量与分配给他的缓冲区对象
gl.enableVertexAttribArray(a_Position);
//将纹理坐标分配给a_TexCoord并开启它
var a_TexCoord = gl.getAttribLocation(gl.program, "a_TexCoord");
gl.vertexAttribPointer(a_TexCoord, 2, gl.FLOAT, false, FSIZE * 4, FSIZE * 2);
gl.enableVertexAttribArray(a_TexCoord);
return n;
}
function initTextures(gl, n) {
var texture = gl.createTexture(); //创建纹理对象
//获取u_Sampler的存储位置
var u_Sampler = gl.getUniformLocation(gl.program, "u_Sampler");
var image = new Image(); //创建一个image对象
//注册图像的加载时间的响应函数
image.onload = function () {
loadTexture(gl, n, texture, u_Sampler, image);
};
//直接转为base64编码图片,图片太大了显示不出来,不知道为啥?
image.src =
"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEAAAABACAYAAACqaXHeAAAAAXNSR0IArs4c6QAAA31JREFUeF7tm0voTVscxz/f8WVmdBkjKWQkBmQmFOWVIo/UHXgOGCBuboqJR0oGhPKKie6VouuR8iiPDDwyYkCJmTuQ0u+2tA7nv//r/PfZe6+z96mz1vDstX6Pz/r9fuux9xED3jTg/pMApAgYcAKNpoCZ3fb870ra28RcNALAzKYBTzMOb5N0qG4ItQMws7XAyQ6OHpO0sU4ItQIws6NAnoPXgDWSPtUBojYAZnYPmNWlU688hEdd9i/drecAzGwC8AT4raCVX4G1ki4UHFeoe08BmNlC4Gohi4Z33ilpf0UZHYf3DICZbQcOBDT/BywAWktgq8sc4G9gVGDMSUnrewGhJwDM7DSwOmDwM2A+ML4DgDfAP4BbJrPtlk+JdzFBRAXg8/0SMCVg5CVJy93vZjY7BEDSHf/8IrAsIOOtL44/+sVo0QDk5Ptfkna3DM4D4CHsA3Z1cHKdpFN9A2CEfHc2rpZ0tt3YbgB4CKuAMx0cHQK1LIzKEWBmblfndnfZ9hlYLunf7INuAXgIcwGXEmMCOs77lPhWOwCf7875mQHlD3zBeh0yrAgAD2Ei4EJ+RkDeQw8hqCsPTOkIMDO3QflR1DLtHPCHpC+dlBcF4CGMBo4DKwNyL0pakeds6HkVAO+B3zNCD0rakWdIGQAtmWbm9hZuj9HePkgam6c3NgB3dN3SJnSzJHfYyW1VAPho2AQcaVN0WNLWXMWBDqUjwBviHP4O3JB0vVsDqgLwuucBi4AXkg53qzvbrxKAskpjACirOwHIEEgRECuUishJKZBzGCoCs2rflAJVCZYZn1IgpcDIFyJloqrsmFQDypKrMi7VgFQDUg0Y8Va4SnoVHTusCJrZOH/15F5l3Zfk7uqjtjprgJlNBRzwl8BzSR/bnQkBOAFs8J3cWXtyVO+7eC8QU5+ZPQame5mXJS3NA2AZA+a0XljEMqyuCAjpkTRk0kMRkACkCBhKIKVAqgH+rW0qgpEIDPwq4Dia2ZDVJrs8xWDdt8ugB7AHWOIdvdKLL0X7GkCMGc6TkQAEjt19sRPMm7lYz1MEpAgYfvGSUqDEafDPWDnZkBy33P5sZSKgIbt7ozYB6CIF3Ld3pb646s2cRZV6R5L7KPtXSmTFm9liwH2cOCmq6uaF3fSXou4fKZ0BNG9nvRY08m6wXhdH1pYA9NNsNGHLwEfA/yBf9lCJVGqHAAAAAElFTkSuQmCC"
return true;
}
function loadTexture(gl, n, texture, u_Sampler, image) {
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1); //对纹理图像进行y轴反转
//开启0号纹理单位
gl.activeTexture(gl.TEXTURE0);
//向target绑定纹理对象
gl.bindTexture(gl.TEXTURE_2D, texture);
//配置纹理参数
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
//配置纹理图像
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
//将0号纹理传递给着色器
gl.uniform1i(u_Sampler, 0);
//设置canvas的背景色
gl.clearColor(0.0, 0.0, 0.0, 1.0);
//清空canvas
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, n);
}