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WebGl-7.通过uniform传值

龙兴贤
2023-12-01

向顶点着色器中传递数据是通过 attribute,向片元着色器中传递数据就需要使用 uniform声明变量,uniform变量传递的数据是一致的不变的数据例如所有的颜色应用的都是这个变量但是所有点的位置是不一样的,而 attribute传递的数据是变化的。

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <link rel="stylesheet" href="/static/css/common.css">
    <title>attribute</title>
</head>
<body onload="main()">
    <canvas id="example" width="512" height="512">
        游览器不支持
    </canvas>
</body>
<script src="/static/js/cuon-utils.js"></script>
<script src="/static/js/webgl-debug.js"></script>
<script src="/static/js/webgl-utils.js"></script>
<script>
        // ColoredPoint.js (c) 2012 matsuda
// Vertex shader program
var VSHADER_SOURCE =
  'attribute vec4 a_Position;\n' +
  'void main() {\n' +
  '  gl_Position = a_Position;\n' +
  '  gl_PointSize = 10.0;\n' +
  '}\n';

// Fragment shader program
var FSHADER_SOURCE =
  'precision mediump float;\n' +
  'uniform vec4 u_FragColor;\n' +  // uniform変数
  'void main() {\n' +
  '  gl_FragColor = u_FragColor;\n' +
  '}\n';

function main() {
  // Retrieve <canvas> element
  var canvas = document.getElementById('example');

  // Get the rendering context for WebGL
  var gl = getWebGLContext(canvas);
  if (!gl) {
    console.log('Failed to get the rendering context for WebGL');
    return;
  }

  // Initialize shaders
  if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
    console.log('Failed to intialize shaders.');
    return;
  }

  // // Get the storage location of a_Position
  var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
  if (a_Position < 0) {
    console.log('Failed to get the storage location of a_Position');
    return;
  }

  // Get the storage location of u_FragColor
  var u_FragColor = gl.getUniformLocation(gl.program, 'u_FragColor');
  if (!u_FragColor) {
    console.log('Failed to get the storage location of u_FragColor');
    return;
  }

  // Register function (event handler) to be called on a mouse press
  canvas.onmousedown = function(ev){ click(ev, gl, canvas, a_Position, u_FragColor) };

  // Specify the color for clearing <canvas>
  gl.clearColor(0.0, 0.0, 0.0, 1.0);

  // Clear <canvas>
  gl.clear(gl.COLOR_BUFFER_BIT);
}

var g_points = [];  // The array for the position of a mouse press
var g_colors = [];  // The array to store the color of a point
function click(ev, gl, canvas, a_Position, u_FragColor) {
  var x = ev.clientX; // x coordinate of a mouse pointer
  var y = ev.clientY; // y coordinate of a mouse pointer
  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);

  // Store the coordinates to g_points array
  g_points.push([x, y]);
  // Store the coordinates to g_points array
  if (x >= 0.0 && y >= 0.0) {      // First quadrant
    g_colors.push([1.0, 0.0, 0.0, 1.0]);  // Red
  } else if (x < 0.0 && y < 0.0) { // Third quadrant
    g_colors.push([0.0, 1.0, 0.0, 1.0]);  // Green
  } else {                         // Others
    g_colors.push([1.0, 1.0, 1.0, 1.0]);  // White
  }

  // Clear <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];

    // Pass the position of a point to a_Position variable
    gl.vertexAttrib3f(a_Position, xy[0], xy[1], 0.0);
    // Pass the color of a point to u_FragColor variable
    gl.uniform4f(u_FragColor, rgba[0], rgba[1], rgba[2], rgba[3]);
    // Draw
    gl.drawArrays(gl.POINTS, 0, 1);
  }
}
</script>
</html>

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