鸿蒙4.0核心技术-WebGL开发

鸿蒙4.0核心技术-WebGL开发

场景介绍

webgl主要帮助开发者在前端开发中完成图形图像的相关处理,比如绘制彩色图形等。

接口说明 表1 WebGL主要接口列表

接口名 描述
canvas.getContext 获取canvas对象上下文。
webgl.createBuffer(): WebGLBuffer null
webgl.bindBuffer(target: GLenum, buffer: WebGLBuffer null): void
webgl.bufferData(target: GLenum, srcData: ArrayBufferView, usage: GLenum, srcOffset: GLuint, length?: GLuint): void 创建并初始化WebGL的数据存储区。
webgl.getAttribLocation(program: WebGLProgram, name: string): GLint 从给定WebGL着色程序中获取着色器中attribute变量的地址。
webgl.vertexAttribPointer(index GLuint, size: GLint, type: GLenum, normalized: GLboolean, stride: GLsizei, offset: GLintptr): void 将缓冲区对象分配给变量。
webgl.enableVertexAttribArray(index: GLuint): void 连接变量与分配给它的缓冲区对象。
webgl.clearColor(red: GLclampf, green:GLclampf, blue: GLclampf, alpha: GLclampf): void 清空指定的颜色。
webgl.clear(mask: GLbitfield): void 清空。
webgl.drawArrays(mode: GLenum, first:;GLint, count: GLsizei): void 执行数据绘制。
webgl.flush(): void 刷新数据至GPU,清空缓冲区。
webgl.createProgram(): WebGLProgram null

开发步骤

以下分别展示无着色器绘制2D图形和着色器绘制彩色三角形的两个场景示例及开发过程。

无着色器绘制2D图形

此场景为未使用WebGL绘制的2D图形(CPU绘制非GPU绘制)。开发示例如下: 创建页面布局。index.hml示例如下:

<div class="container">
 <canvas ref="canvas1" style="width : 400px; height : 200px; background-color : lightyellow;"></canvas>
 <button class="btn-button" onclick="BtnDraw2D">BtnDraw2D</button>
</div>

设置页面样式。index.css示例如下:

.container {
 flex-direction: column;
 justify-content: center;
 align-items: center;
}
.btn-button {
 margin: 1px;
 height: 40px;
 width: 220px;
 background-color: lightblue;
 font-size: 20px;
 text-color: blue;
}

编辑JavaScript代码文件,增加2D绘制逻辑代码。index.js示例如下:

// index.js
export default {//NAPI交互代码
 data: {
 title: "DEMO BY TEAMOL",
 fit:"cover",
 fits: ["cover", "contain", "fill", "none", "scale-down"]
    },
 onInit() {
 this.title = this.$t('strings.world');
    },
 BtnDraw2D(){
 // 获取canvas元素
 const canvas = this.$refs.canvas1;
 // 获取2D上下文
 const ctx = canvas.getContext('2d');
 
 // 执行CPU绘制函数
 // Set line width
        ctx.lineWidth = 10;
 // Wall
        ctx.strokeRect(75, 140, 150, 110);
 // Door
        ctx.fillRect(130, 190, 40, 60);
 // Roof
        ctx.beginPath();
        ctx.moveTo(50, 140);
        ctx.li***o(150, 60);
        ctx.li***o(250, 140);
        ctx.closePath();
        ctx.stroke();
    }
}

图1 点击按钮绘制2D图形的效果图

着色器绘制彩色三角形

此场景为使用WebGL绘制的彩色三角形图形(GPU绘制)。开发示例如下: 创建页面布局。index.hml示例如下:

<div class="container">
<canvas ref="canvas1" style="width : 400px; height : 200px; background-color : lightyellow;"></canvas>
<button class="btn-button" onclick="BtnColorTriangle">BtnColorTriangle</button>
</div>

设置页面样式。index.css示例如下:

.container {
 flex-direction: column;
 justify-content: center;
 align-items: center;
}
.btn-button {
 margin: 1px;
 height: 40px;
 width: 220px;
 background-color: lightblue;
 font-size: 20px;
 text-color: blue;
}

编辑JavaScript代码文件,增加彩色三角形绘制逻辑代码。index.js示例如下:

// index.js
 
// WebGL相关预定义
var gl = {
 DEPTH_BUFFER_BIT: 0x00000100,
 STENCIL_BUFFER_BIT: 0x00000400,
 COLOR_BUFFER_BIT: 0x00004000,
 POINTS: 0x0000,
 LINES: 0x0001,
 LINE_LOOP: 0x0002,
 LINE_STRIP: 0x0003,
 TRIANGLES: 0x0004,
 TRIANGLE_STRIP: 0x0005,
 TRIANGLE_FAN: 0x0006,
 ZERO: 0,
 ONE: 1,
 SRC_COLOR: 0x0300,
 ONE_MINUS_SRC_COLOR: 0x0301,
 SRC_ALPHA: 0x0302,
 ONE_MINUS_SRC_ALPHA: 0x0303,
 DST_ALPHA: 0x0304,
 ONE_MINUS_DST_ALPHA: 0x0305,
 DST_COLOR: 0x0306,
 ONE_MINUS_DST_COLOR: 0x0307,
 SRC_ALPHA_SATURATE: 0x0308,
 FUNC_ADD: 0x8006,
 BLEND_EQUATION: 0x8009,
 BLEND_EQUATION_RGB: 0x8009,
 BLEND_EQUATION_ALPHA: 0x883D,
 FUNC_SUBTRACT: 0x800A,
 FUNC_REVERSE_SUBTRACT: 0x800B,
 BLEND_DST_RGB: 0x80C8,
 BLEND_SRC_RGB: 0x80C9,
 BLEND_DST_ALPHA: 0x80CA,
 BLEND_SRC_ALPHA: 0x80CB,
 CONSTANT_COLOR: 0x8001,
 ONE_MINUS_CONSTANT_COLOR: 0x8002,
 CONSTANT_ALPHA: 0x8003,
 ONE_MINUS_CONSTANT_ALPHA: 0x8004,
 BLEND_COLOR: 0x8005,
 ARRAY_BUFFER: 0x8892,
 ELEMENT_ARRAY_BUFFER: 0x8893,
 ARRAY_BUFFER_BINDING: 0x8894,
 ELEMENT_ARRAY_BUFFER_BINDING: 0x8895,
 STREAM_DRAW: 0x88E0,
 STATIC_DRAW: 0x88E4,
 DYNAMIC_DRAW: 0x88E8,
 BUFFER_SIZE: 0x8764,
 BUFFER_USAGE: 0x8765,
 CURRENT_VERTEX_ATTRIB: 0x8626,
 FRONT: 0x0404,
 BACK: 0x0405,
 FRONT_AND_BACK: 0x0408,
 CULL_FACE: 0x0B44,
 BLEND: 0x0BE2,
 DITHER: 0x0BD0,
 STENCIL_TEST: 0x0B90,
 DEPTH_TEST: 0x0B71,
 SCISSOR_TEST: 0x0C11,
 POLYGON_OFFSET_FILL: 0x8037,
 SAMPLE_ALPHA_TO_COVERAGE: 0x809E,
 SAMPLE_COVERAGE: 0x80A0,
 NO_ERROR: 0,
 INVALID_ENUM: 0x0500,
 INVALID_VALUE: 0x0501,
 INVALID_OPERATION: 0x0502,
 OUT_OF_MEMORY: 0x0505,
 CW: 0x0900,
 ***W: 0x0901,
 LINE_WIDTH: 0x0B21,
 ALIASED_POINT_SIZE_RANGE: 0x846D,
 ALIASED_LINE_WIDTH_RANGE: 0x846E,
 CULL_FACE_MODE: 0x0B45,
 FRONT_FACE: 0x0B46,
 DEPTH_RANGE: 0x0B70,
 DEPTH_WRITEMASK: 0x0B72,
 DEPTH_CLEAR_VALUE: 0x0B73,
 DEPTH_FUNC: 0x0B74,
 STENCIL_CLEAR_VALUE: 0x0B91,
 STENCIL_FUNC: 0x0B92,
 STENCIL_FAIL: 0x0B94,
 STENCIL_PASS_DEPTH_FAIL: 0x0B95,
 STENCIL_PASS_DEPTH_PASS: 0x0B96,
 STENCIL_REF: 0x0B97,
 STENCIL_VALUE_MASK: 0x0B93,
 STENCIL_WRITEMASK: 0x0B98,
 STENCIL_BACK_FUNC: 0x8800,
 STENCIL_BACK_FAIL: 0x8801,
 STENCIL_BACK_PASS_DEPTH_FAIL: 0x8802,
 STENCIL_BACK_PASS_DEPTH_PASS: 0x8803,
 STENCIL_BACK_REF: 0x8CA3,
 STENCIL_BACK_VALUE_MASK: 0x8CA4,
 STENCIL_BACK_WRITEMASK: 0x8CA5,
 VIEWPORT: 0x0BA2,
 SCISSOR_BOX: 0x0C10,
 COLOR_CLEAR_VALUE: 0x0C22,
 COLOR_WRITEMASK: 0x0C23,
 UNPACK_ALIGNMENT: 0x0CF5,
 PACK_ALIGNMENT: 0x0D05,
 MAX_TEXTURE_SIZE: 0x0D33,
 MAX_VIEWPORT_DIMS: 0x0D3A,
 SUBPIXEL_BITS: 0x0D50,
 RED_BITS: 0x0D52,
 GREEN_BITS: 0x0D53,
 BLUE_BITS: 0x0D54,
 ALPHA_BITS: 0x0D55,
 DEPTH_BITS: 0x0D56,
 STENCIL_BITS: 0x0D57,
 POLYGON_OFFSET_UNITS: 0x2A00,
 POLYGON_OFFSET_FACTOR: 0x8038,
 TEXTURE_BINDING_2D: 0x8069,
 SAMPLE_BUFFERS: 0x80A8,
 SAMPLES: 0x80A9,
 RGBA8: 0x8058,
 SAMPLE_COVERAGE_VALUE: 0x80AA,
 SAMPLE_COVERAGE_INVERT: 0x80AB,
 ***PRESSED_TEXTURE_FORMATS: 0x86A3,
 DONT_CARE: 0x1100,
 FASTEST: 0x1101,
 NICEST: 0x1102,
 GENERATE_MIPMAP_HINT: 0x8192,
 BYTE: 0x1400,
 UNSIGNED_BYTE: 0x1401,
 SHORT: 0x1402,
 UNSIGNED_SHORT: 0x1403,
 INT: 0x1404,
 UNSIGNED_INT: 0x1405,
 FLOAT: 0x1406,
 DEPTH_***PONENT: 0x1902,
 ALPHA: 0x1906,
 RGB: 0x1907,
 RGBA: 0x1908,
 LUMINANCE: 0x1909,
 LUMINANCE_ALPHA: 0x190A,
 UNSIGNED_SHORT_4_4_4_4: 0x8033,
 UNSIGNED_SHORT_5_5_5_1: 0x8034,
 UNSIGNED_SHORT_5_6_5: 0x8363,
 FRAGMENT_SHADER: 0x8B30,
 VERTEX_SHADER: 0x8B31,
 MAX_VERTEX_ATTRIBS: 0x8869,
 MAX_VERTEX_UNIFORM_VECTORS: 0x8DFB,
 MAX_VARYING_VECTORS: 0x8DFC,
 MAX_***BINED_TEXTURE_IMAGE_UNITS: 0x8B4D,
 MAX_VERTEX_TEXTURE_IMAGE_UNITS: 0x8B4C,
 MAX_TEXTURE_IMAGE_UNITS: 0x8872,
 MAX_FRAGMENT_UNIFORM_VECTORS: 0x8DFD,
 SHADER_TYPE: 0x8B4F,
 DELETE_STATUS: 0x8B80,
 LINK_STATUS: 0x8B82,
 VALIDATE_STATUS: 0x8B83,
 ATTACHED_SHADERS: 0x8B85,
 ACTIVE_UNIFORMS: 0x8B86,
 ACTIVE_ATTRIBUTES: 0x8B89,
 SHADING_LANGUAGE_VERSION: 0x8B8C,
 CURRENT_PROGRAM: 0x8B8D,
 NEVER: 0x0200,
 LESS: 0x0201,
 EQUAL: 0x0202,
 LEQUAL: 0x0203,
 GREATER: 0x0204,
 NOTEQUAL: 0x0205,
 GEQUAL: 0x0206,
 ALWAYS: 0x0207,
 KEEP: 0x1E00,
 REPLACE: 0x1E01,
 INCR: 0x1E02,
 DECR: 0x1E03,
 INVERT: 0x150A,
 INCR_WRAP: 0x8507,
 DECR_WRAP: 0x8508,
 VENDOR: 0x1F00,
 RENDERER: 0x1F01,
 VERSION: 0x1F02,
 NEAREST: 0x2600,
 LINEAR: 0x2601,
 NEAREST_MIPMAP_NEAREST: 0x2700,
 LINEAR_MIPMAP_NEAREST: 0x2701,
 NEAREST_MIPMAP_LINEAR: 0x2702,
 LINEAR_MIPMAP_LINEAR: 0x2703,
 TEXTURE_MAG_FILTER: 0x2800,
 TEXTURE_MIN_FILTER: 0x2801,
 TEXTURE_WRAP_S: 0x2802,
 TEXTURE_WRAP_T: 0x2803,
 TEXTURE_2D: 0x0DE1,
 TEXTURE: 0x1702,
 TEXTURE_CUBE_MAP: 0x8513,
 TEXTURE_BINDING_CUBE_MAP: 0x8514,
 TEXTURE_CUBE_MAP_POSITIVE_X: 0x8515,
 TEXTURE_CUBE_MAP_NEGATIVE_X: 0x8516,
 TEXTURE_CUBE_MAP_POSITIVE_Y: 0x8517,
 TEXTURE_CUBE_MAP_NEGATIVE_Y: 0x8518,
 TEXTURE_CUBE_MAP_POSITIVE_Z: 0x8519,
 TEXTURE_CUBE_MAP_NEGATIVE_Z: 0x851A,
 MAX_CUBE_MAP_TEXTURE_SIZE: 0x851C,
 TEXTURE0: 0x84C0,
 TEXTURE1: 0x84C1,
 TEXTURE2: 0x84C2,
 TEXTURE3: 0x84C3,
 TEXTURE4: 0x84C4,
 TEXTURE5: 0x84C5,
 TEXTURE6: 0x84C6,
 TEXTURE7: 0x84C7,
 TEXTURE8: 0x84C8,
 TEXTURE9: 0x84C9,
 TEXTURE10: 0x84CA,
 TEXTURE11: 0x84CB,
 TEXTURE12: 0x84***,
 TEXTURE13: 0x84CD,
 TEXTURE14: 0x84CE,
 TEXTURE15: 0x84CF,
 TEXTURE16: 0x84D0,
 TEXTURE17: 0x84D1,
 TEXTURE18: 0x84D2,
 TEXTURE19: 0x84D3,
 TEXTURE20: 0x84D4,
 TEXTURE21: 0x84D5,
 TEXTURE22: 0x84D6,
 TEXTURE23: 0x84D7,
 TEXTURE24: 0x84D8,
 TEXTURE25: 0x84D9,
 TEXTURE26: 0x84DA,
 TEXTURE27: 0x84DB,
 TEXTURE28: 0x84DC,
 TEXTURE29: 0x84DD,
 TEXTURE30: 0x84DE,
 TEXTURE31: 0x84DF,
 ACTIVE_TEXTURE: 0x84E0,
 REPEAT: 0x2901,
 CLAMP_TO_EDGE: 0x812F,
 MIRRORED_REPEAT: 0x8370,
 FLOAT_VEC2: 0x8B50,
 FLOAT_VEC3: 0x8B51,
 FLOAT_VEC4: 0x8B52,
 INT_VEC2: 0x8B53,
 INT_VEC3: 0x8B54,
 INT_VEC4: 0x8B55,
 BOOL: 0x8B56,
 BOOL_VEC2: 0x8B57,
 BOOL_VEC3: 0x8B58,
 BOOL_VEC4: 0x8B59,
 FLOAT_MAT2: 0x8B5A,
 FLOAT_MAT3: 0x8B5B,
 FLOAT_MAT4: 0x8B5C,
 SAMPLER_2D: 0x8B5E,
 SAMPLER_CUBE: 0x8B60,
 VERTEX_ATTRIB_ARRAY_ENABLED: 0x8622,
 VERTEX_ATTRIB_ARRAY_SIZE: 0x8623,
 VERTEX_ATTRIB_ARRAY_STRIDE: 0x8624,
 VERTEX_ATTRIB_ARRAY_TYPE: 0x8625,
 VERTEX_ATTRIB_ARRAY_NORMALIZED: 0x886A,
 VERTEX_ATTRIB_ARRAY_POINTER: 0x8645,
 VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: 0x889F,
 IMPLEMENTATION_COLOR_READ_TYPE: 0x8B9A,
 IMPLEMENTATION_COLOR_READ_FORMAT: 0x8B9B,
 ***PILE_STATUS: 0x8B81,
 LOW_FLOAT: 0x8DF0,
 MEDIUM_FLOAT: 0x8DF1,
 HIGH_FLOAT: 0x8DF2,
 LOW_INT: 0x8DF3,
 MEDIUM_INT: 0x8DF4,
 HIGH_INT: 0x8DF5,
 FRAMEBUFFER: 0x8D40,
 RENDERBUFFER: 0x8D41,
 RGBA4: 0x8056,
 RGB5_A1: 0x8057,
 RGB565: 0x8D62,
 DEPTH_***PONENT16: 0x81A5,
 STENCIL_INDEX8: 0x8D48,
 DEPTH_STENCIL: 0x84F9,
 RENDERBUFFER_WIDTH: 0x8D42,
 RENDERBUFFER_HEIGHT: 0x8D43,
 RENDERBUFFER_INTERNAL_FORMAT: 0x8D44,
 RENDERBUFFER_RED_SIZE: 0x8D50,
 RENDERBUFFER_GREEN_SIZE: 0x8D51,
 RENDERBUFFER_BLUE_SIZE: 0x8D52,
 RENDERBUFFER_ALPHA_SIZE: 0x8D53,
 RENDERBUFFER_DEPTH_SIZE: 0x8D54,
 RENDERBUFFER_STENCIL_SIZE: 0x8D55,
 FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: 0x8CD0,
 FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: 0x8CD1,
 FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: 0x8CD2,
 FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: 0x8CD3,
 COLOR_ATTACHMENT0: 0x8CE0,
 DEPTH_ATTACHMENT: 0x8D00,
 STENCIL_ATTACHMENT: 0x8D20,
 DEPTH_STENCIL_ATTACHMENT: 0x821A,
 NONE: 0,
 FRAMEBUFFER_***PLETE: 0x8CD5,
 FRAMEBUFFER_IN***PLETE_ATTACHMENT: 0x8CD6,
 FRAMEBUFFER_IN***PLETE_MISSING_ATTACHMENT: 0x8CD7,
 FRAMEBUFFER_IN***PLETE_DIMENSIONS: 0x8CD9,
 FRAMEBUFFER_UNSUPPORTED: 0x8CDD,
 FRAMEBUFFER_BINDING: 0x8CA6,
 RENDERBUFFER_BINDING: 0x8CA7,
 MAX_RENDERBUFFER_SIZE: 0x84E8,
 INVALID_FRAMEBUFFER_OPERATION: 0x0506,
 UNPACK_FLIP_Y_WEBGL: 0x9240,
 UNPACK_PREMULTIPLY_ALPHA_WEBGL: 0x9241,
 CONTEXT_LOST_WEBGL: 0x9242,
 UNPACK_COLORSPACE_CONVERSION_WEBGL: 0x9243,
 BROWSER_DEFAULT_WEBGL: 0x9244,
 TEXTURE_MAX_LOD: 0x813B,
 TEXTURE_BASE_LEVEL: 0x813C,
 TEXTURE_IMMUTABLE_FORMAT: 0x912F,
 UNIFORM_BLOCK_BINDING: 0x8A3F,
 UNIFORM_BLOCK_DATA_SIZE: 0x8A40,
 UNIFORM_BLOCK_ACTIVE_UNIFORMS: 0x8A42,
 UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES: 0x8A43,
 UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER: 0x8A44,
 UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER: 0x8A46,
 RED: 0x1903,
 PIXEL_UNPACK_BUFFER: 0x88EC,
 RGB8: 0x8051,
 R16F: 0x822D,
 COPY_WRITE_BUFFER: 0x8F37,
 TEXTURE_3D: 0x806F,
 ***PRESSED_R11_EAC: 0x9270,
 COPY_READ_BUFFER: 0x8F36,
 TRANSFORM_FEEDBACK_BUFFER: 0x8C8E,
 TRANSFORM_FEEDBACK_BUFFER_BINDING: 0x8C8F,
 TRANSFORM_FEEDBACK_BUFFER_SIZE: 0x8C85,
 TRANSFORM_FEEDBACK_BUFFER_START: 0x8C84,
 UNIFORM_BUFFER_BINDING: 0x8A28,
 UNIFORM_BUFFER_SIZE: 0x8A2A,
 UNIFORM_BUFFER_START: 0x8A29,
 DYNAMIC_READ: 0x88E9,
 READ_FRAMEBUFFER: 0x8CA8,
 COLOR_ATTACHMENT1: 0x8CE1,
 INTERLEAVED_ATTRIBS: 0x8C8C,
 UNIFORM_OFFSET: 0x8A3B,
 UNIFORM_TYPE: 0x8A37,
 UNIFORM_SIZE: 0x8A38,
 UNIFORM_BLOCK_INDEX: 0x8A3A,
 UNIFORM_ARRAY_STRIDE: 0x8A3C,
 UNIFORM_MATRIX_STRIDE: 0x8A3D,
 UNIFORM_IS_ROW_MAJOR: 0x8A3E,
 TEXTURE_MAX_ANISOTROPY_EXT: 0x84FE
}
 
// 顶点着色器程序
var VSHADER_SOURCE =
 'attribute vec4 a_Position;\n' + // attribute variable
 'attribute vec4 a_Color;\n' +
 'varying vec4 v_Color;\n' +
 'void main() {\n' +
 '  gl_Position = a_Position;\n' + // Set the vertex coordinates of the point
 '  v_Color = a_Color;\n' +
 '}\n';
 
// 片元着色器程序
var FSHADER_SOURCE =
 'precision mediump float;\n' +
 'varying vec4 v_Color;\n' +
 'void main() {\n' +
 '  gl_FragColor = v_Color;\n' +
 '}\n';
 
function initVertexBuffers(gl) {
 // 顶点坐标和颜色
 var verticesColors = new Float32Array([
 0.0, -0.5, 1.0, 0.0, 0.0,
 -0.5, -0.8, 0.0, 1.0, 0.0,
 0.5, -0.8, 0.0, 0.0, 1.0,
    ]);
 
 var n = 3; // 点的个数
 var FSIZE = verticesColors.BYTES_PER_ELEMENT; //数组中每个元素的字节数
 
 // 创建缓冲区对象
 var vertexBuffer = gl.createBuffer();
 if (!vertexBuffer) {
 console.log('Failed to create the buffer object');
 return -1;
    }
 
 // 将缓冲区对象绑定到目标
 gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
 // 向缓冲区对象写入数据
 gl.bufferData(gl.ARRAY_BUFFER, verticesColors.buffer, gl.STATIC_DRAW);
 
 // 获取着色器中attribute变量a_Position的地址
 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 -1;
    }
 // 将缓冲区对象分配给a_Position变量
 gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 5 * FSIZE, 0);
 
 // 连接a_Position变量与分配给它的缓冲区对象
 gl.enableVertexAttribArray(a_Position);
 
 // 获取着色器中attribute变量a_Color的地址
 var a_Color = gl.getAttribLocation(gl.program, 'a_Color');
 if (a_Color < 0) {
 console.log('Failed to get the storage location of a_Color');
 return -1;
    }
 // 将缓冲区对象分配给a_Color变量
 gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, FSIZE * 5, FSIZE * 2);
 
 // 连接a_Color变量与分配给它的缓冲区对象
 gl.enableVertexAttribArray(a_Color);
 
 // 解除绑定
 gl.bindBuffer(gl.ARRAY_BUFFER, null);
 
 return n;
}
 
/**
 * 创建并使能一个program对象
 * @param gl 表示 WebGL上下文对
 * @param vshader 表示顶点着色器
 * @param fshader 表示片段着色器
 * @return 如果WebGLProgram对象被创建并成功作为当前对象,则返回true;否则返回false 
 */
function initShaders(gl, vshader, fshader) {
 var program = createProgram(gl, vshader, fshader);
 console.log("======createProgram program: " + program);


    if (!program) {
        console.log('Failed to create program');
        return false;
    }
    gl.useProgram(program);
    gl.program = program;


    return true;
}


/**
 * 创建一个linked program对象
 * @param gl 表示 WebGL上下文对象
 * @param vshader 表示顶点着色器
 * @param fshader 表示片段着色器
 * @return 如果创建program成功,则返回创建的program;否则返回null
 */
function createProgram(gl, vshader, fshader) {
    console.log("======createProgram start======");
 // 创建shader对象
 var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader);
 console.log("======vertexShader: " + vertexShader);
    var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader);
    if (!vertexShader || !fragmentShader) {
        return null;
    }


    // 创建program对象
    var program = gl.createProgram();
    console.log("======createProgram program: " + program);


    if (!program) {
        return null;
    }


    // 将着色器附加到对象
    gl.attachShader(program, vertexShader);
    gl.attachShader(program, fragmentShader);


    // 连接程序对象
    gl.linkProgram(program);


    // 检查连接对象的结果
    var linked = gl.getProgramParameter(program, 0x8B82);
    console.log("======getProgramParameter linked: " + linked);


    if (!linked) {
        var error = gl.getProgramInfoLog(program);
        console.log('Failed to link the program: ' + error);
        gl.deleteProgram(program);
        gl.deleteShader(fragmentShader);
        gl.deleteShader(vertexShader);
        return null;
    }
    return program;
}


/**
  * 创建一个shader对象
  * @param gl 表示 WebGL上下文对象
  * @param type 表示shader类型
  * @param source 表示shader的源码 
  * @return 如果操作成功,返回创建的着色器对象;否则返回false
  */ 
function loadShader(gl, type, source) {
    console.log("======into loadShader====");
 // 创建shader对象
 var shader = gl.createShader(type);
 if (shader == null) {
 console.log('Failed to create the shader.');
 return null;
    }
 
 // 设置shader program
 gl.shaderSource(shader, source);
 
 // 编译shader
 gl.***pileShader(shader);
 
 // 检查shader编译结果
 var ***piled = gl.getShaderParameter(shader, gl.***PILE_STATUS);
 if (!***piled) {
 var error = gl.getShaderInfoLog(shader);
 console.log('Failed to ***pile the shader: ' + error);
        gl.deleteShader(shader);
        return null;
    }


    return shader;
}


export default {
    data: {
        title: "DEMO BY TEAMOL",
        fit:"cover",
        fits: ["cover", "contain", "fill", "none", "scale-down"]
    }
    ,onInit() {
        this.title = this.$t('strings.world');
    }
    ,BtnColorTriangle() {
 // 获取canvas元素
 const el = this.$refs.canvas1;
 // 获取webgl上下文
 var gl = el.getContext('webgl');
 
 if (!gl) {
 console.log('Failed to get the rendering context for WebGL');
 return;
        }
 
 // 初始化着色器
 if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
 console.log('Failed to initialize shaders.');
 return;
        }
 
 // 设置顶点位置
 var n = initVertexBuffers(gl);
 if (n < 0) {
 console.log('Failed to set the positions of the vertices');
 return;
        }
 
 // 指定清空<canvas>的颜色
 gl.clearColor(0.0, 0.0, 0.0, 1.0);
 
 // 清空<canvas>
 gl.clear(gl.COLOR_BUFFER_BIT);
 
 // 绘制三角形
 gl.drawArrays(gl.TRIANGLES, 0, n);
 
 // 清buffer
 gl.flush();
    }
}

图2 点击按钮绘制彩色三角形的效果图

本文到这差不多结束了,主要解析了在鸿蒙开发当中WebGL开发技术,更多详细的鸿蒙技术可以前往我主页学习或者私信找我拿。

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CSS教程_站长资源网 » 鸿蒙4.0核心技术-WebGL开发

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