/* eslint no-console:0 consistent-return:0 */"use strict"; /* 严格模式 *//* *** 创建对应的类型的着色器 *** gl === 渲染上下文 *** type === 着色器类型 *** source === 数据源*/function createShader(gl, type, source) { var shader = gl.createShader(type); // 创建着色器对象 gl.shaderSource(shader, source); // 提供数据源 gl.compileShader(shader); // 编译 -> 生成着色器 var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS); if (success) { return shader; } console.log(gl.getShaderInfoLog(shader)); gl.deleteShader(shader);}/* *** 创建渲染程序 *** gl === 渲染上下文 *** type === 着色器类型 *** source === 数据源*/function createProgram(gl, vertexShader, fragmentShader) { var program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); var success = gl.getProgramParameter(program, gl.LINK_STATUS); if (success) { return program; } console.log(gl.getProgramInfoLog(program)); gl.deleteProgram(program);}function main() { // Get A WebGL context 获取对应的绘制上下文 canvas var canvas = document.querySelector("#c"); var gl = canvas.getContext("webgl"); if (!gl) { return; } // Get the strings for our GLSL shaders 获取对应的glsl程序的数据 var vertexShaderSource = document.querySelector("#vertex-shader-2d").text; var fragmentShaderSource = document.querySelector("#fragment-shader-2d").text; // create GLSL shaders, upload the GLSL source, compile the shaders 创建对应的着色器 var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); // Link the two shaders into a program 建立渲染程序 var program = createProgram(gl, vertexShader, fragmentShader); // look up where the vertex data needs to go 把对应的定点传入到对应的程序 var positionAttributeLocation = gl.getAttribLocation(program, "a_position"); // 如果从js的一遍遍的向程序添加数据的话;单线程会导致在大量数据的情况会比较卡和缓慢 所以在利用gpu的多线程并行渲染的能力就可以 // 而GPU的数据是从对应的内存缓存中去( butter ) // Create a buffer and put three 2d clip space points in it var positionBuffer = gl.createBuffer(); // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer) 绑定对应的类型 gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); var positions = [ 0, 0, 0, 0.5, 0.7, 0, ]; // 绑定对应的强类型的点到缓存的类型数据上去 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // code above this line is initialization code. // code below this line is rendering code. webglUtils.resizeCanvasToDisplaySize(gl.canvas); // Tell WebGL how to convert from clip space to pixels 设置对应的视窗效果 gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); // Clear the canvas 清空画布 gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT); // Tell it to use our program (pair of shaders) 使用渲染程序 gl.useProgram(program); // Turn on the attribute 激活变量 gl.enableVertexAttribArray(positionAttributeLocation); // Bind the position buffer. 又来一遍? gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER) 告诉属性怎么从positionBuffer中缓存中读取数据 var size = 2; // 2 components per iteration 每次迭代运行提取两个单位数据 var type = gl.FLOAT; // the data is 32bit floats 每个单位的数据类型是32位浮点型 var normalize = false; // don't normalize the data 不需要归一化数据 var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position 0 = 移动单位数量 * 每个单位占用内存(sizeof(type)) var offset = 0; // start at the beginning of the buffer gl.vertexAttribPointer positionAttributeLocation, size, type, normalize, stride, offset); // draw var primitiveType = gl.TRIANGLES; var offset = 0; var count = 3; gl.drawArrays(primitiveType, offset, count);}// 开始启动main();// Html<canvas id="c"></canvas> <script id="vertex-shader-2d" type="notjs"> // an attribute will receive data from a buffer attribute vec4 a_position; // all shaders have a main function void main() { // gl_Position is a special variable a vertex shader // is responsible for setting gl_Position = a_position; }</script><script id="fragment-shader-2d" type="notjs"> // fragment shaders don't have a default precision so we need // to pick one. mediump is a good default precision mediump float; void main() { // gl_FragColor is a special variable a fragment shader // is responsible for setting gl_FragColor = vec4(1, 0, 0.5, 1); // return redish-purple }</script><!--for most samples webgl-utils only provides shader compiling/linking andcanvas resizing because why clutter the examples with code that's the same in every sample.See https://webglfundamentals.org/webgl/lessons/webgl-boilerplate.htmland https://webglfundamentals.org/webgl/lessons/webgl-resizing-the-canvas.htmlfor webgl-utils, m3, m4, and webgl-lessons-ui.--><script src="https://webglfundamentals.org/webgl/resources/webgl-utils.js"></script>