webgl-guidelines.md 22.8 KB
Newer Older
Z
zengyawen 已提交
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701
# WebGL开发指导

## 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 | 创建与初始化WebGL数据缓冲区。 |
| webgl.bindBuffer(target: GLenum, buffer: WebGLBuffer \| null): void | 将WebGL数据缓冲区与目标进行绑定。 |
| 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<canvas>指定的颜色。 |
| webgl.clear(mask: GLbitfield): void | 清空<canvas>。 |
| 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 | 创建着色器程序对象。 |


## 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。

> ![icon-note.gif](public_sys-resources/icon-note.gif) **说明:**
> 使用WebGL开发时,为保证界面图形显示效果,请使用真机运行。


### 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:

1. 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>
   ```

2. 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;
   }
   ```

3. 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.lineTo(150, 60);
           ctx.lineTo(250, 140);
           ctx.closePath();
           ctx.stroke();
       }
   }
   ```

**图1** 点击按钮绘制2D图形的效果图

![zh-cn_image_0000001192269746](figures/zh-cn_image_0000001192269746.gif)


### 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:


1. 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>
   ```

2. 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;
   }
   ```

3. 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,
       CCW: 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,
       COMPRESSED_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_COMPONENT: 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_COMBINED_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: 0x84CC,
       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,
       COMPILE_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_COMPONENT16: 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_COMPLETE: 0x8CD5,
       FRAMEBUFFER_INCOMPLETE_ATTACHMENT: 0x8CD6,
       FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: 0x8CD7,
       FRAMEBUFFER_INCOMPLETE_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,
       COMPRESSED_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;
   }
   
   /**
    * Creates a program object and makes it as the current object.
    * @param gl Indicates the WebGL context.
    * @param vshader Indicates a vertex shader program (string).
    * @param fshader Indicates a fragment shader program (string).
    * @return Returns true if the WebGLProgram object was created and successfully made as the current object; returns false otherwise. 
    */
   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;
   }
   
   /**
    * Creates a linked program object.
    * @param gl Indicates the WebGL context.
    * @param vshader Indicates a vertex shader program (string).
    * @param fshader Indicates a fragment shader program (string).
    * @return Returns the created program object if the operation is successful; returns null otherwise. 
    */
   function createProgram(gl, vshader, fshader) {
       console.log("======createProgram start======");
       // Create shader object
       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;
       }
   
       // Create a program object.
       var program = gl.createProgram();
       console.log("======createProgram program: " + program);
   
       if (!program) {
           return null;
       }
   
       // Attach the shader objects.
       gl.attachShader(program, vertexShader);
       gl.attachShader(program, fragmentShader);
   
       // Link the program object.
       gl.linkProgram(program);
   
       // Check the result of linking.
       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;
   }
   
   /**
     * Creates a shader object.
     * @param gl Indicates the WebGL context.
     * @param type Indicates the type of the shader object to be created.
     * @param source Indicates the shader program (string). 
     * @return Returns the created shader object if the operation is successful; returns false otherwise. 
     */ 
   function loadShader(gl, type, source) {
       console.log("======into loadShader====");
       // Create shader object
       var shader = gl.createShader(type);
       if (shader == null) {
           console.log('Failed to create the shader.');
           return null;
       }
   
       // Set the shader program.
       gl.shaderSource(shader, source);
   
       // Compile the shader.
       gl.compileShader(shader);
   
       // Check the result of compilation.
       var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
       if (!compiled) {
           var error = gl.getShaderInfoLog(shader);
           console.log('Failed to compile 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 intialize 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

![zh-cn_image_0000001192429306](figures/zh-cn_image_0000001192429306.gif)
G
ge-yafang 已提交
702 703 704 705 706 707

## 相关实例

针对WebGL开发,有以下相关实例可供参考:

- [`JsWbgGL`:WebGL(JS)(API8)](https://gitee.com/openharmony/app_samples/tree/master/Graphics/JsWebGL)