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在支持HTML5的浏览器上运行WebGL程序的方法

作者:佚名    责任编辑:admin    更新时间:2022-06-22

   前提条件和预期结果

  目前只有少数的浏览器支持 WebGL ,请看我的另外一篇文章:Can I use WebGL?.

  下面的例子是在 Windows 下的 Chrome 16/23 以及 Android 下的 Firefox 17 进行测试。如果你使用的是非兼容浏览器访问则会弹出一个警告。

2015618155306361.png (418×380)

  图1:包含 Hello world 文本的动画的 WebGL 立方体

  在兼容 HTML5 的浏览器上,你将会看到如下图所示的带动画效果的立方体:

2015618155324527.jpg (600×404)

  图2: 示例运行的屏幕截图

  该代码基于 Lighting in WebGL - How to simulate lighting effects in your WebGL context - 非常感谢这篇教程。在该实例初始运行时,动画的立方体是通过一个静态的 Bitmap 图形对象渲染的。

  下面的代码演示如何在程序中动态的渲染文本:

  XML/HTML Code复制内容到剪贴板

  // TODO #1 New method to create a texture

  function createCubeTexture(text) {

  ...

  }

  在这里使用 gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); 是非常重要的,用来确保写文本时不会前后颠倒。剩下的就很容易理解了:

  XML/HTML Code复制内容到剪贴板

  // TODO #2 Assign the created texture for display

  cubeTexture = createCubeTexture("Hello World!");

 源码

// File #1: webgl-demo.htm

XML/HTML Code复制内容到剪贴板
  1. <html>
  2. <head>
  3. <title>WebGL - Hello World!</title>
  4. <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
  5. <script src="sylvester.js" type="text/javascript"></script>
  6. <script src="glUtils.js" type="text/javascript"></script>
  7. <script src="webgl-demo.js" type="text/javascript"></script>
  8.  
  9. <!-- Fragment shader program -->
  10. <script id="shader-fs" type="x-shader/x-fragment">
  11. varying highp vec2 vTextureCoord;
  12. varying highp vec3 vLighting;
  13.  
  14. uniform sampler2D uSampler;
  15.  
  16. void main(void) {
  17. highp vec4 texelColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
  18.  
  19. gl_FragColor = vec4(texelColor.rgb * vLighting, texelColor.a);
  20. }
  21. </script>
  22.  
  23. <!-- Vertex shader program -->
  24. <script id="shader-vs" type="x-shader/x-vertex">
  25. attribute highp vec3 aVertexNormal;
  26. attribute highp vec3 aVertexPosition;
  27. attribute highp vec2 aTextureCoord;
  28.  
  29. uniform highp mat4 uNormalMatrix;
  30. uniform highp mat4 uMVMatrix;
  31. uniform highp mat4 uPMatrix;
  32.  
  33. varying highp vec2 vTextureCoord;
  34. varying highp vec3 vLighting;
  35.  
  36. void main(void) {
  37. gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
  38. vTextureCoord = aTextureCoord;
  39.  
  40. // Apply lighting effect
  41.  
  42. highp vec3 ambientLight = vec3(0.6, 0.6, 0.6);
  43. highp vec3 directionalLightColor = vec3(0.5, 0.5, 0.75);
  44. highp vec3 directionalVector = vec3(0.85, 0.8, 0.75);
  45. highp vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);
  46.  
  47. highp float directional = max(dot(transformedNormal.xyz, directionalVector), 0.0);
  48. vLighting = ambientLight + (directionalLightColor * directional);
  49. }
  50. </script>
  51. </head>
  52.  
  53. <body onload="start()">
  54. <canvas id="glcanvas" width="640" height="480">
  55. Your browser doesn't appear to support the HTML5 <code><canvas></code> element.
  56. </canvas>
  57. </body>
  58. </html>

  // File #02: webgl-demo.js

  XML/HTML Code复制内容到剪贴板

  var canvas;

  var gl;

  var cubeVerticesBuffer;

  var cubeVerticesTextureCoordBuffer;

  var cubeVerticesIndexBuffer;

  var cubeVerticesIndexBuffer;

  var cubeRotation = 0.0;

  var lastCubeUpdateTime = 0;

  var cubeImage;

  var cubeTexture;

  var mvMatrix;

  var shaderProgram;

  var vertexPositionAttribute;

  var vertexNormalAttribute;

  var textureCoordAttribute;

  var perspectiveMatrix;

  //

  // start

  //

  // Called when the canvas is created to get the ball rolling.

  //

  function start() {

  canvas = document.getElementById("glcanvas");

  initWebGL(canvas); // Initialize the GL context

  // Only continue if WebGL is available and working

  if (gl) {

  gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque

  gl.clearDepth(1.0); // Clear everything

  gl.enable(gl.DEPTH_TEST); // Enable depth testing

  gl.depthFunc(gl.LEQUAL); // Near things obscure far things

  // Initialize the shaders; this is where all the lighting for the

  // vertices and so forth is established.

  initShaders();

  // Here's where we call the routine that builds all the objects

  // we'll be drawing.

  initBuffers();

  // Next, load and set up the textures we'll be using.

  // TODO#2 Start

  cubeTexture = createCubeTexture("Hello World!");

  // TODO#2 End

  // Set up to draw the scene periodically.

  setInterval(drawScene, 15);

  }

  }

  //

  // initWebGL

  //

  // Initialize WebGL, returning the GL context or null if

  // WebGL isn't available or could not be initialized.

  //

  function initWebGL() {

  gl = null;

  try {

  gl = canvas.getContext("experimental-webgl");

  }

  catch(e) {

  }

  // If we don't have a GL context, give up now

  if (!gl) {

  alert("Unable to initialize WebGL. Your browser may not support it.");

  }

  }

  //

  // initBuffers

  //

  // Initialize the buffers we'll need. For this demo, we just have

  // one object -- a simple two-dimensional cube.

  //

  function initBuffers() {

  // Create a buffer for the cube's vertices.

  cubeVerticesBuffer = gl.createBuffer();

  // Select the cubeVerticesBuffer as the one to apply vertex

  // operations to from here out.

  gl.bindBuffer(gl.ARRAY_BUFFER, cubeVerticesBuffer);

  // Now create an array of vertices for the cube.

  var vertices = [

  // Front face

  -1.0, -1.0, 1.0,

  1.0, -1.0, 1.0,

  1.0, 1.0, 1.0,

  -1.0, 1.0, 1.0,

  // Back face

  -1.0, -1.0, -1.0,

  -1.0, 1.0, -1.0,

  1.0, 1.0, -1.0,

  1.0, -1.0, -1.0,

  // Top face