当前位置:   article > 正文

鸿蒙OS元服务开发案例:【WebGL网页图形库开发着色器绘制彩色三角形】

鸿蒙OS元服务开发案例:【WebGL网页图形库开发着色器绘制彩色三角形】

着色器绘制彩色三角形

使用WebGL开发时,为保证界面图形显示效果,请使用真机运行。

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:

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

1.设置页面样式。index.css示例如下:

  1. .container {
  2. flex-direction: column;
  3. justify-content: center;
  4. align-items: center;
  5. }
  6. .btn-button {
  7. margin: 1px;
  8. height: 40px;
  9. width: 220px;
  10. background-color: lightblue;
  11. font-size: 20px;
  12. text-color: blue;
  13. }

2.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:

  1. // index.js
  2. // WebGL相关预定义
  3. var gl = {
  4. DEPTH_BUFFER_BIT: 0x00000100,
  5. STENCIL_BUFFER_BIT: 0x00000400,
  6. COLOR_BUFFER_BIT: 0x00004000,
  7. POINTS: 0x0000,
  8. LINES: 0x0001,
  9. LINE_LOOP: 0x0002,
  10. LINE_STRIP: 0x0003,
  11. TRIANGLES: 0x0004,
  12. TRIANGLE_STRIP: 0x0005,
  13. TRIANGLE_FAN: 0x0006,
  14. ZERO: 0,
  15. ONE: 1,
  16. SRC_COLOR: 0x0300,
  17. ONE_MINUS_SRC_COLOR: 0x0301,
  18. SRC_ALPHA: 0x0302,
  19. ONE_MINUS_SRC_ALPHA: 0x0303,
  20. DST_ALPHA: 0x0304,
  21. ONE_MINUS_DST_ALPHA: 0x0305,
  22. DST_COLOR: 0x0306,
  23. ONE_MINUS_DST_COLOR: 0x0307,
  24. SRC_ALPHA_SATURATE: 0x0308,
  25. FUNC_ADD: 0x8006,
  26. BLEND_EQUATION: 0x8009,
  27. BLEND_EQUATION_RGB: 0x8009,
  28. BLEND_EQUATION_ALPHA: 0x883D,
  29. FUNC_SUBTRACT: 0x800A,
  30. FUNC_REVERSE_SUBTRACT: 0x800B,
  31. BLEND_DST_RGB: 0x80C8,
  32. BLEND_SRC_RGB: 0x80C9,
  33. BLEND_DST_ALPHA: 0x80CA,
  34. BLEND_SRC_ALPHA: 0x80CB,
  35. CONSTANT_COLOR: 0x8001,
  36. ONE_MINUS_CONSTANT_COLOR: 0x8002,
  37. CONSTANT_ALPHA: 0x8003,
  38. ONE_MINUS_CONSTANT_ALPHA: 0x8004,
  39. BLEND_COLOR: 0x8005,
  40. ARRAY_BUFFER: 0x8892,
  41. ELEMENT_ARRAY_BUFFER: 0x8893,
  42. ARRAY_BUFFER_BINDING: 0x8894,
  43. ELEMENT_ARRAY_BUFFER_BINDING: 0x8895,
  44. STREAM_DRAW: 0x88E0,
  45. STATIC_DRAW: 0x88E4,
  46. DYNAMIC_DRAW: 0x88E8,
  47. BUFFER_SIZE: 0x8764,
  48. BUFFER_USAGE: 0x8765,
  49. CURRENT_VERTEX_ATTRIB: 0x8626,
  50. FRONT: 0x0404,
  51. BACK: 0x0405,
  52. FRONT_AND_BACK: 0x0408,
  53. CULL_FACE: 0x0B44,
  54. BLEND: 0x0BE2,
  55. DITHER: 0x0BD0,
  56. STENCIL_TEST: 0x0B90,
  57. DEPTH_TEST: 0x0B71,
  58. SCISSOR_TEST: 0x0C11,
  59. POLYGON_OFFSET_FILL: 0x8037,
  60. SAMPLE_ALPHA_TO_COVERAGE: 0x809E,
  61. SAMPLE_COVERAGE: 0x80A0,
  62. NO_ERROR: 0,
  63. INVALID_ENUM: 0x0500,
  64. INVALID_VALUE: 0x0501,
  65. INVALID_OPERATION: 0x0502,
  66. OUT_OF_MEMORY: 0x0505,
  67. CW: 0x0900,
  68. CCW: 0x0901,
  69. LINE_WIDTH: 0x0B21,
  70. ALIASED_POINT_SIZE_RANGE: 0x846D,
  71. ALIASED_LINE_WIDTH_RANGE: 0x846E,
  72. CULL_FACE_MODE: 0x0B45,
  73. FRONT_FACE: 0x0B46,
  74. DEPTH_RANGE: 0x0B70,
  75. DEPTH_WRITEMASK: 0x0B72,
  76. DEPTH_CLEAR_VALUE: 0x0B73,
  77. DEPTH_FUNC: 0x0B74,
  78. STENCIL_CLEAR_VALUE: 0x0B91,
  79. STENCIL_FUNC: 0x0B92,
  80. STENCIL_FAIL: 0x0B94,
  81. STENCIL_PASS_DEPTH_FAIL: 0x0B95,
  82. STENCIL_PASS_DEPTH_PASS: 0x0B96,
  83. STENCIL_REF: 0x0B97,
  84. STENCIL_VALUE_MASK: 0x0B93,
  85. STENCIL_WRITEMASK: 0x0B98,
  86. STENCIL_BACK_FUNC: 0x8800,
  87. STENCIL_BACK_FAIL: 0x8801,
  88. STENCIL_BACK_PASS_DEPTH_FAIL: 0x8802,
  89. STENCIL_BACK_PASS_DEPTH_PASS: 0x8803,
  90. STENCIL_BACK_REF: 0x8CA3,
  91. STENCIL_BACK_VALUE_MASK: 0x8CA4,
  92. STENCIL_BACK_WRITEMASK: 0x8CA5,
  93. VIEWPORT: 0x0BA2,
  94. SCISSOR_BOX: 0x0C10,
  95. COLOR_CLEAR_VALUE: 0x0C22,
  96. COLOR_WRITEMASK: 0x0C23,
  97. UNPACK_ALIGNMENT: 0x0CF5,
  98. PACK_ALIGNMENT: 0x0D05,
  99. MAX_TEXTURE_SIZE: 0x0D33,
  100. MAX_VIEWPORT_DIMS: 0x0D3A,
  101. SUBPIXEL_BITS: 0x0D50,
  102. RED_BITS: 0x0D52,
  103. GREEN_BITS: 0x0D53,
  104. BLUE_BITS: 0x0D54,
  105. ALPHA_BITS: 0x0D55,
  106. DEPTH_BITS: 0x0D56,
  107. STENCIL_BITS: 0x0D57,
  108. POLYGON_OFFSET_UNITS: 0x2A00,
  109. POLYGON_OFFSET_FACTOR: 0x8038,
  110. TEXTURE_BINDING_2D: 0x8069,
  111. SAMPLE_BUFFERS: 0x80A8,
  112. SAMPLES: 0x80A9,
  113. RGBA8: 0x8058,
  114. SAMPLE_COVERAGE_VALUE: 0x80AA,
  115. SAMPLE_COVERAGE_INVERT: 0x80AB,
  116. COMPRESSED_TEXTURE_FORMATS: 0x86A3,
  117. DONT_CARE: 0x1100,
  118. FASTEST: 0x1101,
  119. NICEST: 0x1102,
  120. GENERATE_MIPMAP_HINT: 0x8192,
  121. BYTE: 0x1400,
  122. UNSIGNED_BYTE: 0x1401,
  123. SHORT: 0x1402,
  124. UNSIGNED_SHORT: 0x1403,
  125. INT: 0x1404,
  126. UNSIGNED_INT: 0x1405,
  127. FLOAT: 0x1406,
  128. DEPTH_COMPONENT: 0x1902,
  129. ALPHA: 0x1906,
  130. RGB: 0x1907,
  131. RGBA: 0x1908,
  132. LUMINANCE: 0x1909,
  133. LUMINANCE_ALPHA: 0x190A,
  134. UNSIGNED_SHORT_4_4_4_4: 0x8033,
  135. UNSIGNED_SHORT_5_5_5_1: 0x8034,
  136. UNSIGNED_SHORT_5_6_5: 0x8363,
  137. FRAGMENT_SHADER: 0x8B30,
  138. VERTEX_SHADER: 0x8B31,
  139. MAX_VERTEX_ATTRIBS: 0x8869,
  140. MAX_VERTEX_UNIFORM_VECTORS: 0x8DFB,
  141. MAX_VARYING_VECTORS: 0x8DFC,
  142. MAX_COMBINED_TEXTURE_IMAGE_UNITS: 0x8B4D,
  143. MAX_VERTEX_TEXTURE_IMAGE_UNITS: 0x8B4C,
  144. MAX_TEXTURE_IMAGE_UNITS: 0x8872,
  145. MAX_FRAGMENT_UNIFORM_VECTORS: 0x8DFD,
  146. SHADER_TYPE: 0x8B4F,
  147. DELETE_STATUS: 0x8B80,
  148. LINK_STATUS: 0x8B82,
  149. VALIDATE_STATUS: 0x8B83,
  150. ATTACHED_SHADERS: 0x8B85,
  151. ACTIVE_UNIFORMS: 0x8B86,
  152. ACTIVE_ATTRIBUTES: 0x8B89,
  153. SHADING_LANGUAGE_VERSION: 0x8B8C,
  154. CURRENT_PROGRAM: 0x8B8D,
  155. NEVER: 0x0200,
  156. LESS: 0x0201,
  157. EQUAL: 0x0202,
  158. LEQUAL: 0x0203,
  159. GREATER: 0x0204,
  160. NOTEQUAL: 0x0205,
  161. GEQUAL: 0x0206,
  162. ALWAYS: 0x0207,
  163. KEEP: 0x1E00,
  164. REPLACE: 0x1E01,
  165. INCR: 0x1E02,
  166. DECR: 0x1E03,
  167. INVERT: 0x150A,
  168. INCR_WRAP: 0x8507,
  169. DECR_WRAP: 0x8508,
  170. VENDOR: 0x1F00,
  171. RENDERER: 0x1F01,
  172. VERSION: 0x1F02,
  173. NEAREST: 0x2600,
  174. LINEAR: 0x2601,
  175. NEAREST_MIPMAP_NEAREST: 0x2700,
  176. LINEAR_MIPMAP_NEAREST: 0x2701,
  177. NEAREST_MIPMAP_LINEAR: 0x2702,
  178. LINEAR_MIPMAP_LINEAR: 0x2703,
  179. TEXTURE_MAG_FILTER: 0x2800,
  180. TEXTURE_MIN_FILTER: 0x2801,
  181. TEXTURE_WRAP_S: 0x2802,
  182. TEXTURE_WRAP_T: 0x2803,
  183. TEXTURE_2D: 0x0DE1,
  184. TEXTURE: 0x1702,
  185. TEXTURE_CUBE_MAP: 0x8513,
  186. TEXTURE_BINDING_CUBE_MAP: 0x8514,
  187. TEXTURE_CUBE_MAP_POSITIVE_X: 0x8515,
  188. TEXTURE_CUBE_MAP_NEGATIVE_X: 0x8516,
  189. TEXTURE_CUBE_MAP_POSITIVE_Y: 0x8517,
  190. TEXTURE_CUBE_MAP_NEGATIVE_Y: 0x8518,
  191. TEXTURE_CUBE_MAP_POSITIVE_Z: 0x8519,
  192. TEXTURE_CUBE_MAP_NEGATIVE_Z: 0x851A,
  193. MAX_CUBE_MAP_TEXTURE_SIZE: 0x851C,
  194. TEXTURE0: 0x84C0,
  195. TEXTURE1: 0x84C1,
  196. TEXTURE2: 0x84C2,
  197. TEXTURE3: 0x84C3,
  198. TEXTURE4: 0x84C4,
  199. TEXTURE5: 0x84C5,
  200. TEXTURE6: 0x84C6,
  201. TEXTURE7: 0x84C7,
  202. TEXTURE8: 0x84C8,
  203. TEXTURE9: 0x84C9,
  204. TEXTURE10: 0x84CA,
  205. TEXTURE11: 0x84CB,
  206. TEXTURE12: 0x84CC,
  207. TEXTURE13: 0x84CD,
  208. TEXTURE14: 0x84CE,
  209. TEXTURE15: 0x84CF,
  210. TEXTURE16: 0x84D0,
  211. TEXTURE17: 0x84D1,
  212. TEXTURE18: 0x84D2,
  213. TEXTURE19: 0x84D3,
  214. TEXTURE20: 0x84D4,
  215. TEXTURE21: 0x84D5,
  216. TEXTURE22: 0x84D6,
  217. TEXTURE23: 0x84D7,
  218. TEXTURE24: 0x84D8,
  219. TEXTURE25: 0x84D9,
  220. TEXTURE26: 0x84DA,
  221. TEXTURE27: 0x84DB,
  222. TEXTURE28: 0x84DC,
  223. TEXTURE29: 0x84DD,
  224. TEXTURE30: 0x84DE,
  225. TEXTURE31: 0x84DF,
  226. ACTIVE_TEXTURE: 0x84E0,
  227. REPEAT: 0x2901,
  228. CLAMP_TO_EDGE: 0x812F,
  229. MIRRORED_REPEAT: 0x8370,
  230. FLOAT_VEC2: 0x8B50,
  231. FLOAT_VEC3: 0x8B51,
  232. FLOAT_VEC4: 0x8B52,
  233. INT_VEC2: 0x8B53,
  234. INT_VEC3: 0x8B54,
  235. INT_VEC4: 0x8B55,
  236. BOOL: 0x8B56,
  237. BOOL_VEC2: 0x8B57,
  238. BOOL_VEC3: 0x8B58,
  239. BOOL_VEC4: 0x8B59,
  240. FLOAT_MAT2: 0x8B5A,
  241. FLOAT_MAT3: 0x8B5B,
  242. FLOAT_MAT4: 0x8B5C,
  243. SAMPLER_2D: 0x8B5E,
  244. SAMPLER_CUBE: 0x8B60,
  245. VERTEX_ATTRIB_ARRAY_ENABLED: 0x8622,
  246. VERTEX_ATTRIB_ARRAY_SIZE: 0x8623,
  247. VERTEX_ATTRIB_ARRAY_STRIDE: 0x8624,
  248. VERTEX_ATTRIB_ARRAY_TYPE: 0x8625,
  249. VERTEX_ATTRIB_ARRAY_NORMALIZED: 0x886A,
  250. VERTEX_ATTRIB_ARRAY_POINTER: 0x8645,
  251. VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: 0x889F,
  252. IMPLEMENTATION_COLOR_READ_TYPE: 0x8B9A,
  253. IMPLEMENTATION_COLOR_READ_FORMAT: 0x8B9B,
  254. COMPILE_STATUS: 0x8B81,
  255. LOW_FLOAT: 0x8DF0,
  256. MEDIUM_FLOAT: 0x8DF1,
  257. HIGH_FLOAT: 0x8DF2,
  258. LOW_INT: 0x8DF3,
  259. MEDIUM_INT: 0x8DF4,
  260. HIGH_INT: 0x8DF5,
  261. FRAMEBUFFER: 0x8D40,
  262. RENDERBUFFER: 0x8D41,
  263. RGBA4: 0x8056,
  264. RGB5_A1: 0x8057,
  265. RGB565: 0x8D62,
  266. DEPTH_COMPONENT16: 0x81A5,
  267. STENCIL_INDEX8: 0x8D48,
  268. DEPTH_STENCIL: 0x84F9,
  269. RENDERBUFFER_WIDTH: 0x8D42,
  270. RENDERBUFFER_HEIGHT: 0x8D43,
  271. RENDERBUFFER_INTERNAL_FORMAT: 0x8D44,
  272. RENDERBUFFER_RED_SIZE: 0x8D50,
  273. RENDERBUFFER_GREEN_SIZE: 0x8D51,
  274. RENDERBUFFER_BLUE_SIZE: 0x8D52,
  275. RENDERBUFFER_ALPHA_SIZE: 0x8D53,
  276. RENDERBUFFER_DEPTH_SIZE: 0x8D54,
  277. RENDERBUFFER_STENCIL_SIZE: 0x8D55,
  278. FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: 0x8CD0,
  279. FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: 0x8CD1,
  280. FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: 0x8CD2,
  281. FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: 0x8CD3,
  282. COLOR_ATTACHMENT0: 0x8CE0,
  283. DEPTH_ATTACHMENT: 0x8D00,
  284. STENCIL_ATTACHMENT: 0x8D20,
  285. DEPTH_STENCIL_ATTACHMENT: 0x821A,
  286. NONE: 0,
  287. FRAMEBUFFER_COMPLETE: 0x8CD5,
  288. FRAMEBUFFER_INCOMPLETE_ATTACHMENT: 0x8CD6,
  289. FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: 0x8CD7,
  290. FRAMEBUFFER_INCOMPLETE_DIMENSIONS: 0x8CD9,
  291. FRAMEBUFFER_UNSUPPORTED: 0x8CDD,
  292. FRAMEBUFFER_BINDING: 0x8CA6,
  293. RENDERBUFFER_BINDING: 0x8CA7,
  294. MAX_RENDERBUFFER_SIZE: 0x84E8,
  295. INVALID_FRAMEBUFFER_OPERATION: 0x0506,
  296. UNPACK_FLIP_Y_WEBGL: 0x9240,
  297. UNPACK_PREMULTIPLY_ALPHA_WEBGL: 0x9241,
  298. CONTEXT_LOST_WEBGL: 0x9242,
  299. UNPACK_COLORSPACE_CONVERSION_WEBGL: 0x9243,
  300. BROWSER_DEFAULT_WEBGL: 0x9244,
  301. TEXTURE_MAX_LOD: 0x813B,
  302. TEXTURE_BASE_LEVEL: 0x813C,
  303. TEXTURE_IMMUTABLE_FORMAT: 0x912F,
  304. UNIFORM_BLOCK_BINDING: 0x8A3F,
  305. UNIFORM_BLOCK_DATA_SIZE: 0x8A40,
  306. UNIFORM_BLOCK_ACTIVE_UNIFORMS: 0x8A42,
  307. UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES: 0x8A43,
  308. UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER: 0x8A44,
  309. UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER: 0x8A46,
  310. RED: 0x1903,
  311. PIXEL_UNPACK_BUFFER: 0x88EC,
  312. RGB8: 0x8051,
  313. R16F: 0x822D,
  314. COPY_WRITE_BUFFER: 0x8F37,
  315. TEXTURE_3D: 0x806F,
  316. COMPRESSED_R11_EAC: 0x9270,
  317. COPY_READ_BUFFER: 0x8F36,
  318. TRANSFORM_FEEDBACK_BUFFER: 0x8C8E,
  319. TRANSFORM_FEEDBACK_BUFFER_BINDING: 0x8C8F,
  320. TRANSFORM_FEEDBACK_BUFFER_SIZE: 0x8C85,
  321. TRANSFORM_FEEDBACK_BUFFER_START: 0x8C84,
  322. UNIFORM_BUFFER_BINDING: 0x8A28,
  323. UNIFORM_BUFFER_SIZE: 0x8A2A,
  324. UNIFORM_BUFFER_START: 0x8A29,
  325. DYNAMIC_READ: 0x88E9,
  326. READ_FRAMEBUFFER: 0x8CA8,
  327. COLOR_ATTACHMENT1: 0x8CE1,
  328. INTERLEAVED_ATTRIBS: 0x8C8C,
  329. UNIFORM_OFFSET: 0x8A3B,
  330. UNIFORM_TYPE: 0x8A37,
  331. UNIFORM_SIZE: 0x8A38,
  332. UNIFORM_BLOCK_INDEX: 0x8A3A,
  333. UNIFORM_ARRAY_STRIDE: 0x8A3C,
  334. UNIFORM_MATRIX_STRIDE: 0x8A3D,
  335. UNIFORM_IS_ROW_MAJOR: 0x8A3E,
  336. TEXTURE_MAX_ANISOTROPY_EXT: 0x84FE
  337. }
  338. // 顶点着色器程序
  339. var VSHADER_SOURCE =
  340. 'attribute vec4 a_Position;\n' + // attribute variable
  341. 'attribute vec4 a_Color;\n' +
  342. 'varying vec4 v_Color;\n' +
  343. 'void main() {\n' +
  344. ' gl_Position = a_Position;\n' + // Set the vertex coordinates of the point
  345. ' v_Color = a_Color;\n' +
  346. '}\n';
  347. // 片元着色器程序
  348. var FSHADER_SOURCE =
  349. 'precision mediump float;\n' +
  350. 'varying vec4 v_Color;\n' +
  351. 'void main() {\n' +
  352. ' gl_FragColor = v_Color;\n' +
  353. '}\n';
  354. function initVertexBuffers(gl) {
  355. // 顶点坐标和颜色
  356. var verticesColors = new Float32Array([
  357. 0.0, -0.5, 1.0, 0.0, 0.0,
  358. -0.5, -0.8, 0.0, 1.0, 0.0,
  359. 0.5, -0.8, 0.0, 0.0, 1.0,
  360. ]);
  361. var n = 3; // 点的个数
  362. var FSIZE = verticesColors.BYTES_PER_ELEMENT; //数组中每个元素的字节数
  363. // 创建缓冲区对象
  364. var vertexBuffer = gl.createBuffer();
  365. if (!vertexBuffer) {
  366. console.log('Failed to create the buffer object');
  367. return -1;
  368. }
  369. // 将缓冲区对象绑定到目标
  370. gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
  371. // 向缓冲区对象写入数据
  372. gl.bufferData(gl.ARRAY_BUFFER, verticesColors.buffer, gl.STATIC_DRAW);
  373. // 获取着色器中attribute变量a_Position的地址
  374. var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
  375. if (a_Position < 0) {
  376. console.log('Failed to get the storage location of a_Position');
  377. return -1;
  378. }
  379. // 将缓冲区对象分配给a_Position变量
  380. gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 5 * FSIZE, 0);
  381. // 连接a_Position变量与分配给它的缓冲区对象
  382. gl.enableVertexAttribArray(a_Position);
  383. // 获取着色器中attribute变量a_Color的地址
  384. var a_Color = gl.getAttribLocation(gl.program, 'a_Color');
  385. if (a_Color < 0) {
  386. console.log('Failed to get the storage location of a_Color');
  387. return -1;
  388. }
  389. // 将缓冲区对象分配给a_Color变量
  390. gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, FSIZE * 5, FSIZE * 2);
  391. // 连接a_Color变量与分配给它的缓冲区对象
  392. gl.enableVertexAttribArray(a_Color);
  393. // 解除绑定
  394. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  395. return n;
  396. }
  397. /**
  398. * 创建并使能一个program对象
  399. * @param gl 表示 WebGL上下文对
  400. * @param vshader 表示顶点着色器
  401. * @param fshader 表示片段着色器
  402. * @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
  403. */
  404. function initShaders(gl, vshader, fshader) {
  405. var program = createProgram(gl, vshader, fshader);
  406. console.log("======createProgram program: " + program);
  407. if (!program) {
  408. console.log('Failed to create program');
  409. return false;
  410. }
  411. gl.useProgram(program);
  412. gl.program = program;
  413. return true;
  414. }
  415. /**
  416. * 创建一个linked program对象
  417. * @param gl 表示 WebGL上下文对象
  418. * @param vshader 表示顶点着色器
  419. * @param fshader 表示片段着色器
  420. * @return 如果创建program成功,则返回创建的program;否则返回null
  421. */
  422. function createProgram(gl, vshader, fshader) {
  423. console.log("======createProgram start======");
  424. // 创建shader对象
  425. var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader);
  426. console.log("======vertexShader: " + vertexShader);
  427. var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader);
  428. if (!vertexShader || !fragmentShader) {
  429. return null;
  430. }
  431. // 创建program对象
  432. var program = gl.createProgram();
  433. console.log("======createProgram program: " + program);
  434. if (!program) {
  435. return null;
  436. }
  437. // 将着色器附加到对象
  438. gl.attachShader(program, vertexShader);
  439. gl.attachShader(program, fragmentShader);
  440. // 连接程序对象
  441. gl.linkProgram(program);
  442. // 检查连接对象的结果
  443. var linked = gl.getProgramParameter(program, 0x8B82);
  444. console.log("======getProgramParameter linked: " + linked);
  445. if (!linked) {
  446. var error = gl.getProgramInfoLog(program);
  447. console.log('Failed to link the program: ' + error);
  448. gl.deleteProgram(program);
  449. gl.deleteShader(fragmentShader);
  450. gl.deleteShader(vertexShader);
  451. return null;
  452. }
  453. return program;
  454. }
  455. /**
  456. * 创建一个shader对象
  457. * @param gl 表示 WebGL上下文对象
  458. * @param type 表示shader类型
  459. * @param source 表示shader的源码
  460. * @return 如果操作成功,返回创建的着色器对象;否则返回false
  461. */
  462. function loadShader(gl, type, source) {
  463. console.log("======into loadShader====");
  464. // 创建shader对象
  465. var shader = gl.createShader(type);
  466. if (shader == null) {
  467. console.log('Failed to create the shader.');
  468. return null;
  469. }
  470. // 设置shader program
  471. gl.shaderSource(shader, source);
  472. // 编译shader
  473. gl.compileShader(shader);
  474. // 检查shader编译结果
  475. var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
  476. if (!compiled) {
  477. var error = gl.getShaderInfoLog(shader);
  478. console.log('Failed to compile the shader: ' + error);
  479. gl.deleteShader(shader);
  480. return null;
  481. }
  482. return shader;
  483. }
  484. export default {
  485. data: {
  486. title: "DEMO BY TEAMOL",
  487. fit:"cover",
  488. fits: ["cover", "contain", "fill", "none", "scale-down"]
  489. }
  490. ,onInit() {
  491. this.title = this.$t('strings.world');
  492. }
  493. ,BtnColorTriangle() {
  494. // 获取canvas元素
  495. const el = this.$refs.canvas1;
  496. // 获取webgl上下文
  497. var gl = el.getContext('webgl');
  498. if (!gl) {
  499. console.log('Failed to get the rendering context for WebGL');
  500. return;
  501. }
  502. // 初始化着色器
  503. if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
  504. console.log('Failed to initialize shaders.');
  505. return;
  506. }
  507. // 设置顶点位置
  508. var n = initVertexBuffers(gl);
  509. if (n < 0) {
  510. console.log('Failed to set the positions of the vertices');
  511. return;
  512. }
  513. // 指定清空<canvas>的颜色
  514. gl.clearColor(0.0, 0.0, 0.0, 1.0);
  515. // 清空<canvas>
  516. gl.clear(gl.COLOR_BUFFER_BIT);
  517. // 绘制三角形
  518. gl.drawArrays(gl.TRIANGLES, 0, n);
  519. // 清buffer
  520. gl.flush();
  521. }
  522. }

搜狗高速浏览器截图20240326151547.png

3.点击按钮绘制彩色三角形的效果图

01.png

最后呢,很多开发朋友不知道需要学习那些鸿蒙技术?鸿蒙开发岗位需要掌握那些核心技术点?为此鸿蒙的开发学习必须要系统性的进行。

而网上有关鸿蒙的开发资料非常的少,假如你想学好鸿蒙的应用开发与系统底层开发。你可以参考这份资料,少走很多弯路,节省没必要的麻烦。由两位前阿里高级研发工程师联合打造《鸿蒙NEXT星河版OpenHarmony开发文档》里面内容包含了(ArkTS、ArkUI开发组件、Stage模型、多端部署、分布式应用开发、音频、视频、WebGL、OpenHarmony多媒体技术、Napi组件、OpenHarmony内核、Harmony南向开发、鸿蒙项目实战等等)鸿蒙(Harmony NEXT)技术知识点

如果你是一名Android、Java、前端等等开发人员,想要转入鸿蒙方向发展。可以直接领取这份资料辅助你的学习。下面是鸿蒙开发的学习路线图。

高清完整版请点击《鸿蒙NEXT星河版开发学习文档》

针对鸿蒙成长路线打造的鸿蒙学习文档。话不多说,我们直接看详细资料鸿蒙(OpenHarmony )学习手册(共计1236页)与鸿蒙(OpenHarmony )开发入门教学视频,帮助大家在技术的道路上更进一步。

《鸿蒙 (OpenHarmony)开发学习视频》

图片

《鸿蒙生态应用开发V2.0白皮书》

图片

《鸿蒙 (OpenHarmony)开发基础到实战手册》

获取这份鸿蒙星河版学习资料,请点击→《鸿蒙NEXT星河版开发学习文档》

OpenHarmony北向、南向开发环境搭建

图片

《鸿蒙开发基础》

  1. ArkTS语言

  2. 安装DevEco Studio

  3. 运用你的第一个ArkTS应用

  4. ArkUI声明式UI开发

  5. .……

图片

《鸿蒙开发进阶》

  1. Stage模型入门

  2. 网络管理

  3. 数据管理

  4. 电话服务

  5. 分布式应用开发

  6. 通知与窗口管理

  7. 多媒体技术

  8. 安全技能

  9. 任务管理

  10. WebGL

  11. 国际化开发

  12. 应用测试

  13. DFX面向未来设计

  14. 鸿蒙系统移植和裁剪定制

  15. ……

图片

《鸿蒙开发实战》

  1. ArkTS实践

  2. UIAbility应用

  3. 网络案例

  4. ……

图片

 获取这份鸿蒙星河版学习资料,请点击→《鸿蒙NEXT星河版开发学习文档》

总结

鸿蒙—作为国家主力推送的国产操作系统。部分的高校已经取消了安卓课程,从而开设鸿蒙课程;企业纷纷跟进启动了鸿蒙研发

并且鸿蒙是完全具备无与伦比的机遇和潜力的;预计到年底将有 5,000 款的应用完成原生鸿蒙开发,未来将会支持 50 万款的应用那么这么多的应用需要开发,也就意味着需要有更多的鸿蒙人才鸿蒙开发工程师也将会迎来爆发式的增长,学习鸿蒙势在必行!

声明:本文内容由网友自发贡献,不代表【wpsshop博客】立场,版权归原作者所有,本站不承担相应法律责任。如您发现有侵权的内容,请联系我们。转载请注明出处:https://www.wpsshop.cn/w/小小林熬夜学编程/article/detail/383803
推荐阅读
相关标签
  

闽ICP备14008679号