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Color:
Operation Steps:
1. Create HTML5 Canvas
2. Get the canvas's ID
3. Get WebGL
4. Compiling shaders
5. Using a buffer object to pass multiple vertex data to a vertex
6. Drawing Images
For more information: http://www.cnblogs.com/bsman/p/6128447.html
4. Compiling shaders
Change vertex shader, slice shader
// vertex shader program var Vshader_source = "attribute vec4 a_position;" + "attribute vec4 a_color ;" + "varying vec4 v_color;" + " void Main () {"+ " gl_position = a_position; "+ " v_color = a_color; "+ "} "; // Slice shader var Fshader_source = "precision mediump float;" + " varying vec4 v_color;" + "void Main () {" + "Gl_ Fragcolor = V_color; "+ "} ";
Explanation: Defines the variable varying that modifies the color, where "v_color = A_color;" means the color data is passed to the slice shader; "Gl_fragcolor = V_color;" Indicates that data is received from the vertex shader;
5. Using a buffer object to pass multiple vertex data to a vertex
functioninitbuffers (gl,shaderprogram) {//vertex coordinates and colors varvertices =NewFloat32array ([0.0, 0.5, 1.0, 0.0, 0.0, -0.5,-0.5, 0.0, 1.0, 0.0, 0.5,-0.5, 0.0, 0.0, 1.0, ]); varn = 3;//Number of points //creating a Buffer object varVertexBuffer =Gl.createbuffer (); //bind a buffer object to a targetGl.bindbuffer (GL. Array_buffer,vertexbuffer); //writing data to a bufferGl.bufferdata (GL. Array_buffer,vertices,gl. Static_draw); Get a single bytevarFsize =vertices. Bytes_per_element; //Get coordinate points varA_position = Gl.getattriblocation (Shaderprogram, ' a_position '); //assigning a buffer object to a a_position variableGl.vertexattribpointer (A_position, 2, GL. FLOAT,false, fsize*5, 0); //connect the a_position variable with the buffer object assigned to itGl.enablevertexattribarray (a_position); //get color coordinate point varA_color = Gl.getattriblocation (Shaderprogram, ' A_color '); //assigning a buffer object to a a_position variableGl.vertexattribpointer (A_color, 3, GL. FLOAT,false, Fsize*5, fsize*2); //connect the a_position variable with the buffer object assigned to itGl.enablevertexattribarray (A_color); returnN;}
Where the Vertexattribpointer method notes that there are multiple data in the array, with coordinates and colors, the values of fifth (span) and sixth (displacement) should be modified at this time
First parameter: Specify the storage location of the attribute variable to be allocated
Second parameter: Specify the number of components for each vertex in the buffer (1~4)
Third parameter: type has, GL. Unsigned_byte unsigned bytes, gl. Short shorter integer, gl. Unsigned_short unsigned short integer, gl. int integral type, GL. Unsigned_int unsigned integral type, GL. float floating point type.
Fourth parameter: Indicates whether to classify non-floating-point data into the [0,1][-1,1] Interval
Fifth parameter: The number of bytes adjacent to the two vertices. Default is 0
The sixth parameter: represents the offset (in bytes) of the buffer object, which is where the attribute variable starts to be stored from the buffer.
6. Drawing Images
var n = initbuffers (gl,shaderprogram); if (n<0) { console.log (' Failed to set the positions '); return ; } // Clear Colors for specified < canvas > Gl.clearcolor (0.0, 0.0, 0.0, 1.0); // Clear <canvas> Gl.clear (GL. color_buffer_bit); 0, N);
Getting Started with WebGL Tutorial (iv)-WEBGL color