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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8"/>
<title>texture</title>
</head>
<body>
<canvas id="canvas" width="400" height="400">
Please use a browser that supports "canvas"
</canvas>
<script>
// vertex shader
var VERTEX_SHADER_SOURCE =
'attribute vec4 a_Position;\n' +
'attribute vec2 a_TexCoord;\n' +
'varying vec2 v_TexCoord;\n' +
'void main() {\n' +
' gl_Position = a_Position;\n' +
' v_TexCoord = a_TexCoord;\n' +
'}\n';
// fragment shader
var FRAGMENT_SHADER_SOURCE =
'precision mediump float;\n' +
'varying vec2 v_TexCoord;\n' +
'uniform sampler2D u_Sampler;\n' +
'void main() {\n' +
' gl_FragColor = texture2D(u_Sampler, v_TexCoord);\n' +
'}\n';
var canvas = document.getElementById("canvas");
var gl = canvas.getContext('webgl');
gl.clearColor(0.0, 0.0, 0.0, 1.0);
if (!initShaders(gl, VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE)) {
alert('Failed to init shaders');
}
var vertices = new Float32Array([
-0.5, 0.5, 0.0, 1.0, // 前 2 位是位置坐标, 后 2 位是纹理坐标
-0.5, -0.5, 0.0, 0.0,
0.5, 0.5, 1.0, 1.0,
0.5, -0.5, 1.0, 0.0
]);
initVertexBuffers(gl, vertices);
var image = new Image();
image.onload = function () {
loadTexture(image);
draw();
};
image.src = 'images/sky.jpg';
function initVertexBuffers(gl, vertices) {
var vertexBuffer = gl.createBuffer();
if (!vertexBuffer) {
console.log('Failed to create buffer object');
return -1;
}
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
var FSIZE = vertices.BYTES_PER_ELEMENT;
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 4 * FSIZE, 0);
gl.enableVertexAttribArray(a_Position);
var a_TexCoord = gl.getAttribLocation(gl.program, 'a_TexCoord');
gl.vertexAttribPointer(a_TexCoord, 2, gl.FLOAT, false, 4 * FSIZE, 2 * FSIZE);
gl.enableVertexAttribArray(a_TexCoord);
}
function loadTexture(image) {
var texture = gl.createTexture();
// 翻转 Y 轴
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
var u_Sampler = gl.getUniformLocation(gl.program, 'u_Sampler');
gl.uniform1i(u_Sampler, 0);
}
function draw() {
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}
function initShaders(gl, vertexShaderSource, fragmentShaderSource) {
var program = createProgram(gl, vertexShaderSource, fragmentShaderSource);
if (!program) {
console.log('Failed to create program');
return false;
}
gl.useProgram(program);
gl.program = program;
return true;
}
function loadShader(gl, type, source) {
// create shader object
var shader = gl.createShader(type);
if (shader == null) {
console.log('unable to create shader');
return null;
}
// set shader source code
gl.shaderSource(shader, source);
// compile the shader
gl.compileShader(shader);
// check compile status
var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled) {
var error = gl.getShaderInfoLog(shader);
console.log('Failed to compile shader: ' + error);
return null;
}
return shader;
}
function createProgram(gl, vertexShaderSource, fragmentShaderSource) {
var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
if (!vertexShader || !fragmentShader) {
return null;
}
// create a program object
var program = gl.createProgram();
if (!program) {
console.log('gl.createProgram failed');
return null;
}
// attach the shader objects
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
// link the program object
gl.linkProgram(program);
// check link status
var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked) {
var error = gl.getProgramInfoLog(program);
console.log('Failed to link program: ' + error);
gl.deleteProgram(program);
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
return null;
}
return program;
}
</script>
</body>
</html>