void drawElements(enum mode, long count, enum type, long offset); void drawArrays(enum mode, int first, long count);
S.No. | 模式 | 描述 |
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1 | gl.POINTS |
要繪製一系列的點
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2 | gl.LINES |
要繪製了一系列未連線直線段(單獨行)
|
3 | gl.LINE_STRIP |
要繪製一系列連線的線段
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4 | gl.LINE_LOOP |
要繪製一系列連線的線段。它還連線的第一和最後的頂點,以形成一個環
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5 | gl.TRIANGLES |
要繪製一系列獨立的三角形
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6 | gl.TRIANGLE_STRIP |
要繪製了一系列相連的三角形中條狀
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7 | gl.TRIANGLE_FAN |
要繪製了一系列相連的三角形共用的第一個頂點的扇形
|
<!doctype html> <html> <body> <canvas width = "300" height = "300" id = "my_Canvas"></canvas> <script> /*======= Creating a canvas =========*/ var canvas = document.getElementById('my_Canvas'); var gl = canvas.getContext('experimental-webgl'); /*======= Defining and storing the geometry ======*/ var vertices = [ -0.7,-0.1,0, -0.3,0.6,0, -0.3,-0.3,0, 0.2,0.6,0, 0.3,-0.3,0, 0.7,0.6,0 ] // Create an empty buffer object var vertex_buffer = gl.createBuffer(); // Bind appropriate array buffer to it gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer); // Pass the vertex data to the buffer gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Unbind the buffer gl.bindBuffer(gl.ARRAY_BUFFER, null); /*=================== Shaders ====================*/ // Vertex shader source code var vertCode = 'attribute vec3 coordinates;' + 'void main(void) {' + ' gl_Position = vec4(coordinates, 1.0);' + '}'; // Create a vertex shader object var vertShader = gl.createShader(gl.VERTEX_SHADER); // Attach vertex shader source code gl.shaderSource(vertShader, vertCode); // Compile the vertex shader gl.compileShader(vertShader); // Fragment shader source code var fragCode = 'void main(void) {' + 'gl_FragColor = vec4(0.0, 0.0, 0.0, 0.1);' + '}'; // Create fragment shader object var fragShader = gl.createShader(gl.FRAGMENT_SHADER); // Attach fragment shader source code gl.shaderSource(fragShader, fragCode); // Compile the fragmentt shader gl.compileShader(fragShader); // Create a shader program object to store // the combined shader program var shaderProgram = gl.createProgram(); // Attach a vertex shader gl.attachShader(shaderProgram, vertShader); // Attach a fragment shader gl.attachShader(shaderProgram, fragShader); // Link both the programs gl.linkProgram(shaderProgram); // Use the combined shader program object gl.useProgram(shaderProgram); /*======= Associating shaders to buffer objects ======*/ // Bind vertex buffer object gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer); // Get the attribute location var coord = gl.getAttribLocation(shaderProgram, "coordinates"); // Tutorials an attribute to the currently bound VBO gl.vertexAttribTutorialser(coord, 3, gl.FLOAT, false, 0, 0); // Enable the attribute gl.enableVertexAttribArray(coord); /*============ Drawing the triangle =============*/ // Clear the canvas gl.clearColor(0.5, 0.5, 0.5, 0.9); // Enable the depth test gl.enable(gl.DEPTH_TEST); // Clear the color and depth buffer gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Set the view port gl.viewport(0,0,canvas.width,canvas.height); // Draw the triangle gl.drawArrays(gl.LINES, 0, 6); // POINTS, LINE_STRIP, LINE_LOOP, LINES, // TRIANGLE_STRIP,TRIANGLE_FAN, TRIANGLES </script> </body> </html>
繪圖模式
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輸出 |
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LINE_STRIP | |
LINE_LOOP | |
TRIANGLE_STRIP | |
TRIANGLE_FAN | |
TRIANGLES |
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