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MultiTexture.js
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/**
* 使用多个纹理
* 片元着色器访问两个纹理
* 最终片元颜色由两个纹理上的纹理颜色共同决定
* initTextures 创建了两个纹理对象
*/
// 顶点着色器
var VSHADER_SPURCE = `
attribute vec4 a_Position;
attribute vec2 a_TexCoord;
varying vec2 v_TexCoord;
void main() {
gl_Position = a_Position;
v_TexCoord = a_TexCoord;
}
`
// 片元着色器
var FSHADER_SOURCE = `
// 顶点着色器使用变量必须声明精度,否则报错失败
precision mediump float;
uniform sampler2D u_Sampler0;
uniform sampler2D u_Sampler1;
varying vec2 v_TexCoord;
void main() {
// 片元颜色
vec4 color0 = texture2D(u_Sampler0, v_TexCoord);
vec4 color1 = texture2D(u_Sampler1, v_TexCoord);
gl_FragColor = color0 * color1;
}
`
main()
function main() {
var canvas = document.getElementById('webgl')
var gl = getWebGLContext(canvas)
// 初始化着色器程序
initShaders(gl, VSHADER_SPURCE, FSHADER_SOURCE)
// 设置顶点信息
var n = initVertextBuffers(gl)
// 初始化纹理
initTextures(gl, n)
}
function initVertextBuffers(gl) {
var vertexTexCoords = new Float32Array([
// 顶点坐标,纹理坐标
-0.5, 0.5, 0.0, 1.0,
-0.5, -0.5, 0.0, 0.0,
0.5, 0.5, 1.0, 1.0,
0.5, -0.5, 1.0, 0.0
])
var n = 4
var vertexTexCoordBuffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, vertexTexCoordBuffer)
gl.bufferData(gl.ARRAY_BUFFER, vertexTexCoords, gl.STATIC_DRAW)
var FSIZE = vertexTexCoords.BYTES_PER_ELEMENT
var a_Position = gl.getAttribLocation(gl.program, 'a_Position')
// 将缓冲区对象分配给a_Position变量(将整个缓冲区对象即引用指针分配给attribute)
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, FSIZE * 4, 0)
// 连接a_Position到缓冲区对象
gl.enableVertexAttribArray(a_Position)
var a_TexCoord = gl.getAttribLocation(gl.program, 'a_TexCoord')
gl.vertexAttribPointer(a_TexCoord, 2, gl.FLOAT, false, FSIZE * 4, FSIZE * 2)
gl.enableVertexAttribArray(a_TexCoord)
return n
}
function initTextures(gl, n) {
// 创建缓冲区对象
var texture0 = gl.createTexture()
var texture1 = gl.createTexture()
var u_Sampler0 = gl.getUniformLocation(gl.program, 'u_Sampler0')
var u_Sampler1 = gl.getUniformLocation(gl.program, 'u_Sampler1')
var image0 = new Image()
var image1 = new Image()
image0.onload = function() {
loadTexture(gl, n, texture0, u_Sampler0, image0, 0)
}
image1.onload = function() {
loadTexture(gl, n, texture1, u_Sampler1, image1, 1)
}
image0.src = '../resource/city.jpg'
image1.src = '../resource/circle.png'
return true
}
// 标记纹理单元是否已经就绪
var g_texUnit0 = false
var g_texUnit1 = false
function loadTexture(gl, n, texture, u_Sampler, image, texUnit) {
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1)
if (texUnit === 0) {
gl.activeTexture(gl.TEXTURE0)
g_texUnit0 = true
}
if (texUnit === 1) {
gl.activeTexture(gl.TEXTURE1)
g_texUnit1 = true
}
gl.bindTexture(gl.TEXTURE_2D, texture)
// 配置纹理参数
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
// 配置纹理图像
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image)
gl.uniform1i(u_Sampler, texUnit)
if (g_texUnit0 && g_texUnit1) {
gl.drawArrays(gl.TRIANGLE_STRIP, 0, n)
}
}