更新时间:2023-02-02 17:27:50
这是几乎所有 WebGL 程序的伪代码
This is the pseudo code for pretty much all WebGL programs
伪代码
// At init time
for each shader program
create and compile vertex shader
create and compile fragment shader
create program and attach shaders
link program
record locations of attributes and uniforms
for each model/set of geometry/points/data
create buffer(s) for model
copy data into buffer(s) for model
for each texture
create texture
usually asynchronously load textures
// at draw time
clear
for each model
useProgram(program for model)
setup attributes for model
setup textures for model
set uniforms for model
draw
这与使用 1 个着色器程序绘制 1 个模型没有什么不同.只需进行相同的设置即可.
This is no different than drawing 1 model with 1 shader program. Just do the same setup.
更多代码...
设置属性看起来像
for each attribute used by model
gl.enableVertexAttribArray(attribLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, bufferWithDataForAttribute);
gl.vertexAttribPointer(attribLocation, ...);
设置纹理(可能)看起来像这样
Setting up textures (might) look something like this
for each texture used by model
gl.activeTexture(gl.TEXTURE0 + ndx);
gl.bindTexture(gl.TEXTURE_2D, texture);
你终于可以使用这个程序了
Finally you'd use the program
gl.useProgram(programForModel);
for each uniform
gl.uniform???(uniformLocation, uniformValue);
gl.drawArrays(...)
or
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferOfIndicesForModel);
gl.drawElements(...);