用剪刀擦除 webgl 绘图
erasing webgl drawing with scissor
我正在尝试为下面的 canvas 实现一个与鼠标点击一起工作的橡皮擦,并且橡皮擦的位置由鼠标位置控制。我如何使用 webgl 的剪刀通过鼠标点击删除 canvas 中的蓝色方块?
var gGL = null;
function initializeGL() {
var canvas = document.getElementById("GLCanvas");
gGL = canvas.getContext("webgl") ||
canvas.getContext("experimental-webgl");
if (gGL !== null) {
gGL.clearColor(0.8, 0.8,0.8 ,1.0);
initSquareBuffer();
initSimpleShader("VertexShader", "FragmentShader");
} else {
document.write("<br><b>WebGL is not supported!</b>");
}
}
function drawSquare() {
gGL.clear(gGL.COLOR_BUFFER_BIT);
gGL.useProgram(gSimpleShader);
gGL.enableVertexAttribArray(gShaderVertexPositionAttribute);
gGL.drawArrays(gGL.TRIANGLE_STRIP, 0, 4);
}
function doGLDraw() {
initializeGL();
drawSquare();
}
var gSquareVertexBuffer = null;
function initSquareBuffer() {
var verticesOfSquare = [
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
-0.5, 0.5, 0.0,
0.5, 0.5, 0.0
];
gSquareVertexBuffer = gGL.createBuffer();
gGL.bindBuffer(gGL.ARRAY_BUFFER, gSquareVertexBuffer);
gGL.bufferData(gGL.ARRAY_BUFFER, new Float32Array(verticesOfSquare), gGL.STATIC_DRAW);
}
var gSimpleShader = null;
var gShaderVertexPositionAttribute = null;
function initSimpleShader(vertexShaderID, fragmentShaderID) {
var vertexShader = loadAndCompileShader(vertexShaderID, gGL.VERTEX_SHADER);
var fragmentShader = loadAndCompileShader(fragmentShaderID, gGL.FRAGMENT_SHADER);
gSimpleShader = gGL.createProgram();
gGL.attachShader(gSimpleShader, vertexShader);
gGL.attachShader(gSimpleShader, fragmentShader);
gGL.linkProgram(gSimpleShader);
gShaderVertexPositionAttribute = gGL.getAttribLocation(gSimpleShader, "aSquareVertexPosition");
gGL.bindBuffer(gGL.ARRAY_BUFFER, gSquareVertexBuffer);
gGL.vertexAttribPointer(gShaderVertexPositionAttribute,
3,gGL.FLOAT,false,0,0);
}
function loadAndCompileShader(id, shaderType) {
var shaderText, shaderSource, compiledShader;
shaderText = document.getElementById(id);
shaderSource = shaderText.firstChild.textContent;
compiledShader = gGL.createShader(shaderType);
gGL.shaderSource(compiledShader, shaderSource);
gGL.compileShader(compiledShader);
return compiledShader;
}
<html>
<head>
<title>Example 2.3: The Draw One Square Project</title>
<link rel ="icon" type ="image/x-icon" href="./favicon.png">
<script type="x-shader/x-vertex" id="VertexShader">
attribute vec3 aSquareVertexPosition;
void main(void) {
gl_Position = vec4(aSquareVertexPosition, 1.0);
}
</script>
<script type="x-shader/x-fragment" id="FragmentShader">
void main(void) {
gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
}
</script>
<script type="text/javascript" src="src/ShaderSupport.js"></script>
<script type="text/javascript" src="src/VertexBuffer.js"></script>
<script type="text/javascript" src="src/WebGL.js"></script>
</head>
<body onload="doGLDraw()">
<canvas id="GLCanvas" width="640" height="480">
Your browser does not support the HTML5 canvas.
</canvas>
</body>
</html>
用剪刀擦除听起来不是很有用的功能。它只允许您擦除矩形,但在任何情况下使用剪刀都非常简单
// turn on the scissor
gl.enable(gl.SCISSOR_TEST);
// set the size of the scissor in pixels
gl.scissor(x, y, width, height);
从现在开始,所有绘图都将被裁剪为 (x, y, width, height)
。这包括 gl.clear
和所有形式的 gl.drawXXX
。
var gl = document.querySelector("canvas").getContext("webgl", {
preserveDrawingBuffer: true,
});
function render() {
var width = rand(gl.canvas.width);
var height = rand(gl.canvas.height);
var x = rand(gl.canvas.width - width);
var y = rand(gl.canvas.height - height);
gl.enable(gl.SCISSOR_TEST);
gl.scissor(x, y, width, height);
gl.clearColor(rand(1), rand(1), rand(1), 1);
gl.clear(gl.COLOR_BUFFER_BIT);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
function rand(max) {
return Math.random() * max;
}
canvas { border: 1px solid black; }
<canvas></canvas>
我正在尝试为下面的 canvas 实现一个与鼠标点击一起工作的橡皮擦,并且橡皮擦的位置由鼠标位置控制。我如何使用 webgl 的剪刀通过鼠标点击删除 canvas 中的蓝色方块?
var gGL = null;
function initializeGL() {
var canvas = document.getElementById("GLCanvas");
gGL = canvas.getContext("webgl") ||
canvas.getContext("experimental-webgl");
if (gGL !== null) {
gGL.clearColor(0.8, 0.8,0.8 ,1.0);
initSquareBuffer();
initSimpleShader("VertexShader", "FragmentShader");
} else {
document.write("<br><b>WebGL is not supported!</b>");
}
}
function drawSquare() {
gGL.clear(gGL.COLOR_BUFFER_BIT);
gGL.useProgram(gSimpleShader);
gGL.enableVertexAttribArray(gShaderVertexPositionAttribute);
gGL.drawArrays(gGL.TRIANGLE_STRIP, 0, 4);
}
function doGLDraw() {
initializeGL();
drawSquare();
}
var gSquareVertexBuffer = null;
function initSquareBuffer() {
var verticesOfSquare = [
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
-0.5, 0.5, 0.0,
0.5, 0.5, 0.0
];
gSquareVertexBuffer = gGL.createBuffer();
gGL.bindBuffer(gGL.ARRAY_BUFFER, gSquareVertexBuffer);
gGL.bufferData(gGL.ARRAY_BUFFER, new Float32Array(verticesOfSquare), gGL.STATIC_DRAW);
}
var gSimpleShader = null;
var gShaderVertexPositionAttribute = null;
function initSimpleShader(vertexShaderID, fragmentShaderID) {
var vertexShader = loadAndCompileShader(vertexShaderID, gGL.VERTEX_SHADER);
var fragmentShader = loadAndCompileShader(fragmentShaderID, gGL.FRAGMENT_SHADER);
gSimpleShader = gGL.createProgram();
gGL.attachShader(gSimpleShader, vertexShader);
gGL.attachShader(gSimpleShader, fragmentShader);
gGL.linkProgram(gSimpleShader);
gShaderVertexPositionAttribute = gGL.getAttribLocation(gSimpleShader, "aSquareVertexPosition");
gGL.bindBuffer(gGL.ARRAY_BUFFER, gSquareVertexBuffer);
gGL.vertexAttribPointer(gShaderVertexPositionAttribute,
3,gGL.FLOAT,false,0,0);
}
function loadAndCompileShader(id, shaderType) {
var shaderText, shaderSource, compiledShader;
shaderText = document.getElementById(id);
shaderSource = shaderText.firstChild.textContent;
compiledShader = gGL.createShader(shaderType);
gGL.shaderSource(compiledShader, shaderSource);
gGL.compileShader(compiledShader);
return compiledShader;
}
<html>
<head>
<title>Example 2.3: The Draw One Square Project</title>
<link rel ="icon" type ="image/x-icon" href="./favicon.png">
<script type="x-shader/x-vertex" id="VertexShader">
attribute vec3 aSquareVertexPosition;
void main(void) {
gl_Position = vec4(aSquareVertexPosition, 1.0);
}
</script>
<script type="x-shader/x-fragment" id="FragmentShader">
void main(void) {
gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
}
</script>
<script type="text/javascript" src="src/ShaderSupport.js"></script>
<script type="text/javascript" src="src/VertexBuffer.js"></script>
<script type="text/javascript" src="src/WebGL.js"></script>
</head>
<body onload="doGLDraw()">
<canvas id="GLCanvas" width="640" height="480">
Your browser does not support the HTML5 canvas.
</canvas>
</body>
</html>
用剪刀擦除听起来不是很有用的功能。它只允许您擦除矩形,但在任何情况下使用剪刀都非常简单
// turn on the scissor
gl.enable(gl.SCISSOR_TEST);
// set the size of the scissor in pixels
gl.scissor(x, y, width, height);
从现在开始,所有绘图都将被裁剪为 (x, y, width, height)
。这包括 gl.clear
和所有形式的 gl.drawXXX
。
var gl = document.querySelector("canvas").getContext("webgl", {
preserveDrawingBuffer: true,
});
function render() {
var width = rand(gl.canvas.width);
var height = rand(gl.canvas.height);
var x = rand(gl.canvas.width - width);
var y = rand(gl.canvas.height - height);
gl.enable(gl.SCISSOR_TEST);
gl.scissor(x, y, width, height);
gl.clearColor(rand(1), rand(1), rand(1), 1);
gl.clear(gl.COLOR_BUFFER_BIT);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
function rand(max) {
return Math.random() * max;
}
canvas { border: 1px solid black; }
<canvas></canvas>