Data in WebGL - Web APIs 编辑
Draft
This page is not complete.
Shader programs have access to three kinds of data storage, each of which has a specific use case. Each kind of variable is accessible by one or both types of shader program (depending on the data store type) and possibly by the site's JavaScript code, depending on the specific type of variable.
GLSL data types
<<document the basic types, vectors, etc; see Data Type (GLSL) on the Khronos WebGL wiki>>
GLSL variables
There are three kinds of "variable" or data storage available in GLSL, each of which with its own purpose and use cases: attributes, varyings, and uniforms.
Attributes
Attributes are GLSL variables which are only available to the vertex shader (as variables) and the JavaScript code. Attributes are typically used to store color information, texture coordinates, and any other data calculated or retrieved that needs to be shared between the JavaScript code and the vertex shader.
//init colors
var vertexColors = [
vec4( 0.0, 0.0, 0.0, 1.0 ), // black
vec4( 1.0, 0.0, 0.0, 1.0 ), // red
vec4( 1.0, 1.0, 0.0, 1.0 ), // yellow
vec4( 0.0, 1.0, 0.0, 1.0 ), // green
vec4( 0.0, 0.0, 0.0, 1.0 ), // black
vec4( 1.0, 0.0, 0.0, 1.0 ), // red
vec4( 1.0, 1.0, 0.0, 1.0 ), // yellow
vec4( 0.0, 1.0, 0.0, 1.0 ), // green
];
var cBuffer = gl.createBuffer();
//continued
//create buffer to store colors and reference it to "vColor" which is in GLSL
gl.bindBuffer( gl.ARRAY_BUFFER, cBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(vertexColors), gl.STATIC_DRAW );
var vColor = gl.getAttribLocation( program, "vColor" );
gl.vertexAttribPointer( vColor, 4, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vColor );
//glsl
attribute vec4 vColor;
void main()
{
fColor = vColor;
}
Varyings
Varyings are variables that are declared by the vertex shader and used to pass data from the vertex shader to the fragment shader. This is commonly used to share a vertex's normal vector after it has been computed by the vertex shader.
<<how to use>>
Uniforms
Uniforms are set by the JavaScript code and are available to both the vertex and fragment shaders. They're used to provide values that will be the same for everything drawn in the frame, such as lighting positions and magnitudes, global transformation and perspective details, and so forth.
<<add details>>
Buffers
<<add information>>
Textures
<<add information>>
如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。
绑定邮箱获取回复消息
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
发布评论