添加上传md文件的接口
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parent
702f023cb5
commit
19da5c532c
@ -25,6 +25,43 @@ import (
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type FileController struct {
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}
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func (this *FileController) OnUploadDoc(c *gin.Context) {
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// uid, e := uuid.NewV1()
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// if nil != e {
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// log.Print(e.Error())
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// return
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// }
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// imgtype := c.Query("type")
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// log.Print(imgtype)
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// file, _, err := c.Request.FormFile("doc")
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// if nil != err || nil == file {
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// log.Print(err.Error())
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// return
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// }
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// img, name, err := image.Decode(file)
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// if nil != err {
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// log.Print(err.Error())
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// return
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// }
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// dx := img.Bounds().Dx()
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// // resize to width 1000 using Lanczos resampling
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// // and preserve aspect ratio
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// if dx > 800 {
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// dx = dx / 2
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// }
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// m := resize.Resize(uint(dx), 0, img, resize.Lanczos3)
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// datout, err := os.Create("image/" + uid.String() + "." + name)
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// defer datout.Close()
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// if err != nil {
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// log.Fatal(err)
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// }
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// jpeg.Encode(datout, m, nil)
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// c.JSON(200, map[string]interface{}{"url": uid.String() + "." + name})
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}
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func (this *FileController) OnUpload(c *gin.Context) {
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uid, e := uuid.NewV1()
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if nil != e {
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6
main.go
6
main.go
@ -38,6 +38,8 @@ func CORSMiddleware(c *gin.Context) {
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if config.ApiConfig().RunMode == "release" {
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c.Writer.Header().Set("Access-Control-Allow-Origin", "https://testingcloud.club")
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} else {
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c.Writer.Header().Set("Access-Control-Allow-Origin", "https://testingcloud.club")
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c.Writer.Header().Set("Access-Control-Allow-Origin", "http://127.0.0.1:8080")
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}
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c.Writer.Header().Set("Access-Control-Max-Age", "86400")
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@ -163,6 +165,8 @@ func main() {
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api.GET("/articles_tree", controller.GetArticlesTree) // 获取所有文章
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api.PUT("/article", controller.AddArticle) // 添加文章
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api.PUT("/article_file", controller.AddArticle) // 添加文章
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api.PUT("/article_tree", controller.AddArticleTree) // 添加文章
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api.PUT("/article_tree_history", controller.AddArticleHistory) // 添加文章
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@ -190,6 +194,8 @@ func main() {
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api.GET("/hardware", controller.ReadHardWare) // 读取硬件
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api.DELETE("/hardware", controller.DeleteHardWare) // 读取硬件
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api.POST("/file", fileController.OnFileUploadFile) // 上传文件
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api.PUT("/file", fileController.OnFileUploadFile) // 上传文件
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api.GET("/file", fileController.DownloadFile) // 下载 文件
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api.GET("/filelist", fileController.FileList) // 文件列表
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@ -55,7 +55,7 @@ func TestSpeed(t *testing.T){
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}
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fmt.Println(conn.LocalAddr().String() + " : Client connected!")
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reportTime := time.Now()
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speed := 0;
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speed := 0
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for {
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cnt, _ := conn.Write(recv)
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speed += cnt
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@ -64,7 +64,7 @@ func TestSpeed(t *testing.T){
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// log.Print(e.Error())
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// }
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// speed += cnt
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if(reportTime.Add(time.Second).Before(time.Now())){
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if reportTime.Add(time.Second).Before(time.Now()) {
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reportTime = time.Now()
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t.Log("speed ", speed, " B/S")
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speed = 0
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85
漂移动画.html
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85
漂移动画.html
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@ -0,0 +1,85 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<title>Title</title>
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</head>
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<body>
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<canvas id="webgl" width="500" height="500"></canvas>
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<script>
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const gl = document.getElementById('webgl').getContext('webgl');
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const vertexShaderSource = "" +
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"attribute vec4 apos;" +
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"uniform mat4 mat;" +
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"void main(){" +
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" gl_Position = mat * apos;" +
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"}";
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const fragmentShaderSource = "" +
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"void main(){" +
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" gl_FragColor = vec4(1.0,0.0,0.0,1.0);" +
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"}";
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const program = initShader(gl,vertexShaderSource,fragmentShaderSource);
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const aposlocation = gl.getAttribLocation(program,'apos');
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const matlocation = gl.getUniformLocation(program,'mat');
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const data = new Float32Array([
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0.0,0.0,
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-.3,-.3,
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.3,-.3
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]);
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const buffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER,buffer);
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gl.bufferData(gl.ARRAY_BUFFER,data,gl.STATIC_DRAW);
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gl.vertexAttribPointer(aposlocation,2,gl.FLOAT,false,0,0);
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gl.enableVertexAttribArray(aposlocation);
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let Tx = 0.1; //x坐标的位置
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let Ty = 0.1; //y坐标的位置
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let Tz = 0.0; //z坐标的位置
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let Tw = 1.0; //差值
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function run () {
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Tx += 0.01
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Ty += 0.01
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const mat = new Float32Array([
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1.0,0.0,0.0,0.0,
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0.0,1.0,0.0,0.0,
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0.0,0.0,1.0,0.0,
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Tx,Ty,Tz,Tw,
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]);
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if(Tx > 0.8){
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Tx = -0.8
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}
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if(Ty > 0.8){
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Ty = -0.8
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}
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gl.uniformMatrix4fv(matlocation,false,mat);
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gl.drawArrays(gl.TRIANGLES,0,3);
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// 使用此方法实现一个动画
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requestAnimationFrame(run)
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}
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run()
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function initShader(gl,vertexShaderSource,fragmentShaderSource){
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const vertexShader = gl.createShader(gl.VERTEX_SHADER);
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const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(vertexShader,vertexShaderSource);
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gl.shaderSource(fragmentShader,fragmentShaderSource);
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gl.compileShader(vertexShader);
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gl.compileShader(fragmentShader);
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const program = gl.createProgram();
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gl.attachShader(program,vertexShader);
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gl.attachShader(program,fragmentShader)
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gl.linkProgram(program);
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gl.useProgram(program);
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return program;
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}
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</script>
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</body>
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</html>
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88
画线矩形.html
Normal file
88
画线矩形.html
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@ -0,0 +1,88 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<title>使用WebGL绘制一个点</title>
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</head>
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<body>
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<!--canvas标签创建一个宽高均为500像素,背景为蓝色的矩形画布-->
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<canvas id="webgl" width="500" height="500" style="background-color: blue"></canvas>
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<script id="vertexShader" type="x-shader/x-vertex">
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//attribute声明vec4类型变量apos
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attribute vec4 apos;
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void main() {
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//顶点坐标apos赋值给内置变量gl_Position
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//逐顶点处理数据
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gl_Position = apos;
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}
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</script>
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<!-- 片元着色器源码 -->
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<script id="fragmentShader" type="x-shader/x-fragment">
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void main() {
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// 逐片元处理数据,所有片元(像素)设置为红色
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gl_FragColor = vec4(1.0,0.0,0.0,1.0);
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}
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</script>
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<script>
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//通过getElementById()方法获取canvas画布
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var canvas=document.getElementById('webgl');
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//通过方法getContext()获取WebGL上下文
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var gl=canvas.getContext('webgl');
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//初始化着色器
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var vertexShaderSource = document.getElementById('vertexShader').innerText;
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//片元着色器源码
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var fragShaderSource = document.getElementById('fragmentShader').innerText;
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//初始化着色器
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var program = initShader(gl,vertexShaderSource,fragShaderSource);
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//开始绘制,显示器显示结果
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//获取顶点着色器的位置变量apos,即aposLocation指向apos变量。
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var aposLocation = gl.getAttribLocation(program,'apos');
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var data=new Float32Array([0.5,0.5,-0.5,0.5,-0.5,-0.5,0.5,-0.5]);
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//创建缓冲区对象
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var buffer=gl.createBuffer();
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//绑定缓冲区对象,激活buffer
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gl.bindBuffer(gl.ARRAY_BUFFER,buffer);
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//顶点数组data数据传入缓冲区
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gl.bufferData(gl.ARRAY_BUFFER,data,gl.STATIC_DRAW);
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//缓冲区中的数据按照一定的规律传递给位置变量apos
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gl.vertexAttribPointer(aposLocation,2,gl.FLOAT,false,0,0);
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//允许数据传递
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gl.enableVertexAttribArray(aposLocation);
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gl.drawArrays(gl.TRIANGLES,0,4);
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//声明初始化着色器函数
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function initShader(gl,vertexShaderSource,fragmentShaderSource){
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//创建顶点着色器对象
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var vertexShader = gl.createShader(gl.VERTEX_SHADER);
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//创建片元着色器对象
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var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
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//引入顶点、片元着色器源代码
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gl.shaderSource(vertexShader,vertexShaderSource);
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gl.shaderSource(fragmentShader,fragmentShaderSource);
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//编译顶点、片元着色器
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gl.compileShader(vertexShader);
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gl.compileShader(fragmentShader);
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//创建程序对象program
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var program = gl.createProgram();
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//附着顶点着色器和片元着色器到program
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gl.attachShader(program,vertexShader);
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gl.attachShader(program,fragmentShader);
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//链接program
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gl.linkProgram(program);
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//使用program
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gl.useProgram(program);
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//返回程序program对象
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return program;
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}
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</script>
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</body>
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</html>
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