// wxml<view class="container"> <!-- 加载地图容器 --> <canvas type="webgl" id="testMap" style="width: 100%; height: 100%;" disable-scroll bindtouchstart="touchStart" bindtouchmove="touchMove" bindtouchend="touchEnd"></canvas></view>
Page({ data: {}, /** * 生命周期函数--监听页面初次渲染完成 */ onReady() { wx.createSelectorQuery().select('#testMap') .fields({ node: true, size: true }) .exec((res) => { let textCanvas = res[0].node; // 重点1 let gl = textCanvas.getContext('webgl'); // 重点2 const vsSource = ` attribute vec4 aVertexPosition; attribute vec2 aTextureCoord; varying highp vec2 vTextureCoord; void main(void) { gl_Position = aVertexPosition; vTextureCoord = aTextureCoord; }`; // Fragment shader source code const fsSource = ` varying highp vec2 vTextureCoord; uniform sampler2D uSampler; void main(void) { gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x,1.0-vTextureCoord.y)); }`; // Initialize shaders function initShaderProgram(gl, vsSource, fsSource) { const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource); const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram)); return null; } return shaderProgram; } function loadShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } const shaderProgram = initShaderProgram(gl, vsSource, fsSource); const programInfo = { program: shaderProgram, attribLocations: { vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), textureCoord: gl.getAttribLocation(shaderProgram, 'aTextureCoord'), }, uniformLocations: { uSampler: gl.getUniformLocation(shaderProgram, 'uSampler'), }, }; // Initialize buffers const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ -1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const textureCoordBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer); const textureCoordinates = [ 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates), gl.STATIC_DRAW); // Load texture function loadTexture(gl, cb) { const texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); const level = 0; const internalFormat = gl.RGBA; const srcFormat = gl.RGBA; const srcType = gl.UNSIGNED_BYTE; const image = textCanvas.createImage(); image.onload = function () { gl.bindTexture(gl.TEXTURE_2D, texture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, srcFormat, srcType, image); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); cb(); }; image.src = 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pyO1Yy/UA7eJotpQBkgNR4Gd4TDGnwWDVn/AOdLCf8APn+M5z/PnPn+f+efdxzMqjVRYK0pIA8qiKJMEYEpq1n27KEz1iOYW+/bZEzyXLyiZkYGBxOvWnoiq1xmgbb70LIpkYtWa9Oq90dpmYJiKFRZRHA8IGYiCkpJxxxyXqJpxxxw0accccNGnHHHDRpxxxw0accccNGv/9k='; return texture; } const texture = loadTexture(gl, () => { render(); }); // Draw the scene function drawScene(gl, programInfo, buffers, texture) { gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(programInfo.program); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition); gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer); gl.vertexAttribPointer(programInfo.attribLocations.textureCoord, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(programInfo.attribLocations.textureCoord); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, texture); gl.uniform1i(programInfo.uniformLocations.uSampler, 0); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); } function render() { drawScene(gl, programInfo, { position: positionBuffer, textureCoord: textureCoordBuffer }, texture); } render(); }) },})
最后效果: