效果图

顶点着色器
attribute vec4 aPosition;
attribute vec4 aColor;
uniform mat4 uMvpMatrix;
varying vec4 vColor;
void main() {
gl_Position = uMvpMatrix * aPosition;
vColor = aColor;
}
片源着色器
precision mediump float;
varying vec4 vColor;
void main() {
gl_FragColor = vColor;
}
获取WebGL上下文
var canvas = document.getElementById('mycanvas');
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
// 获取WebGL上下文
var gl = canvas.getContext('webgl');
创建着色器程序
// 编译顶点着色器和片源着色器程序并连接
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, document.getElementById('shader-vs').innerHTML);
gl.compileShader(vertexShader);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, document.getElementById('shader-fs').innerHTML);
gl.compileShader(fragmentShader);
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
var aPosition = gl.getAttribLocation(shaderProgram, 'aPosition');
var aColor = gl.getAttribLocation(shaderProgram, 'aColor');
var uMvpMatrix = gl.getUniformLocation(shaderProgram, 'uMvpMatrix');
进行矩阵运算
// 这里使用gl-matrix.js进行矩阵运算。
// 计算MVP矩阵并传给着色器
// Model Matrix: 模型矩阵 模型平移旋转缩放
// View Matrix: 视图矩阵 世界坐标系 → 相机坐标系
// Projection Matrix: 投影矩阵 相机坐标系 → 屏幕坐标系
var pmat = mat4.create();
mat4.perspective(pmat, Math.PI * 30 / 180, gl.drawingBufferWidth / gl.drawingBufferHeight, 1, 100);
var vmat = mat4.create();
mat4.lookAt(vmat, vec3.fromValues(3, 3, 7), vec3.fromValues(0, 0, 0), vec3.fromValues(0, 1, 0));
var vpmat = mat4.create();
mat4.mul(vpmat, pmat, vmat);
gl.uniformMatrix4fv(uMvpMatrix, false, vpmat);
把顶点数据传递给着色器
// 把顶点数据传给着色器
var vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, // v0 White
-1.0, 1.0, 1.0, 1.0, 0.0, 1.0, // v1 Magenta
-1.0, -1.0, 1.0, 1.0, 0.0, 0.0, // v2 Red
1.0, -1.0, 1.0, 1.0, 1.0, 0.0, // v3 Yellow
1.0, -1.0, -1.0, 0.0, 1.0, 0.0, // v4 Green
1.0, 1.0, -1.0, 0.0, 1.0, 1.0, // v5 Cyan
-1.0, 1.0, -1.0, 0.0, 0.0, 1.0, // v6 Blue
-1.0, -1.0, -1.0, 0.0, 0.0, 0.0 // v7 Black
]), gl.STATIC_DRAW);
gl.vertexAttribPointer(aPosition, 3, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 6, 0);
gl.enableVertexAttribArray(aPosition);
gl.vertexAttribPointer(aColor, 3, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 6, Float32Array.BYTES_PER_ELEMENT * 3);
gl.enableVertexAttribArray(aColor);
把索引数据传递给着色器
// 把索引数据传给着色器
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array([
0, 1, 2, 0, 2, 3, // front
0, 3, 4, 0, 4, 5, // right
0, 5, 6, 0, 6, 1, // up
1, 6, 7, 1, 7, 2, // left
7, 4, 3, 7, 3, 2, // down
4, 7, 6, 4, 6, 5 // back
]), gl.STATIC_DRAW);
渲染图形
// 渲染
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_BYTE, 0);