传统的画2d画布就是后画的会盖在先画的上面,但是在画一些三维图形时,这很难控制
深度缓冲区的作用就是区分颜色所在的层次,防止把被遮挡住的颜色显示出来。
深度缓冲很强大,用起来很简单
开启深度缓冲(测试),注意是测试
gl.enable(gl.DEPTH_TEST);
清除深度缓存
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"/> <title>Hidden Surface Removal & Depth Test</title> </head> <body> <canvas id="canvas" width="400" height="400"> Please use a browser that supports "canvas" </canvas> <script id="vertex-shader" type="glsl"> attribute vec4 a_Position; attribute vec4 a_Color; uniform mat4 u_ProjMatrix; uniform mat4 u_ViewMatrix; varying vec4 v_Color;
void main() { gl_Position = u_ProjMatrix * u_ViewMatrix * a_Position; v_Color = a_Color; } </script> <script id="fragment-shader" type="glsl"> precision mediump float; varying vec4 v_Color; void main() { gl_FragColor = v_Color; } </script> <script src="lib/cuon-matrix.js"></script> <script src="lib/myutils.js"></script> <script> var VERTEX_SHADER_SOURCE = document.getElementById('vertex-shader').text; var FRAGMENT_SHADER_SOURCE = document.getElementById('fragment-shader').text; var canvas = document.getElementById("canvas"); var gl = canvas.getContext('webgl'); if (!initShaders(gl, VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE)) { alert('Failed to init shaders'); } var vertices = new Float32Array([ // Three triangles on the right side 0.75, 1.0, 0.0, 0.4, 0.4, 1.0, // 前面的蓝色三角形 0.25, -1.0, 0.0, 0.4, 0.4, 1.0, 1.25, -1.0, 0.0, 1.0, 0.4, 0.4, 0.75, 1.0, -2.0, 1.0, 1.0, 0.4, // 中间的黄色三角形 0.25, -1.0, -2.0, 1.0, 1.0, 0.4, 1.25, -1.0, -2.0, 1.0, 0.4, 0.4, 0.75, 1.0, -4.0, 0.4, 1.0, 0.4, // 后面的绿色三角形 0.25, -1.0, -4.0, 0.4, 1.0, 0.4, 1.25, -1.0, -4.0, 1.0, 0.4, 0.4, // Three triangles on the left side -0.75, 1.0, 0.0, 0.4, 0.4, 1.0, // 前面的蓝色三角形 -1.25, -1.0, 0.0, 0.4, 0.4, 1.0, -0.25, -1.0, 0.0, 1.0, 0.4, 0.4, -0.75, 1.0, -2.0, 1.0, 1.0, 0.4, // 中间的黄色三角形 -1.25, -1.0, -2.0, 1.0, 1.0, 0.4, -0.25, -1.0, -2.0, 1.0, 0.4, 0.4, -0.75, 1.0, -4.0, 0.4, 1.0, 0.4, // 后面的绿色三角形 -1.25, -1.0, -4.0, 0.4, 1.0, 0.4, -0.25, -1.0, -4.0, 1.0, 0.4, 0.4 ]); initVertexBuffers(gl, vertices); var u_ViewMatrix = gl.getUniformLocation(gl.program, 'u_ViewMatrix'); var u_ProjMatrix = gl.getUniformLocation(gl.program, 'u_ProjMatrix'); var viewMatrix = new Matrix4(); viewMatrix.setLookAt(0, 0, 5, 0, 0, -100, 0, 1, 0); var projMatrix = new Matrix4(); projMatrix.setPerspective(30, canvas.width / canvas.height, 1, 100); gl.uniformMatrix4fv(u_ViewMatrix, false, viewMatrix.elements); gl.uniformMatrix4fv(u_ProjMatrix, false, projMatrix.elements); //开启后,则按照z值排序 // gl.enable(gl.DEPTH_TEST); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 18); function initVertexBuffers(gl, vertices) { var vertexBuffer = gl.createBuffer(); if (!vertexBuffer) { console.log('Failed to create buffer object'); return -1; } gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); var FSIZE = vertices.BYTES_PER_ELEMENT; var a_Position = gl.getAttribLocation(gl.program, 'a_Position'); gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, 6 * FSIZE, 0); gl.enableVertexAttribArray(a_Position); var a_Color = gl.getAttribLocation(gl.program, 'a_Color'); gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, 6 * FSIZE, 3 * FSIZE); gl.enableVertexAttribArray(a_Color); } </script> </body> </html>