使用WebGL2 Transform Feedback动态更新网格顶点位置,需要采用两个shader program。第一个program用来读取和处理当前的顶点坐标,并将转换后的顶点坐标输出到Transform Feedback中,第二个program用来从Transform Feedback中读取新的顶点坐标并渲染网格。
以下是示例代码:
// vertex shader for processing current vertex position and output to transform feedback const vsProcess = ` #version 300 es
precision highp float;
layout (location = 0) in vec3 a_Position;
uniform float u_Time; uniform float u_Speed;
out vec3 v_Position;
void main() { v_Position = a_Position + vec3(0.0, sin(u_Time * u_Speed + a_Position.y) * 0.1, 0.0); gl_Position = vec4(v_Position, 1.0); } `;
// vertex shader for rendering the mesh with updated positions from transform feedback const vsRender = ` #version 300 es
precision highp float;
layout (location = 0) in vec3 a_Position;
uniform mat4 u_ProjectionMatrix; uniform mat4 u_ViewMatrix; uniform mat4 u_ModelMatrix;
in vec3 v_Position;
void main() { gl_Position = u_ProjectionMatrix * u_ViewMatrix * u_ModelMatrix * vec4(v_Position, 1.0); } `;
// fragment shader for rendering the mesh const fsRender = ` #version 300 es
precision highp float;
uniform vec4 u_Color;
out vec4 fragColor;
void main() { fragColor = u_Color; } `;
// setup transform feedback const tf = gl.createTransformFeedback(); gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, tf);
// create and compile shaders const vsProcessShader = createShader(gl, gl.VERTEX_SHADER, vsProcess); const vsRenderShader = createShader(gl, gl.VERTEX_SHADER, vsRender); const fsRenderShader =