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建议先阅读下前面个人两篇文章。web
webgl学习笔记一-绘图单点canvas
平移学习
顶点着色器须要加上 uniform vec4 u_Translation, 存储平移的坐标矢量。webgl
顶点坐标位置 : gl_Position = a_Position + u_Translation.net
平移API : gl.uniform4f(u_Translation, Tx, Ty, Tz, 0.0);code
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Title</title> </head> <body> <canvas id="canvas" width="200px" height="200px"></canvas> </body> </html>
<script> function main() { //顶点着色器程序 var VSHADER_SOURCE = 'attribute vec4 a_Position;\n' + 'uniform vec4 u_Translation;\n' + 'void main() {\n' + ' gl_Position = a_Position + u_Translation;\n' + '}\n'; //片元着色器 var FSHADER_SOURCE = 'void main() {\n' + ' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n' + '}\n'; //获取canvas元素 var canvas = document.getElementById('canvas'); //获取绘制二维上下文 var gl = canvas.getContext('webgl'); if (!gl) { console.log("Failed"); return; } //编译着色器 var vertShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertShader, VSHADER_SOURCE); gl.compileShader(vertShader); var fragShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragShader, FSHADER_SOURCE); gl.compileShader(fragShader); //合并程序 var shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertShader); gl.attachShader(shaderProgram, fragShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); //获取坐标点 var a_Position = gl.getAttribLocation(shaderProgram, 'a_Position'); if (a_Position < 0) { console.log('Failed to get the storage location of a_Position'); return; } var n = initBuffers(gl, shaderProgram); if (n < 0) { console.log('Failed to set the positions'); return; } // 清除指定<画布>的颜色 gl.clearColor(0.0, 0.0, 0.0, 1.0); // 清空 <canvas> gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, n); } function opt(gl, shaderProgram) { var Tx = 0.5, Ty = 0.5, Tz = 0.0; var u_Translation = gl.getUniformLocation(shaderProgram, 'u_Translation'); if (!u_Translation) { console.log('Failed to get the storage location of u_Translation'); return; } gl.uniform4f(u_Translation, Tx, Ty, Tz, 0.0); } function initBuffers(gl, shaderProgram) { var vertices = new Float32Array([ 0, 0.5, -0.5, -0.5, 0.5, -0.5 ]); var n = 3;//点的个数 //建立缓冲区对象 var vertexBuffer = gl.createBuffer(); if (!vertexBuffer) { console.log("Failed to create the butter object"); return -1; } //将缓冲区对象绑定到目标 gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); //向缓冲区写入数据 gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); //获取坐标点 var a_Position = gl.getAttribLocation(shaderProgram, 'a_Position'); //将缓冲区对象分配给a_Position变量 gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); //链接a_Position变量与分配给它的缓冲区对象 gl.enableVertexAttribArray(a_Position); return n; } main(); </script>
旋转orm
x1 = xcosβ - ysinβhtm
y1 = xsinβ + ycosβ
z1=z
顶点着色器须要加上 uniform float u_CosB, u_SinB 存储旋转角度。
<script> function main() { //顶点着色器程序 var VSHADER_SOURCE = 'attribute vec4 a_Position;\n' + 'uniform float u_CosB, u_SinB;\n' + 'void main() {\n' + ' gl_Position.x = a_Position.x * u_CosB - a_Position.y * u_SinB;\n' + ' gl_Position.y = a_Position.x * u_SinB + a_Position.y * u_CosB;\n' + ' gl_Position.z = a_Position.z;\n' + ' gl_Position.w = 1.0;\n' + '}\n'; //片元着色器程序 var FSHADER_SOURCE = 'void main() {\n' + ' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n' + '}\n'; var Tx = 0.5, Ty = 0.5, Tz = 0.0; //获取canvas元素 var canvas = document.getElementById('canvas'); //获取绘制二维上下文 var gl = canvas.getContext('webgl'); if (!gl) { console.log("Failed"); return; } //编译着色器 var vertShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertShader, VSHADER_SOURCE); gl.compileShader(vertShader); var fragShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragShader, FSHADER_SOURCE); gl.compileShader(fragShader); //合并程序 var shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertShader); gl.attachShader(shaderProgram, fragShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); //获取坐标点 var a_Position = gl.getAttribLocation(shaderProgram, 'a_Position'); if (a_Position < 0) { console.log('Failed to get the storage location of a_Position'); return; } var n = initBuffers(gl, shaderProgram); if (n < 0) { console.log('Failed to set the positions'); return; } opt(gl, shaderProgram); // 清除指定<画布>的颜色 gl.clearColor(0.0, 0.0, 0.0, 1.0); // 清空 <canvas> gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, n); } function opt(gl, program) { // 旋转角度 var ANGLE = 90.0; var radian = Math.PI * ANGLE / 180.0; var cosB = Math.cos(radian); var sinB = Math.sin(radian); var u_CosB = gl.getUniformLocation(program, 'u_CosB'); var u_sinB = gl.getUniformLocation(program, 'u_SinB'); gl.uniform1f(u_CosB, cosB); gl.uniform1f(u_sinB, sinB); } function initBuffers(gl, shaderProgram) { var vertices = new Float32Array([ 0, 0.5, -0.5, -0.5, 0.5, -0.5 ]); var n = 3;//点的个数 //建立缓冲区对象 var vertexBuffer = gl.createBuffer(); if (!vertexBuffer) { console.log("Failed to create the butter object"); return -1; } //将缓冲区对象绑定到目标 gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); //向缓冲区写入数据 gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); //获取坐标点 var a_Position = gl.getAttribLocation(shaderProgram, 'a_Position'); //将缓冲区对象分配给a_Position变量 gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); //链接a_Position变量与分配给它的缓冲区对象 gl.enableVertexAttribArray(a_Position); return n; } main(); </script>
缩放
顶点着色器须要加上 uniform mat4 u_xformMatrix, 存储缩放因子的坐标矢量。
顶点坐标位置 : gl_Position = u_xformMatrix * a_Position
<script> function main() { //顶点着色器程序 var VSHADER_SOURCE = 'attribute vec4 a_Position;\n' + 'uniform mat4 u_xformMatrix;\n' + 'void main() {\n' + ' gl_Position = u_xformMatrix * a_Position;\n' + '}\n'; //片元着色器程序 var FSHADER_SOURCE = 'void main() {\n' + ' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n' + '}\n'; var Tx = 0.5, Ty = 0.5, Tz = 0.0; //获取canvas元素 var canvas = document.getElementById('canvas'); //获取绘制二维上下文 var gl = canvas.getContext('webgl'); if (!gl) { console.log("Failed"); return; } //编译着色器 var vertShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertShader, VSHADER_SOURCE); gl.compileShader(vertShader); var fragShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragShader, FSHADER_SOURCE); gl.compileShader(fragShader); //合并程序 var shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertShader); gl.attachShader(shaderProgram, fragShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); //获取坐标点 var a_Position = gl.getAttribLocation(shaderProgram, 'a_Position'); if (a_Position < 0) { console.log('Failed to get the storage location of a_Position'); return; } var n = initBuffers(gl, shaderProgram); if (n < 0) { console.log('Failed to set the positions'); return; } opt(gl, shaderProgram); // 清除指定<画布>的颜色 gl.clearColor(0, 0, 0, 1); // 清空 <canvas> gl.clear(gl.COLOR_BUFFER_BIT); // Draw the rectangle gl.drawArrays(gl.TRIANGLES, 0, n); } // 缩放 function opt(gl, program) { // 缩放因子 var Sx = 1.0, Sy = 1.5, Sz = 1.0; var xformMatrix = new Float32Array([ Sx, 0.0, 0.0, 0.0, 0.0, Sy, 0.0, 0.0, 0.0, 0.0, Sz, 0.0, 0.0, 0.0, 0.0, 1.0 ]); var u_xformMatrix = gl.getUniformLocation(program, 'u_xformMatrix'); gl.uniformMatrix4fv(u_xformMatrix, false, xformMatrix); } // 构建缓冲区 function initBuffers(gl, shaderProgram) { var vertices = new Float32Array([ 0, 0.5, -0.5, -0.5, 0.5, -0.5 ]); var n = 3;//点的个数 //建立缓冲区对象 var vertexBuffer = gl.createBuffer(); if (!vertexBuffer) { console.log("Failed to create the butter object"); return -1; } //将缓冲区对象绑定到目标 gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); //向缓冲区写入数据 gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); //获取坐标点 var a_Position = gl.getAttribLocation(shaderProgram, 'a_Position'); //将缓冲区对象分配给a_Position变量 gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); //链接a_Position变量与分配给它的缓冲区对象 gl.enableVertexAttribArray(a_Position); return n; } // 主方法调用 main(); </script>
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