在上一篇教程《WebGL简易教程(七):绘制一个矩形体》中,经过一个绘制矩形包围盒的实例,进一步理解了模型视图投影变换。其实,三维场景的UI交互工做正是基于模型视图投影变换的基础之上的。这里就经过以前的知识实现一个三维场景的浏览实例:经过鼠标实现场景的旋转和缩放。html
改进上一篇教程的JS代码,获得新的代码以下:java
// 顶点着色器程序 var VSHADER_SOURCE = 'attribute vec4 a_Position;\n' + // attribute variable 'attribute vec4 a_Color;\n' + 'uniform mat4 u_MvpMatrix;\n' + 'varying vec4 v_Color;\n' + 'void main() {\n' + ' gl_Position = u_MvpMatrix * a_Position;\n' + // Set the vertex coordinates of the point ' v_Color = a_Color;\n' + '}\n'; // 片元着色器程序 var FSHADER_SOURCE = 'precision mediump float;\n' + 'varying vec4 v_Color;\n' + 'void main() {\n' + ' gl_FragColor = v_Color;\n' + '}\n'; //定义一个矩形体:混合构造函数原型模式 function Cuboid(minX, maxX, minY, maxY, minZ, maxZ) { this.minX = minX; this.maxX = maxX; this.minY = minY; this.maxY = maxY; this.minZ = minZ; this.maxZ = maxZ; } Cuboid.prototype = { constructor: Cuboid, CenterX: function () { return (this.minX + this.maxX) / 2.0; }, CenterY: function () { return (this.minY + this.maxY) / 2.0; }, CenterZ: function () { return (this.minZ + this.maxZ) / 2.0; }, LengthX: function () { return (this.maxX - this.minX); }, LengthY: function () { return (this.maxY - this.minY); } } var currentAngle = [0.0, 0.0]; // 绕X轴Y轴的旋转角度 ([x-axis, y-axis]) var curScale = 1.0; //当前的缩放比例 function main() { // 获取 <canvas> 元素 var canvas = document.getElementById('webgl'); // 获取WebGL渲染上下文 var gl = getWebGLContext(canvas); if (!gl) { console.log('Failed to get the rendering context for WebGL'); return; } // 初始化着色器 if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) { console.log('Failed to intialize shaders.'); return; } // 设置顶点位置 var cuboid = new Cuboid(399589.072, 400469.072, 3995118.062, 3997558.062, 732, 1268); var n = initVertexBuffers(gl, cuboid); if (n < 0) { console.log('Failed to set the positions of the vertices'); return; } //注册鼠标事件 initEventHandlers(canvas); // 指定清空<canvas>的颜色 gl.clearColor(0.0, 0.0, 0.0, 1.0); // 开启深度测试 gl.enable(gl.DEPTH_TEST); //绘制函数 var tick = function () { //设置MVP矩阵 setMVPMatrix(gl, canvas, cuboid); //清空颜色和深度缓冲区 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); //绘制矩形体 gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0); //请求浏览器调用tick requestAnimationFrame(tick); }; //开始绘制 tick(); // 绘制矩形体 gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0); } //注册鼠标事件 function initEventHandlers(canvas) { var dragging = false; // Dragging or not var lastX = -1, lastY = -1; // Last position of the mouse //鼠标按下 canvas.onmousedown = function (ev) { var x = ev.clientX; var y = ev.clientY; // Start dragging if a moue is in <canvas> var rect = ev.target.getBoundingClientRect(); if (rect.left <= x && x < rect.right && rect.top <= y && y < rect.bottom) { lastX = x; lastY = y; dragging = true; } }; //鼠标离开时 canvas.onmouseleave = function (ev) { dragging = false; }; //鼠标释放 canvas.onmouseup = function (ev) { dragging = false; }; //鼠标移动 canvas.onmousemove = function (ev) { var x = ev.clientX; var y = ev.clientY; if (dragging) { var factor = 100 / canvas.height; // The rotation ratio var dx = factor * (x - lastX); var dy = factor * (y - lastY); currentAngle[0] = currentAngle[0] + dy; currentAngle[1] = currentAngle[1] + dx; } lastX = x, lastY = y; }; //鼠标缩放 canvas.onmousewheel = function (event) { if (event.wheelDelta > 0) { curScale = curScale * 1.1; } else { curScale = curScale * 0.9; } }; } //设置MVP矩阵 function setMVPMatrix(gl, canvas, cuboid) { // Get the storage location of u_MvpMatrix var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix'); if (!u_MvpMatrix) { console.log('Failed to get the storage location of u_MvpMatrix'); return; } //模型矩阵 var modelMatrix = new Matrix4(); modelMatrix.scale(curScale, curScale, curScale); modelMatrix.rotate(currentAngle[0], 1.0, 0.0, 0.0); // Rotation around x-axis modelMatrix.rotate(currentAngle[1], 0.0, 1.0, 0.0); // Rotation around y-axis modelMatrix.translate(-cuboid.CenterX(), -cuboid.CenterY(), -cuboid.CenterZ()); //投影矩阵 var fovy = 60; var near = 1; var projMatrix = new Matrix4(); projMatrix.setPerspective(fovy, canvas.width / canvas.height, 1, 10000); //计算lookAt()函数初始视点的高度 var angle = fovy / 2 * Math.PI / 180.0; var eyeHight = (cuboid.LengthY() * 1.2) / 2.0 / angle; //视图矩阵 var viewMatrix = new Matrix4(); // View matrix viewMatrix.lookAt(0, 0, eyeHight, 0, 0, 0, 0, 1, 0); //MVP矩阵 var mvpMatrix = new Matrix4(); mvpMatrix.set(projMatrix).multiply(viewMatrix).multiply(modelMatrix); //将MVP矩阵传输到着色器的uniform变量u_MvpMatrix gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix.elements); } // function initVertexBuffers(gl, cuboid) { // Create a cube // v6----- v5 // /| /| // v1------v0| // | | | | // | |v7---|-|v4 // |/ |/ // v2------v3 // 顶点坐标和颜色 var verticesColors = new Float32Array([ cuboid.maxX, cuboid.maxY, cuboid.maxZ, 1.0, 1.0, 1.0, // v0 White cuboid.minX, cuboid.maxY, cuboid.maxZ, 1.0, 0.0, 1.0, // v1 Magenta cuboid.minX, cuboid.minY, cuboid.maxZ, 1.0, 0.0, 0.0, // v2 Red cuboid.maxX, cuboid.minY, cuboid.maxZ, 1.0, 1.0, 0.0, // v3 Yellow cuboid.maxX, cuboid.minY, cuboid.minZ, 0.0, 1.0, 0.0, // v4 Green cuboid.maxX, cuboid.maxY, cuboid.minZ, 0.0, 1.0, 1.0, // v5 Cyan cuboid.minX, cuboid.maxY, cuboid.minZ, 0.0, 0.0, 1.0, // v6 Blue cuboid.minX, cuboid.minY, cuboid.minZ, 1.0, 0.0, 1.0 // v7 Black ]); //顶点索引 var indices = new Uint8Array([ 0, 1, 2, 0, 2, 3, // 前 0, 3, 4, 0, 4, 5, // 右 0, 5, 6, 0, 6, 1, // 上 1, 6, 7, 1, 7, 2, // 左 7, 4, 3, 7, 3, 2, // 下 4, 7, 6, 4, 6, 5 // 后 ]); // var FSIZE = verticesColors.BYTES_PER_ELEMENT; //数组中每一个元素的字节数 // 建立缓冲区对象 var vertexColorBuffer = gl.createBuffer(); var indexBuffer = gl.createBuffer(); if (!vertexColorBuffer || !indexBuffer) { console.log('Failed to create the buffer object'); return -1; } // 将缓冲区对象绑定到目标 gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer); // 向缓冲区对象写入数据 gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW); //获取着色器中attribute变量a_Position的地址 var a_Position = gl.getAttribLocation(gl.program, 'a_Position'); if (a_Position < 0) { console.log('Failed to get the storage location of a_Position'); return -1; } // 将缓冲区对象分配给a_Position变量 gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, FSIZE * 6, 0); // 链接a_Position变量与分配给它的缓冲区对象 gl.enableVertexAttribArray(a_Position); //获取着色器中attribute变量a_Color的地址 var a_Color = gl.getAttribLocation(gl.program, 'a_Color'); if (a_Color < 0) { console.log('Failed to get the storage location of a_Color'); return -1; } // 将缓冲区对象分配给a_Color变量 gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, FSIZE * 6, FSIZE * 3); // 链接a_Color变量与分配给它的缓冲区对象 gl.enableVertexAttribArray(a_Color); // 将顶点索引写入到缓冲区对象 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); return indices.length; }
与以前的代码相比,这里主要改进了两个方面的内容:重绘刷新和鼠标事件调整参数。git
与以前只绘制一次场景不一样,为了知足浏览交互工做,页面就必须实时刷新,来知足不一样的鼠标、键盘事件对场景的影响。能够使用JS的requestAnimationFrame()函数进行定时重绘刷新操做。其函数定义以下:
github
在代码中的实现以下:web
//绘制函数 var tick = function () { //设置MVP矩阵 setMVPMatrix(gl, canvas, cuboid); //清空颜色和深度缓冲区 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); //绘制矩形体 gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0); //请求浏览器调用tick requestAnimationFrame(tick); }; //开始绘制 tick();
在这段代码中,定义了一个绘制函数tick(),而在该函数的结束处,调用了requestAnimationFrame()函数来向浏览器请求调用其回调函数,也就是tick()。以此循环往复,页面会不停的请求调用绘制tick(),从而带到了重绘刷新的效果。编程
前面提到过,重绘刷新每一帧以前,都要清空颜色缓冲区和深度缓冲区,不让上一帧的效果影响到下一帧。同理,MVP矩阵也是每绘制一帧以前就须要从新设置的。canvas
在设置MVP矩阵函数setMVPMatrix()中,能够发现视图矩阵和投影矩阵都是初次计算好就固定的,只有模型矩阵随着变量currentAngle和curScale变化而变化,相关代码以下:数组
var currentAngle = [0.0, 0.0]; // 绕X轴Y轴的旋转角度 ([x-axis, y-axis]) var curScale = 1.0; //当前的缩放比例 //设置MVP矩阵 function setMVPMatrix(gl, canvas, cuboid) { //... //模型矩阵 var modelMatrix = new Matrix4(); modelMatrix.scale(curScale, curScale, curScale); modelMatrix.rotate(currentAngle[0], 1.0, 0.0, 0.0); // Rotation around x-axis modelMatrix.rotate(currentAngle[1], 0.0, 1.0, 0.0); // Rotation around y-axis modelMatrix.translate(-cuboid.CenterX(), -cuboid.CenterY(), -cuboid.CenterZ()); //... }
currentAngle和curScale是预先定义的全局变量,它们在函数initEventHandlers中被设置。在initEventHandlers函数中,注册了画布元素canvas的鼠标事件。当鼠标在画布视图中拖动的时候,currentAngle根据鼠标在X、Y方向上位移变化而变化:浏览器
//鼠标按下 canvas.onmousedown = function (ev) { var x = ev.clientX; var y = ev.clientY; // Start dragging if a moue is in <canvas> var rect = ev.target.getBoundingClientRect(); if (rect.left <= x && x < rect.right && rect.top <= y && y < rect.bottom) { lastX = x; lastY = y; dragging = true; } }; //... //鼠标移动 canvas.onmousemove = function (ev) { var x = ev.clientX; var y = ev.clientY; if (dragging) { var factor = 100 / canvas.height; // The rotation ratio var dx = factor * (x - lastX); var dy = factor * (y - lastY); currentAngle[0] = currentAngle[0] + dy; currentAngle[1] = currentAngle[1] + dx; } lastX = x, lastY = y; };
当鼠标在画布上滑动滚轮的时候,curScale根据滚动的幅度变化而变化:
//鼠标缩放 canvas.onmousewheel = function (event) { if (event.wheelDelta > 0) { curScale = curScale * 1.1; } else { curScale = curScale * 0.9; } };
currentAngle和curScale的变化使得模型矩阵发生改变,而每绘制一帧就会从新设置MVP矩阵,这就使得三维场景随着鼠标操做而变化,从而完成交互操做。
在浏览器中打开对应的HTML文件,运行结果以下:
原本部分代码和插图来自《WebGL编程指南》,源代码连接:地址 。会在此共享目录中持续更新后续的内容。