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156 lines (141 loc) · 3.38 KB
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Copy pathindex.js
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156 lines (141 loc) · 3.38 KB
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/**
* 绘制变换三角形
* 平移
* ----------------
* 1 0 0 Tx
* 0 1 0 Ty
* 0 0 1 Tz
* 0 0 0 1
* ----------------
* 绕z轴选转
* ----------------
* cosB -sinB 0 0
* sinB cosB 0 0
* 0 0 1 0
* 0 0 0 1
* ----------------
* 缩放
* ----------------
* sx 0 0 0
* 0 sy 0 0
* 0 0 sz 0
* 0 0 0 1
* ----------------
*/
// 顶点着色器
var VSHADER_SPURCE = `
attribute vec4 a_Position;
uniform mat4 u_matrix;
void main() {
// 乘以变换矩阵
gl_Position = u_matrix * a_Position;
// PointSize绘制单个点才有效
// gl_PointSize = 10.0;
}
`
// 片元着色器
var FSHADER_SOURCE = `
void main() {
// 片元颜色
gl_FragColor = vec4(0.25, 0.5, 0.3, 1.0);
}
`
main()
function main() {
var canvas = document.getElementById('webgl')
var gl = getWebGLContext(canvas)
initShaders(gl, VSHADER_SPURCE, FSHADER_SOURCE)
var n = initVertextBuffers(gl)
// 获取变量引用
var u_matrix = gl.getUniformLocation(gl.program, 'u_matrix')
var inputs = document.querySelectorAll('[name="type"]')
for (var i = 0; i < inputs.length; i++) {
inputs[i].addEventListener('change', function(event) {
var value = event.target.value
setTransform(value, gl, u_matrix, n)
})
}
// 初始无变换绘制三角形
setTransform('', gl, u_matrix, n)
}
function setTransform(type, gl, u_matrix, n) {
var matrix
switch (type) {
case '':
matrix = setNoTransform()
break
case 'translate':
matrix = setTranslate(0.5, 0.5, 0.0)
break
case 'rotate':
matrix = setRotate(90.0)
break
case 'scale':
matrix = setScale(1.0, 1.5, 1.0)
break
default:
return
}
// 传递矩阵变量
gl.uniformMatrix4fv(u_matrix, false, matrix)
gl.clearColor(0.0, 0.0, 0.0, 1.0)
gl.clear(gl.COLOR_BUFFER_BIT)
// 绘制三角形
gl.drawArrays(gl.TRIANGLES, 0, n)
}
function setNoTransform() {
return new Float32Array([
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
])
}
function setTranslate(tx, ty, tz) {
var matrix = new Float32Array([
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
tx, ty, tz, 1.0
])
return matrix
}
function setRotate(angle) {
var radian = Math.PI * angle / 180.0
var cosB = Math.cos(radian)
var sinB = Math.sin(radian)
var matrix = new Float32Array([
cosB, sinB, 0.0, 0.0,
-sinB, cosB, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
])
return matrix
}
function setScale(sx, sy, sz) {
var matrix = 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
])
return matrix
}
function initVertextBuffers(gl) {
var vertices = new Float32Array([
0.0, 0.5, -0.5, -0.5, 0.5, -0.5
])
var n = 3 // 点个数
// 创建缓冲区
var vertexBuffer = gl.createBuffer()
// 绑定缓冲区到webgl中存在的目标
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer)
// 往缓冲区写入数据
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW)
var a_Position = gl.getAttribLocation(gl.program, 'a_Position')
// 将缓冲区对象分配给a_Position变量(将整个缓冲区对象即引用指针分配给attribute)
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0)
// 连接a_Position到缓冲区对象
gl.enableVertexAttribArray(a_Position)
return n
}