<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport"
content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title>Title</title>
<style>
body {
margin: 0;
text-align: center;
}
#canvas {
margin: 0;
}
</style>
</head>
<body οnlοad="main()">
<canvas id="canvas" height="800" width="1200"></canvas>
</body>
<script src="lib/webgl-utils.js"></script>
<script src="lib/webgl-debug.js"></script>
<script src="lib/cuon-utils.js"></script>
<script src="lib/cuon-matrix.js"></script>
<script>
//顶点着色器
var VSHADER_SOURCE = "" +
"attribute vec4 a_Position;\n" +
"attribute vec4 a_Color;\n" +
"uniform mat4 u_ModelViewMatrix;\n" +
"varying vec4 v_Color;\n" +
"void main(){" +
" gl_Position = u_ModelViewMatrix * a_Position;\n" +
" v_Color = a_Color;\n" +
"}\n";
//片元着色器
var FSHADER_SOURCE = "" +
"#ifdef GL_ES\n" +
"precision mediump float;\n" +
"#endif\n" +
"varying vec4 v_Color;\n" +
"void main(){" +
" gl_FragColor = v_Color;\n" +
"}\n";
//声明js需要的相关变量
var canvas = document.getElementById("canvas");
var gl = getWebGLContext(canvas);
function main() {
if (!gl) {
console.log("你的浏览器不支持WebGL");
return;
}
//初始化着色器
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log("无法初始化着色器");
return;
}
var n = initVertexBuffers(gl);
if (n < 0) {
console.log("无法创建缓冲区");
return;
}
//设置视角矩阵的相关信息
var u_ModelViewMatrix = gl.getUniformLocation(gl.program, "u_ModelViewMatrix");
if (u_ModelViewMatrix < 0) {
console.log("无法获取矩阵变量的存储位置");
return;
}
//设置底色
gl.clearColor(0.0, 0.0, 0.0, 1.0);
//进入场景初始化
draw(gl, n, u_ModelViewMatrix);
}
function draw(gl, n, u_ModelViewMatrix) {
//设置视角矩阵的相关信息(视点,视线,上方向)
var viewMatrix = new Matrix4();
viewMatrix.setLookAt(3,3,7,0,0,0,0,1,0);
//设置模型矩阵的相关信息
var modelMatrix = new Matrix4();
modelMatrix.setRotate(0, 0, 0, 1);
//设置透视投影矩阵
var projMatrix = new Matrix4();
projMatrix.setPerspective(30,canvas.width/canvas.height,1,100);
//计算出模型视图矩阵 viewMatrix.multiply(modelMatrix)相当于在着色器里面u_ViewMatrix * u_ModelMatrix
var modeViewMatrix = projMatrix.multiply(viewMatrix.multiply(modelMatrix));
//将试图矩阵传给u_ViewMatrix变量
gl.uniformMatrix4fv(u_ModelViewMatrix, false, modeViewMatrix.elements);
//开启隐藏面清除
gl.enable(gl.DEPTH_TEST);
//清空颜色和深度缓冲区
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
//绘制图形
gl.drawElements(gl.TRIANGLES,n,gl.UNSIGNED_BYTE,0);
}
function initVertexBuffers(gl) {
// 创建一个立方体
// v6----- v5
// /| /|
// v1------v0|
// | | | |
// | |v7---|-|v4
// |/ |/
// v2------v3
var verticesColors = new Float32Array([
// 设置顶点和颜色(偷的顶点代码位置)
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, // v0 White
-1.0, 1.0, 1.0, 1.0, 0.0, 1.0, // v1 Magenta
-1.0, -1.0, 1.0, 1.0, 0.0, 0.0, // v2 Red
1.0, -1.0, 1.0, 1.0, 1.0, 0.0, // v3 Yellow
1.0, -1.0, -1.0, 0.0, 1.0, 0.0, // v4 Green
1.0, 1.0, -1.0, 0.0, 1.0, 1.0, // v5 Cyan
-1.0, 1.0, -1.0, 0.0, 0.0, 1.0, // v6 Blue
-1.0, -1.0, -1.0, 0.0, 0.0, 0.0 // 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
]);
//创建缓冲区对象
var vertexColorBuffer = gl.createBuffer();
var indexBuffer = gl.createBuffer();
if (!vertexColorBuffer || !indexBuffer) {
console.log("无法创建缓冲区对象");
return -1;
}
//绑定缓冲区对象并写入数据
gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW);
//获取数组中一个元素所占的字节数
var fsize = verticesColors.BYTES_PER_ELEMENT;
//获取顶点位置变量位置
var a_Position = gl.getAttribLocation(gl.program, "a_Position");
if (a_Position < 0) {
console.log("无法获取顶点位置的存储变量");
return -1;
}
//对位置的顶点数据进行分配,并开启
gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, fsize * 6, 0);
gl.enableVertexAttribArray(a_Position);
//获取顶点颜色的变量
var a_Color = gl.getAttribLocation(gl.program, "a_Color");
if (a_Color < 0) {
console.log("无法获取顶点位置的存储变量");
return -1;
}
//对位置的顶点数据进行分配,并开启
gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, fsize * 6, fsize * 3);
gl.enableVertexAttribArray(a_Color);
//将顶点索引数据写入缓冲区对象
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,indices,gl.STATIC_DRAW);
return indices.length;
}
</script>
</html>
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