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示例14:利用键盘改变视点

示例14:利用键盘改变视点

作者: WebGiser | 来源:发表于2021-07-04 10:11 被阅读0次

    效果

    按下键盘左右方向键改变视点


    image.png

    代码

    <!DOCTYPE html>
    <html>
        <head>
            <meta charset="utf-8">
            <title></title>
            <script src="./cuon-matrix.js"></script>
        </head>
        <body>
            <canvas id="canvas" width="600" height="600" style="border: 1px solid #ff0000;"></canvas>
    
            <script>
                let canvas = document.getElementById('canvas');
                let gl = canvas.getContext('webgl');
    
                // 顶点着色器
                let VSHADER_SOURCE =
                    "attribute vec4 a_Position;\n" +
                    "attribute vec4 a_Color;\n" +
                    "uniform mat4 u_ViewMatrix;\n" +
                    "varying vec4 v_Color;\n" +
                    "void main(){\n" +
                    "gl_Position = u_ViewMatrix * a_Position;\n" +
                    "v_Color = a_Color;\n" +
                    "}\n";
    
                // 片元着色器
                let FSHADER_SOURCE =
                    "#ifdef GL_ES\n" +
                    "precision mediump float;\n" +
                    "#endif\n" +
                    "varying vec4 v_Color;\n" +
                    "void main(){\n" +
                    " gl_FragColor = v_Color;\n" +
                    "}\n";
    
    
                // 初始化着色器
                function initShaders(gl, vSource, fSource) {
                    let vShader = gl.createShader(gl.VERTEX_SHADER);
                    gl.shaderSource(vShader, vSource);
                    gl.compileShader(vShader);
    
                    let fShader = gl.createShader(gl.FRAGMENT_SHADER);
                    gl.shaderSource(fShader, fSource);
                    gl.compileShader(fShader);
    
                    let program = gl.createProgram();
                    gl.attachShader(program, vShader);
                    gl.attachShader(program, fShader);
                    gl.linkProgram(program);
                    gl.useProgram(program);
                    gl.program = program;
                }
    
                // 设置定点位置-缓冲区对象
                function initVertexBuffers(gl) {
                    let vertices = new Float32Array([
                        0.0, 0.5, -0.4, 0.4, 1.0, 0.4, // The back green one
                        -0.5, -0.5, -0.4, 0.4, 1.0, 0.4,
                        0.5, -0.5, -0.4, 1.0, 0.4, 0.4,
    
                        0.5, 0.4, -0.2, 1.0, 0.4, 0.4, // The middle yellow one
                        -0.5, 0.4, -0.2, 1.0, 1.0, 0.4,
                        0.0, -0.6, -0.2, 1.0, 1.0, 0.4,
    
                        0.0, 0.5, 0.0, 0.4, 0.4, 1.0, // The front blue one 
                        -0.5, -0.5, 0.0, 0.4, 0.4, 1.0,
                        0.5, -0.5, 0.0, 1.0, 0.4, 0.4,
                    ]);
                    let n = 9;
    
                    // 创建顶点位置大小颜色缓冲区对象
                    let vertexBuffer = gl.createBuffer();
                    gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
                    gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
                    let fsize = vertices.BYTES_PER_ELEMENT;
    
                    let a_Position = gl.getAttribLocation(gl.program, 'a_Position');
                    gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, fsize * 6, fsize * 0);
                    gl.enableVertexAttribArray(a_Position);
    
                    let a_Color = gl.getAttribLocation(gl.program, 'a_Color');
                    gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, fsize * 6, fsize * 3);
                    gl.enableVertexAttribArray(a_Color);
    
                    return n;
                }
                
                function keydown(ev, gl, n, u_ViewMatrix, viewMatrix){
                    if(ev.keyCode == 39){
                        g_eyeX += 0.01;
                    }else if(ev.keyCode == 37){
                        g_eyeX -= 0.01;
                    }else{
                        return;
                    }
                    draw(gl, n, u_ViewMatrix, viewMatrix);
                }
                
                function draw(gl, n, u_ViewMatrix, viewMatrix){
                    viewMatrix.setLookAt(g_eyeX, g_eyeY, g_eyeZ, 0, 0, 0, 0, 1, 0);
                    gl.uniformMatrix4fv(u_ViewMatrix, false, matrix.elements);
                    gl.clear(gl.COLOR_BUFFER_BIT);
                    gl.drawArrays(gl.TRIANGLES, 0, 9);
                }
    
                initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE);
    
                initVertexBuffers(gl);
                
                gl.clearColor(0, 0, 0, 1);
                
                let g_eyeX=0.2, g_eyeY=0.25, g_eyeZ=0.25;
                let matrix = new Matrix4();
                matrix.lookAt(0.2, 0.25, 0.25, 0, 0, 0, 0, 1, 0);
                let u_ViewMatrix = gl.getUniformLocation(gl.program, 'u_ViewMatrix');
                document.onkeydown = function(ev){
                    keydown(ev, gl, 9, u_ViewMatrix, matrix);
                }
                
                gl.uniformMatrix4fv(u_ViewMatrix, false, matrix.elements);
                gl.clear(gl.COLOR_BUFFER_BIT);
                gl.drawArrays(gl.TRIANGLES, 0, 9);
            </script>
        </body>
    </html>
    

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