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WebGL中绘制立方体

WebGL中绘制立方体

作者: jadefan | 来源:发表于2019-12-14 21:38 被阅读0次

    绘制立方体用到了直射光和环境光,贴出代码供参考
    效果图:


    代码:

    <body>
      <canvas id="canvas"></canvas>
    
      <script id="vertex" type="text/v-shader">
        precision mediump float;
        attribute vec4 a_position;
        attribute vec4 a_color;
        attribute vec4 a_normal;
        uniform mat4 u_viewMatrix;
        uniform mat4 u_projMatrix;
        uniform mat4 u_modelMatrix;
        uniform vec3 u_lightColor;
        uniform vec3 u_lightColorDirection; 
        uniform vec3 u_ambientLight; 
        varying vec4 v_color; 
        void main(){
          gl_Position = u_projMatrix * u_viewMatrix * u_modelMatrix * a_position; 
          vec3 normal = normalize(a_normal.xyz);
          float nDotlL = max(dot(u_lightColorDirection, normal), 0.0);
          vec3 diffuse = u_lightColor * a_color.rgb * nDotlL;
          vec3 ambient = u_ambientLight * a_color.rgb;
          v_color = vec4(diffuse + ambient, a_color.a);
        }
      </script>
    
      <script id="fragment" type="text/f-shader">
        #ifdef GL_ES
          precision mediump float;
        #endif
        varying vec4 v_color;
        void main(){
          gl_FragColor = v_color;
        }
      </script>
    
      <script>
        var canvas = document.getElementById("canvas");
        var gl = canvas.getContext("webgl");
        var vertex = gl.createShader(gl.VERTEX_SHADER);
        var fragment = gl.createShader(gl.FRAGMENT_SHADER);
        var program = gl.createProgram();
    
        gl.shaderSource(vertex, document.getElementById("vertex").text);
        gl.shaderSource(fragment, document.getElementById("fragment").text);
        gl.compileShader(vertex);
        gl.compileShader(fragment);
    
        // 错误检测
        if (!gl.getShaderParameter(vertex, gl.COMPILE_STATUS)) {
          alert(gl.getShaderInfoLog(vertex));
        }
        if (!gl.getShaderParameter(fragment, gl.COMPILE_STATUS)) {
          alert(gl.getShaderInfoLog(fragment));
        }
    
        //链接程序
        gl.attachShader(program, vertex);
        gl.attachShader(program, fragment);
        gl.linkProgram(program);
    
        if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
          alert("Could not initialise shaders");
        }
    
        gl.useProgram(program);
    
        gl.clearColor(0.0, 0.0, 0.0, 1.0);
        //开启深度检测
        gl.enable(gl.DEPTH_TEST);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    
    
    
        var vertices = new Float32Array([   // Coordinates
          1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, // v0-v1-v2-v3 front
          1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, // v0-v3-v4-v5 right
          1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, // v0-v5-v6-v1 up
          -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, // v1-v6-v7-v2 left
          -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, // v7-v4-v3-v2 down
          1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0  // v4-v7-v6-v5 back
        ]);
    
    
        var colors = new Float32Array([    // Colors
          1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,     // v0-v1-v2-v3 front
          1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,     // v0-v3-v4-v5 right
          1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,     // v0-v5-v6-v1 up
          1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,     // v1-v6-v7-v2 left
          1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,     // v7-v4-v3-v2 down
          1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0     // v4-v7-v6-v5 back
        ]);
    
    
        var normals = new Float32Array([    // Normal
          0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,  // v0-v1-v2-v3 front
          1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,  // v0-v3-v4-v5 right
          0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,  // v0-v5-v6-v1 up
          -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0,  // v1-v6-v7-v2 left
          0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0,  // v7-v4-v3-v2 down
          0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0   // v4-v7-v6-v5 back
        ]);
    
        var indices = new Uint8Array([
          0, 1, 2, 0, 2, 3,    // front
          4, 5, 6, 4, 6, 7,    // right
          8, 9, 10, 8, 10, 11,    // up
          12, 13, 14, 12, 14, 15,    // left
          16, 17, 18, 16, 18, 19,    // down
          20, 21, 22, 20, 22, 23     // back
        ]);
    
        //视点位置
        var viewMatrix = new Matrix4();
        viewMatrix.setPerspective(30, 1, 1, 100);
        viewMatrix.setLookAt(3, 3, 7, 0, 0, 0, 0, 1, 0);
        var u_viewMatrix = gl.getUniformLocation(program, "u_viewMatrix");
        gl.uniformMatrix4fv(u_viewMatrix, false, viewMatrix.elements);
    
        //透视变换
        var projMatrix = new Matrix4();
        projMatrix.setPerspective(30, canvas.width / canvas.height, 1, 100);
        var u_projMatrix = gl.getUniformLocation(program, "u_projMatrix");
        gl.uniformMatrix4fv(u_projMatrix, false, projMatrix.elements);
    
        //图形偏移
        var modelMatrix = new Matrix4();
        modelMatrix.setTranslate(0, 0, 0);
        var u_modelMatrix = gl.getUniformLocation(program, "u_modelMatrix");
        gl.uniformMatrix4fv(u_modelMatrix, false, modelMatrix.elements);
    
        //索引缓冲区
        var indexBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
        gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
        var n = indices.length;
    
        //光线
        var u_lightColor = gl.getUniformLocation(program, "u_lightColor");
        //光线颜色
        gl.uniform3f(u_lightColor, 1.0, 1.0, 1.0);
        //光线方向
        var u_lightColorDirection = gl.getUniformLocation(program, "u_lightColorDirection");
        var lightDirection = new Vector3([0.5, 3.0, 4.0]);
        //归一化
        lightDirection.normalize();
        gl.uniform3fv(u_lightColorDirection, lightDirection.elements);
    
        //环境光
        var u_ambientLight = gl.getUniformLocation(program, "u_ambientLight");
        gl.uniform3f(u_ambientLight, 0.2, 0.2, 0.2);
    
        // 缓冲区传值
        initArrayBuffer(gl, 'a_position', vertices, 3, gl.FLOAT);
        initArrayBuffer(gl, 'a_color', colors, 3, gl.FLOAT);
        initArrayBuffer(gl, 'a_normal', normals, 3, gl.FLOAT);
    
        gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
    
    
        function initArrayBuffer(gl, attribute, data, num, type) {
          var buffer = gl.createBuffer();
          if (!buffer) {
            console.log('Failed to create the buffer object');
            return false;
          }
          gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
          gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
          var a_attribute = gl.getAttribLocation(program, attribute);
          if (a_attribute < 0) {
            console.log('Failed to get the storage location of ' + attribute);
            return false;
          }
          gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);
          gl.enableVertexAttribArray(a_attribute);
          gl.bindBuffer(gl.ARRAY_BUFFER, null); 
          return true;
        }
    
      </script>
    
    </body>
    

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