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2022-04-08 webgl实现镜面反射

2022-04-08 webgl实现镜面反射

作者: MrSwilder | 来源:发表于2022-04-08 14:11 被阅读0次
    <!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 onload="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;
            attribute vec4 a_Color; 
            attribute vec4 a_Normal;
            
          
            uniform mat4 u_ModelMatrix;
            uniform mat4 u_NormalMatrix;
            uniform mat4 u_ModelViewMatrix; 
            varying vec4 v_Color; 
            varying vec3 v_Normal; 
            varying vec3 v_Position; 
            void main(){ 
               gl_Position = u_ModelViewMatrix * a_Position;
               v_Position=vec3(u_NormalMatrix*a_Position);
               v_Normal = normalize(vec3(u_NormalMatrix *a_Normal));
               v_Color=a_Color;
              
            }`;
    
        //片元着色器
        var FSHADER_SOURCE = `
            #ifdef GL_ES
            precision mediump float;
            #endif
            uniform vec3 u_LightPosition;
            uniform vec3 u_LightColor;
            uniform vec3 u_AmbitionColor;
            uniform vec3 u_eyePosition;
            varying vec4 v_Color;
            varying vec3 v_Normal; 
            varying vec3 v_Position;  
            void main(){
                vec3 normal=normalize(v_Normal);
    
              //计算漫反射
               vec3 lightDirection=normalize(u_LightPosition-vec3(v_Position));
               float nDotL = max(dot(lightDirection,normal),0.0);
               vec3 diffuse = u_LightColor * vec3(v_Color) * nDotL;
              //计算镜面反射
              vec3 viewDir=u_eyePosition-v_Position;
              vec3 reflectDir=reflect(-lightDirection,normal);
              float spec = pow(max(dot(viewDir, reflectDir), 0.0),0.5);
              vec3 specular = 0.5 * spec * u_LightColor;
              //计算环境光
               vec3 ambitionColor=u_AmbitionColor*v_Color.rgb;
               gl_FragColor = vec4(diffuse+specular+ambitionColor,v_Color.a);
            }`;
    
        //声明js需要的相关变量
        var canvas = document.getElementById("canvas");
        var gl = getWebGLContext(canvas);
        gl.enable(gl.DEPTH_TEST);
        gl.enable(gl.CULL_FACE);
        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;
            }
    
    
    
    
            var u_LightColor = gl.getUniformLocation(gl.program, "u_LightColor");
            var u_LightPosition = gl.getUniformLocation(gl.program, "u_LightPosition");
            var u_AmbitionColor = gl.getUniformLocation(gl.program, "u_AmbitionColor");
            var u_viewPosition = gl.getUniformLocation(gl.program, "u_viewPosition");
            //设置光线颜色(白色)
            gl.uniform3f(u_LightColor, 1.0, 1.0, 1.0);
            gl.uniform3f(u_viewPosition, 3.0, 3.0,10.0);
            // //设置光线方向(世界坐标系下的)
            // var lightDirection = new Vector3([2.0, 3.0, 4.0]);
            // lightDirection.normalize(); //归一化
            //gl.uniform3fv(u_LightDirection, lightDirection.elements)
            //设置光源位置
            var lightPosition = new Vector3([0,0,1.5]);
            gl.uniform3fv(u_LightPosition, lightPosition.elements)
    
    
            var ambitionColor = new Vector3([0.2, 0.2, 0.2]);
            gl.uniform3fv(u_AmbitionColor, ambitionColor.elements)
            //设置底色
            gl.clearColor(0.0, 0.0, 0.0, 1.0);
            var currentAngle = 0
            var tick = function () {
                //计算角度
                currentAngle += 0.3
                draw(gl, currentAngle)
                requestAnimationFrame(tick)
            }
            tick()
            //进入场景初始化
            //draw(gl, n, u_ModelViewMatrix, u_ModelMatrix, u_NormalMatrix);
        }
    
        function draw(gl, currentAngle) {
            //设置视角矩阵的相关信息(视点,视线,上方向)
            var viewMatrix = new Matrix4();
            viewMatrix.setLookAt(3.0, 3.0,10.0, 0, 0, 0, 0, 1, 0);
    
            //设置模型矩阵的相关信息
            var modelMatrix = new Matrix4();
            modelMatrix.setRotate(currentAngle, 0, 1, 0);
    
            //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));
            //设置视角矩阵的相关信息
            var u_ModelMatrix = gl.getUniformLocation(gl.program, "u_ModelMatrix");
            if (u_ModelMatrix < 0) {
                console.log("无法获取模型矩阵变量的存储位置");
                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mvp矩阵变量的存储位置");
                return;
            }
            var u_NormalMatrix = gl.getUniformLocation(gl.program, "u_NormalMatrix");
    
            //将试图矩阵传给u_ViewMatrix变量
            gl.uniformMatrix4fv(u_ModelViewMatrix, false, modeViewMatrix.elements);
            gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
    
            var normalMatrix = new Matrix4(); //用来变换法向量的矩阵
            //根据模型矩阵计算用来变换法向量的矩阵
            normalMatrix.setInverseOf(modelMatrix);
            normalMatrix.transpose();
            //将用来变换放下了的矩阵传给u_NormalMatrix变量
            gl.uniformMatrix4fv(u_NormalMatrix, false, normalMatrix.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, 36, gl.UNSIGNED_BYTE, 0);
    
        }
    
        function initVertexBuffers(gl) {
            // 创建一个立方体
            //    v6----- v5
            //   /|      /|
            //  v1------v0|
            //  | |     | |
            //  | |v7---|-|v4
            //  |/      |/
            //  v2------v3
    
            var vertices = new Float32Array([ // 顶点的位置坐标数据
                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([ // 顶点的颜色
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // v0-v1-v2-v3 front
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // v0-v3-v4-v5 right
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // v0-v5-v6-v1 up
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // v1-v6-v7-v2 left
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // v7-v4-v3-v2 down
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // v4-v7-v6-v5 back
            ]);
    
    
            //设置法向量
            var normals = new Float32Array([
                0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
                1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
                0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,
                -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
                0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0,
                0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0,
    
            ])
    
            var indices = new Uint8Array([ // 绘制的索引
                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
            ]);
    
            //创建缓冲区对象
            initArrayBuffer(gl, vertices, 3, gl.FLOAT, "a_Position");
    
            initArrayBuffer(gl, colors, 3, gl.FLOAT, "a_Color");
    
            initArrayBuffer(gl, normals, 3, gl.FLOAT, "a_Normal");
    
            //将顶点索引数据写入缓冲区对象
            var indexBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
    
            return indices.length;
        }
    
        function initArrayBuffer(gl, data, num, type, attribute) {
            //创建缓冲区对象
            var buffer = gl.createBuffer();
            if (!buffer) {
                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, buffer);
            gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
    
            //获取顶点位置变量位置
            var a_attribue = gl.getAttribLocation(gl.program, attribute);
            if (a_attribue < 0) {
                console.log("无法获取顶点位置的存储变量" + attribute);
                return -1;
            }
    
            //对位置的顶点数据进行分配,并开启
            gl.vertexAttribPointer(a_attribue, num, type, false, 0, 0);
            gl.enableVertexAttribArray(a_attribue);
        }
    </script>
    
    </html>
    

    效果


    image.png

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          本文标题:2022-04-08 webgl实现镜面反射

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