<!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;
overflow: hidden;
}
#canvas {
margin: 0;
display: block;
}
</style>
</head>
<body onload="main()">
<canvas id="canvas" height="800" width="800"></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>
//设置WebGL全屏显示
var canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
//设置顶点着色器
var vertexShaderSource = "" +
"attribute vec4 a_Position;\n" +
"attribute vec2 a_TexCoord;\n" +
"uniform mat4 u_MvpMatrix;\n" +
"varying vec2 v_TexCoord;\n" +
"void main(){\n" +
" gl_Position = u_MvpMatrix * a_Position;\n" +
" v_TexCoord = a_TexCoord;\n" +
"}\n";
//设置片元着色器
var fragmentShaderSource = "" +
"#ifdef GL_ES\n" +
"precision mediump float;\n" +
"#endif\n" +
"uniform sampler2D u_Sampler;\n" +
"varying vec2 v_TexCoord;\n" +
"void main(){\n" +
" gl_FragColor = texture2D(u_Sampler, v_TexCoord);\n" +
"}\n";
//中间平面图形的高和宽
var offset_width = 512;
var offset_height = 512;
function main() {
var canvas = document.getElementById("canvas");
var gl = getWebGLContext(canvas);
if(!gl){
console.log("无法获取WebGL的上下文");
return;
}
//创建并初始化着色器
if(!initShaders(gl, vertexShaderSource, fragmentShaderSource)){
console.log("无法初始化着色器");
return;
}
//得到attribute变量和uniform变量的存储位置
var program = gl.program;//获取到程序对象
program.a_Position = gl.getAttribLocation(program, "a_Position");
program.a_TexCoord = gl.getAttribLocation(program, "a_TexCoord");
program.u_MvpMatrix = gl.getUniformLocation(program, "u_MvpMatrix");
if(program.a_Position < 0 || program.a_TexCoord < 0 || !program.u_MvpMatrix){
console.log("无法获取到变量的存储位置");
return;
}
//设置顶点的位置信息
var cube = initVertexBuffersForCube(gl);
var plane = initVertexBuffersForPlane(gl);
if(!cube || !plane){
console.log("存入缓冲区数据失败");
return;
}
//设置纹理
var texture = initTextures(gl);
if(!texture){
console.log("无法创建纹理缓冲区");
return;
}
//初始化帧缓冲区
var fbo = initFramebufferObject(gl);
if(!fbo){
console.log("无法初始化帧缓冲区");
return;
}
//开启隐藏面消除功能
gl.enable(gl.DEPTH_TEST);
//设置视图投影矩阵相关信息
var viewProjectMatrix = new Matrix4();
viewProjectMatrix.setPerspective(30.0, canvas.width/canvas.height, 1.0, 100.0);
viewProjectMatrix.lookAt(0.0, 3.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
//设置帧缓冲区的视图投影矩阵
var viewProjectMatrixFbo = new Matrix4();
viewProjectMatrixFbo.setPerspective(30.0, offset_width/offset_height, 1.0, 100.0);
viewProjectMatrixFbo.lookAt(0.0, -3.0, 5.0,0.0, 0.0, 0.0,0.0,1.0,0.0);
//开始绘制
var currentAngle = 0.0;
function tick() {
currentAngle = animate(currentAngle); //更新旋转角度
draw(gl, canvas, fbo, plane, cube, currentAngle, texture, viewProjectMatrix, viewProjectMatrixFbo);
requestAnimationFrame(tick);
}
tick();
}
function draw(gl, canvas, fbo, plane, cube, angle, texture, viewProjectMatrix, viewProjectMatrixFbo) {
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); //更改绘图的目标为帧缓冲区
gl.viewport(0,0,offset_width, offset_height); //对帧缓冲区设置视口
gl.clearColor(0.2,0.2,0.4,1.0); //设置背景色
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); //清除背景和隐藏面消除
//绘制立方体
drawTexturedCube(gl, gl.program, cube, angle, texture, viewProjectMatrixFbo,false);
gl.bindFramebuffer(gl.FRAMEBUFFER, null); //将绘制的目标修改为颜色缓冲区
gl.viewport(0,0,canvas.width, canvas.height); //将视口的大小设置为canvas的大小
gl.clearColor(0.0,0.0,0.0,1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); //清除背景和隐藏面消除
//绘制平面
drawTexturedPlane(gl, gl.program, plane, 0.0, fbo.texture, viewProjectMatrix);
drawTexturedCube(gl, gl.program, cube, angle, texture, viewProjectMatrix,true);
}
//声明坐标转换矩阵
var g_mvpMatrix = new Matrix4();
function drawTexturedPlane(gl, program, obj, angle, texture, viewProjectMatrix) {
var g_modelMatrix = new Matrix4();
//计算模型矩阵
// g_modelMatrix.setTranslate(0.0,0.0,1.0);
//g_modelMatrix.setRotate(0.0,0.0,1.0,0.0);
g_modelMatrix.rotate(angle, 0.0, 1.0, 0.0);
//g_modelMatrix.translate(0.0,0.5,0.0)
//计算模型视图投影矩阵,并赋值给u_MvpMatrix
g_mvpMatrix.set(viewProjectMatrix);
g_mvpMatrix.multiply(g_modelMatrix);
gl.uniformMatrix4fv(program.u_MvpMatrix, false, g_mvpMatrix.elements);
drawTexturedObject(gl, program, obj, texture);
}
function drawTexturedCube(gl, program, obj, angle, texture, viewProjectMatrix,isTrans) {
var g_modelMatrix = new Matrix4();
//计算模型矩阵
g_modelMatrix.setRotate(0.0,1.0,0.0,0.0);
g_modelMatrix.rotate(angle, 0.0,1.0,0.0);
g_modelMatrix.translate(0.0,1.0,0.0)
g_modelMatrix.scale(0.5,0.5,0.5)
if(!isTrans){
}else{
//g_modelMatrix.scale(0.5,0.5,0.5)
}
//计算模型视图投影矩阵,并赋值给u_mvpmatrix
g_mvpMatrix.set(viewProjectMatrix);
g_mvpMatrix.multiply(g_modelMatrix);
gl.uniformMatrix4fv(program.u_MvpMatrix,false, g_mvpMatrix.elements);
//绘制
drawTexturedObject(gl, program, obj, texture);
}
function drawTexturedObject(gl, program, obj, texture) {
//分配缓冲区对象并启用赋值
initAttributeVariable(gl, program.a_Position, obj.vertexBuffer); //顶点坐标
initAttributeVariable(gl, program.a_TexCoord, obj.texCoordBuffer); //纹理坐标
//将纹理对象绑定到目标
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
//绘制
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, obj.indexBuffer);
gl.drawElements(gl.TRIANGLES, obj.numIndices, obj.indexBuffer.type, 0);
}
function initAttributeVariable(gl, a_attribute, buffer) {
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.vertexAttribPointer(a_attribute, buffer.num, buffer.type, false, 0, 0);
gl.enableVertexAttribArray(a_attribute);
}
var angle_step = 30;
var last = +new Date();
function animate(angle) {
var now = +new Date();
var elapsed = now - last;
last = now;
var newAngle = angle + (angle_step*elapsed)/1000.0;
return newAngle%360;
}
function initFramebufferObject(gl) {
var framebuffer, texture, depthBuffer;
//定义错误函数
function error() {
if(framebuffer) gl.deleteFramebuffer(framebuffer);
if(texture) gl.deleteFramebuffer(texture);
if(depthBuffer) gl.deleteFramebuffer(depthBuffer);
return null;
}
//创建帧缓冲区对象
framebuffer = gl.createFramebuffer();
if(!framebuffer){
console.log("无法创建帧缓冲区对象");
return error();
}
//创建纹理对象并设置其尺寸和参数
texture = gl.createTexture();
if(!texture){
console.log("无法创建纹理对象");
return error();
}
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, offset_width, offset_height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
framebuffer.texture = texture;//将纹理对象存入framebuffer
//创建渲染缓冲区对象并设置其尺寸和参数
depthBuffer = gl.createRenderbuffer();
if(!depthBuffer){
console.log("无法创建渲染缓冲区对象");
return error();
}
gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, offset_width, offset_height);
//将纹理和渲染缓冲区对象关联到帧缓冲区对象上
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER,depthBuffer);
//检查帧缓冲区对象是否被正确设置
var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if(gl.FRAMEBUFFER_COMPLETE !== e){
console.log("渲染缓冲区设置错误"+e.toString());
return error();
}
//取消当前的focus对象
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
return framebuffer;
}
function initTextures(gl) {
var texture = gl.createTexture();
if(!texture){
console.log("无法创建纹理缓冲区");
return null;
}
var u_Sampler = gl.getUniformLocation(gl.program, "u_Sampler");
if(!u_Sampler){
console.log("无法获取到缓冲区对象");
return null;
}
var img = new Image();
img.onload = function () {
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);
gl.uniform1i(u_Sampler, 0);
gl.bindTexture(gl.TEXTURE_2D, null);
};
img.src = "/image/texture1.jpg";
return texture;
}
function initVertexBuffersForPlane(gl) {
// 创建一个面
// v1------v0
// | |
// | |
// | |
// v2------v3
// 顶点的坐标
var vertices = new Float32Array([
1.0, 0.0, 1.0, -1.0, 0.0, 1.0, -1.0,0.0, -1.0, 1.0,0.0, -1.0 // v0-v1-v2-v3
]);
// 纹理的坐标
var texCoords = new Float32Array([1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0]);
// 顶点的索引
var indices = new Uint8Array([0, 1, 2, 0, 2, 3]);
//将顶点的信息写入缓冲区对象
var obj = {};
obj.vertexBuffer = initArrayBufferForLaterUse(gl, vertices, 3, gl.FLOAT);
obj.texCoordBuffer = initArrayBufferForLaterUse(gl, texCoords, 2, gl.FLOAT);
obj.indexBuffer = initElementArrayBufferForLaterUse(gl, indices, gl.UNSIGNED_BYTE);
if(!obj.vertexBuffer || !obj.texCoordBuffer || !obj.indexBuffer) return null;
obj.numIndices = indices.length;
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
return obj;
}
function initVertexBuffersForCube(gl) {
// Create a cube
// v6----- v5
// /| /|
// v1------v0|
// | | | |
// | |v7---|-|v4
// |/ |/
// v2------v3
// 顶点的数据坐标
var vertices = new Float32Array([
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
]);
// 纹理的数据坐标
var texCoords = new Float32Array([
1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, // v0-v1-v2-v3 front
0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, // v0-v3-v4-v5 right
1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, // v0-v5-v6-v1 up
1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, // v1-v6-v7-v2 left
0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, // v7-v4-v3-v2 down
0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0 // v4-v7-v6-v5 back
]);
// 顶点的索引数据
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
]);
//创建一个对象保存数据
var obj = {};
//将顶点信息写入缓冲区对象
obj.vertexBuffer = initArrayBufferForLaterUse(gl, vertices, 3, gl.FLOAT);
obj.texCoordBuffer = initArrayBufferForLaterUse(gl, texCoords, 2, gl.FLOAT);
obj.indexBuffer = initElementArrayBufferForLaterUse(gl, indices, gl.UNSIGNED_BYTE);
if(!obj.vertexBuffer || !obj.texCoordBuffer || !obj.indexBuffer) return null;
obj.numIndices = indices.length;
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
return obj;
}
function initArrayBufferForLaterUse(gl, data, num, type) {
var buffer = gl.createBuffer();
if(!buffer){
console.log("无法创建缓冲区对象");
return null;
}
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
buffer.num = num;
buffer.type = type;
return buffer;
}
function initElementArrayBufferForLaterUse(gl, data, type) {
var buffer = gl.createBuffer();
if(!buffer){
console.log("无法创建着色器");
return null;
}
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, data, gl.STATIC_DRAW);
buffer.type = type;
return buffer;
}
</script>
</html>
效果:
20211221_005011.gif
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