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示例16:彩色立方体

示例16:彩色立方体

作者: WebGiser | 来源:发表于2021-07-06 08:13 被阅读0次

    效果

    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_MvpMatrix;\n" +
                    "varying vec4 v_Color;\n" +
                    "void main(){\n" +
                    "gl_Position = u_MvpMatrix * 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) {
                    //    v6----- v5
                    //   /|      /|
                    //  v1------v0|
                    //  | |     | |
                    //  | |v7---|-|v4
                    //  |/      |/
                    //  v2------v3
                    let vertices = new Float32Array([
                        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
                    ]);
                    let indices = new Uint8Array([
                        0, 1, 2, 0, 2, 3, // front
                        0, 3, 4, 0, 4, 5, // right
                        0, 5, 6, 0, 6, 1, // up
                        1, 6, 7, 1, 7, 2, // left
                        7, 4, 3, 7, 3, 2, // down
                        4, 7, 6, 4, 6, 5 // back
                    ]);
    
                    // 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);
                    
                    // 创建顶点索引缓冲区
                    let indicesBuffer = gl.createBuffer();
                    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indicesBuffer);
                    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
    
                    return indices.length;
                }
    
                initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE);
    
                let n = initVertexBuffers(gl);
    
                gl.clearColor(0, 0, 0, 1);
                // 开启隐藏面消除(深度检测)
                gl.enable(gl.DEPTH_TEST);
                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    
                // 设置mvp矩阵:模型矩阵、视图矩阵、投影矩阵
                let modelMatrix = new Matrix4();
                //modelMatrix.setTranslate(0.75, 0, 0);
                let viewMatrix = new Matrix4();
                viewMatrix.setLookAt(3, 3, 7, 0, 0, 0, 0, 1, 0);
                let projectMatrix = new Matrix4();
                projectMatrix.setPerspective(30, canvas.width / canvas.height, 1, 100);
                let mvpMatrix = new Matrix4();
                mvpMatrix.set(projectMatrix).multiply(viewMatrix).multiply(modelMatrix);
    
                let u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix');
                gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix.elements);
                
                gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
            </script>
        </body>
    </html>
    

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        本文标题:示例16:彩色立方体

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