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示例8:三角形矩阵

示例8:三角形矩阵

作者: WebGiser | 来源:发表于2021-07-01 09:00 被阅读0次

    效果

    image.png

    代码

    <!DOCTYPE html>
    <html>
        <head>
            <meta charset="utf-8">
            <title></title>
            <style>
            
            </style>
        </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"+
                "uniform mat4 u_xformMatrix;\n"+
                "void main(){\n"+
                    "gl_Position = u_xformMatrix * a_Position;\n"+
                "}\n";
                
                // 片元着色器
                let FSHADER_SOURCE = 
                "void main(){\n"+
                    "gl_FragColor = vec4(1.0, 0.0 ,0.0, 1.0);\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, -0.5, -0.5, 0.5, -0.5
                    ]);
                    let n = 3;
                    // 创建缓冲区对象
                    let vertexBuffer = gl.createBuffer();
                    // 将缓冲区对象绑定到目标
                    gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
                    // 向缓冲区对象中写入数据
                    gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
                    // 将缓冲区对象分配给a_Position
                    let a_Position = gl.getAttribLocation(gl.program, 'a_Position');
                    gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
                    // 连接a_Position变量与分配给它的缓冲区对象
                    gl.enableVertexAttribArray(a_Position);
                    return n;
                }
                
                initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE);
                
                initVertexBuffers(gl);
                
                // 创建旋转矩阵
                let angle = 90;
                let radian = Math.PI * angle / 180;
                let cosB = Math.cos(radian);
                let sinB = Math.sin(radian);
                let xformMatrix = new Float32Array([
                    cosB, sinB, 0.0, 0.0,
                    -sinB, cosB, 0.0, 0.0,
                    0.0, 0.0, 1.0, 0.0,
                    0.0, 0.0, 0.0, 1.0
                ])
                let u_xformMatrix = gl.getUniformLocation(gl.program, 'u_xformMatrix');
                gl.uniformMatrix4fv(u_xformMatrix, false, xformMatrix);
                
                gl.clearColor(0.0, 0.0, 0.0, 1.0);
                gl.clear(gl.COLOR_BUFFER_BIT);
                
                gl.drawArrays(gl.TRIANGLES, 0, 3);
            </script>
        </body>
    </html>
    

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