WebGL - 立方体旋转

  • 简述

    在本章中,我们将通过一个例子来演示如何使用 WebGL 绘制一个旋转的 3D 立方体。
  • 示例——绘制一个旋转的 3D 立方体

    以下程序展示了如何绘制旋转的 3D 立方体 -
    
    <!doctype html>
    <html>
       <body>
          <canvas width = "570" height = "570" id = "my_Canvas"></canvas>
          <script>
             /*============= Creating a canvas =================*/
             var canvas = document.getElementById('my_Canvas');
             gl = canvas.getContext('experimental-webgl');
             /*============ Defining and storing the geometry =========*/
             var vertices = [
                -1,-1,-1, 1,-1,-1, 1, 1,-1, -1, 1,-1,
                -1,-1, 1, 1,-1, 1, 1, 1, 1, -1, 1, 1,
                -1,-1,-1, -1, 1,-1, -1, 1, 1, -1,-1, 1,
                1,-1,-1, 1, 1,-1, 1, 1, 1, 1,-1, 1,
                -1,-1,-1, -1,-1, 1, 1,-1, 1, 1,-1,-1,
                -1, 1,-1, -1, 1, 1, 1, 1, 1, 1, 1,-1, 
             ];
             var colors = [
                5,3,7, 5,3,7, 5,3,7, 5,3,7,
                1,1,3, 1,1,3, 1,1,3, 1,1,3,
                0,0,1, 0,0,1, 0,0,1, 0,0,1,
                1,0,0, 1,0,0, 1,0,0, 1,0,0,
                1,1,0, 1,1,0, 1,1,0, 1,1,0,
                0,1,0, 0,1,0, 0,1,0, 0,1,0
             ];
             var indices = [
                0,1,2, 0,2,3, 4,5,6, 4,6,7,
                8,9,10, 8,10,11, 12,13,14, 12,14,15,
                16,17,18, 16,18,19, 20,21,22, 20,22,23 
             ];
             // Create and store data into vertex buffer
             var vertex_buffer = gl.createBuffer ();
             gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
             gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
             // Create and store data into color buffer
             var color_buffer = gl.createBuffer ();
             gl.bindBuffer(gl.ARRAY_BUFFER, color_buffer);
             gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
             // Create and store data into index buffer
             var index_buffer = gl.createBuffer ();
             gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, index_buffer);
             gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
             /*=================== Shaders =========================*/
             var vertCode = 'attribute vec3 position;'+
                'uniform mat4 Pmatrix;'+
                'uniform mat4 Vmatrix;'+
                'uniform mat4 Mmatrix;'+
                'attribute vec3 color;'+//the color of the point
                'varying vec3 vColor;'+
                'void main(void) { '+//pre-built function
                   'gl_Position = Pmatrix*Vmatrix*Mmatrix*vec4(position, 1.);'+
                   'vColor = color;'+
                '}';
             var fragCode = 'precision mediump float;'+
                'varying vec3 vColor;'+
                'void main(void) {'+
                   'gl_FragColor = vec4(vColor, 1.);'+
                '}';
             var vertShader = gl.createShader(gl.VERTEX_SHADER);
             gl.shaderSource(vertShader, vertCode);
             gl.compileShader(vertShader);
             var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
             gl.shaderSource(fragShader, fragCode);
             gl.compileShader(fragShader);
             var shaderProgram = gl.createProgram();
             gl.attachShader(shaderProgram, vertShader);
             gl.attachShader(shaderProgram, fragShader);
             gl.linkProgram(shaderProgram);
             /* ====== Associating attributes to vertex shader =====*/
             var Pmatrix = gl.getUniformLocation(shaderProgram, "Pmatrix");
             var Vmatrix = gl.getUniformLocation(shaderProgram, "Vmatrix");
             var Mmatrix = gl.getUniformLocation(shaderProgram, "Mmatrix");
             gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
             var position = gl.getAttribLocation(shaderProgram, "position");
             gl.vertexAttribPointer(position, 3, gl.FLOAT, false,0,0) ;
             // Position
             gl.enableVertexAttribArray(position);
             gl.bindBuffer(gl.ARRAY_BUFFER, color_buffer);
             var color = gl.getAttribLocation(shaderProgram, "color");
             gl.vertexAttribPointer(color, 3, gl.FLOAT, false,0,0) ;
             // Color
             gl.enableVertexAttribArray(color);
             gl.useProgram(shaderProgram);
             /*==================== MATRIX =====================*/
             function get_projection(angle, a, zMin, zMax) {
                var ang = Math.tan((angle*.5)*Math.PI/180);//angle*.5
                return [
                   0.5/ang, 0 , 0, 0,
                   0, 0.5*a/ang, 0, 0,
                   0, 0, -(zMax+zMin)/(zMax-zMin), -1,
                   0, 0, (-2*zMax*zMin)/(zMax-zMin), 0 
                ];
             }
             var proj_matrix = get_projection(40, canvas.width/canvas.height, 1, 100);
             var mov_matrix = [1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1];
             var view_matrix = [1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1];
             // translating z
             view_matrix[14] = view_matrix[14]-6;//zoom
             /*==================== Rotation ====================*/
             function rotateZ(m, angle) {
                var c = Math.cos(angle);
                var s = Math.sin(angle);
                var mv0 = m[0], mv4 = m[4], mv8 = m[8];
                m[0] = c*m[0]-s*m[1];
                m[4] = c*m[4]-s*m[5];
                m[8] = c*m[8]-s*m[9];
                m[1]=c*m[1]+s*mv0;
                m[5]=c*m[5]+s*mv4;
                m[9]=c*m[9]+s*mv8;
             }
             function rotateX(m, angle) {
                var c = Math.cos(angle);
                var s = Math.sin(angle);
                var mv1 = m[1], mv5 = m[5], mv9 = m[9];
                m[1] = m[1]*c-m[2]*s;
                m[5] = m[5]*c-m[6]*s;
                m[9] = m[9]*c-m[10]*s;
                m[2] = m[2]*c+mv1*s;
                m[6] = m[6]*c+mv5*s;
                m[10] = m[10]*c+mv9*s;
             }
             function rotateY(m, angle) {
                var c = Math.cos(angle);
                var s = Math.sin(angle);
                var mv0 = m[0], mv4 = m[4], mv8 = m[8];
                m[0] = c*m[0]+s*m[2];
                m[4] = c*m[4]+s*m[6];
                m[8] = c*m[8]+s*m[10];
                m[2] = c*m[2]-s*mv0;
                m[6] = c*m[6]-s*mv4;
                m[10] = c*m[10]-s*mv8;
             }
             /*================= Drawing ===========================*/
             var time_old = 0;
             var animate = function(time) {
                var dt = time-time_old;
                rotateZ(mov_matrix, dt*0.005);//time
                rotateY(mov_matrix, dt*0.002);
                rotateX(mov_matrix, dt*0.003);
                time_old = time;
                gl.enable(gl.DEPTH_TEST);
                gl.depthFunc(gl.LEQUAL);
                gl.clearColor(0.5, 0.5, 0.5, 0.9);
                gl.clearDepth(1.0);
                gl.viewport(0.0, 0.0, canvas.width, canvas.height);
                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
                gl.uniformMatrix4fv(Pmatrix, false, proj_matrix);
                gl.uniformMatrix4fv(Vmatrix, false, view_matrix);
                gl.uniformMatrix4fv(Mmatrix, false, mov_matrix);
                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, index_buffer);
                gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
                window.requestAnimationFrame(animate);
             }
             animate(0);
          </script>
       </body>
    </html>
    
    如果运行此示例,它将产生以下输出 -