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lesson01.js
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lesson01.js
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//Chapter 08
//temp 01
//绘制一个立方体 加光照
// 平行光光照 + 漫反射光
// 下一节加上环境反射光
var VSHADER_SOURCE = `
attribute vec4 a_Position;
attribute vec4 a_Color;
uniform mat4 u_MvpMatrix;
attribute vec4 a_Normal; //法向量
uniform vec3 u_LightColor; //光照颜色
uniform vec3 u_LightDirection; //光照方向 //=归一化后的世界坐标
varying vec4 v_Color;
void main() {
gl_Position = u_MvpMatrix * a_Position;
//法向量进行归一化
vec3 normal = normalize(vec3(a_Normal));
//计算cos入射角 当角度大于90 说明光照在背面 赋值为0
float nDotLight = max(dot(u_LightDirection, normal), 0.0);
//计算反射光颜色
vec3 diffuse = u_LightColor * vec3(a_Color) * nDotLight;
v_Color = vec4(diffuse, a_Color.a);
}
`;
var FSHADER_SOURCE = `
precision mediump float;
varying vec4 v_Color;
void main() {
gl_FragColor = v_Color;
// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`;
ready(loadWEBGL);
function loadWEBGL() {
var canvas = document.getElementById('webgl');
var webgl = canvas.getContext('webgl');
if ( !initShaders(webgl, VSHADER_SOURCE, FSHADER_SOURCE) ) {
console.log(new Error('failed to init shaders!'));
return ;
}
var viewMat = new Matrix4().setLookAt(3, 3, 7, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
var modelMat = new Matrix4().setTranslate(0, 0, 0);
var projMat = new Matrix4();
projMat.setPerspective(30, canvas.width/canvas.height, 1.0, 100);
var mvpMat = new Matrix4().setIdentity().multiply(projMat).multiply(viewMat).multiply(modelMat);
var u_MvpMatrix = webgl.getUniformLocation(webgl.program, 'u_MvpMatrix');
webgl.uniformMatrix4fv(u_MvpMatrix, false, mvpMat.elements);
// data
var vertexData = 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, //front面 v0-4
1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, //right v0345
1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, //up v0561
-1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, //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, //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 //back
]);
var colorData = new Float32Array([
0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, //front
0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, //right
1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, //up
1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, //left
1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, //btm
0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0 //back
]);
var colorData_ALLWHITE = 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,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
]);
var indicesData = new Uint8Array([
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
]);
initArrayBuffer(webgl, vertexData, 'a_Position', 3, webgl.FLOAT);
initArrayBuffer(webgl, colorData_ALLWHITE, 'a_Color', 3, webgl.FLOAT);
initIndexBuffer(webgl, indicesData);
var n = indicesData.length;
//设置光照颜色
var u_LightColor = webgl.getUniformLocation(webgl.program, 'u_LightColor');
webgl.uniform3f(u_LightColor, 1.0, 1.0, 1.0);
//设置光照方向
var u_LightDirection = webgl.getUniformLocation(webgl.program,'u_LightDirection');
var lightDirection = new Vector3([0.5, 3.0, 4.0]);
lightDirection.normalize();
webgl.uniform3fv(u_LightDirection, lightDirection.elements);
//通过设置顶点的法向量 确定面的法向量
var normalData = 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
]);
initArrayBuffer(webgl, normalData, 'a_Normal', 3, webgl.FLOAT);
webgl.enable(webgl.DEPTH_TEST);
webgl.clearColor(0.0, 0.0, 0.0, 1.0);
webgl.clear(webgl.COLOR_BUFFER_BIT | webgl.DEPTH_BUFFER_BIT);
// webgl.drawArrays(webgl.TRIANGLES, 0, n);
webgl.drawElements(webgl.TRIANGLES, n, webgl.UNSIGNED_BYTE, 0);
var tempMatrix = new Matrix4().setIdentity().multiply(projMat).multiply(viewMat);
var tick = () => {
var mat = animateRotate(webgl, 30);
var mvpMat = tempMatrix.multiply(mat);
webgl.uniformMatrix4fv(u_MvpMatrix, false, mvpMat.elements);
webgl.clear(webgl.COLOR_BUFFER_BIT | webgl.DEPTH_BUFFER_BIT);
webgl.drawElements(webgl.TRIANGLES, n, webgl.UNSIGNED_BYTE, 0);
requestAnimationFrame(tick);
};
// requestAnimationFrame(tick);
}
// 初始化顶点缓冲区
// 坐标值 或者 颜色值
function initArrayBuffer (webgl, data, name, num, type) {
var vertexBuffer = webgl.createBuffer();
webgl.bindBuffer(webgl.ARRAY_BUFFER, vertexBuffer);
webgl.bufferData(webgl.ARRAY_BUFFER, data, webgl.STATIC_DRAW);
var vertexLoction = webgl.getAttribLocation(webgl.program, name);
webgl.vertexAttribPointer(vertexLoction, num, type, false, 0, 0);
webgl.enableVertexAttribArray(vertexLoction);
return true;
}
//=> 使用索引
function initIndexBuffer (webgl, indexData) {
var indicesBuffer = webgl.createBuffer();
webgl.bindBuffer(webgl.ELEMENT_ARRAY_BUFFER, indicesBuffer);
webgl.bufferData(webgl.ELEMENT_ARRAY_BUFFER, indexData, webgl.STATIC_DRAW);
return true;
}
//=> 添加一个动画
// return rotate 矩阵
var CURRENT_MODEL_MATRIX = new Matrix4();
var CURRENT_TIMESTAMP = Date.now();
function animateRotate (webgl, speed) {
var now = Date.now();
var interval = now - CURRENT_TIMESTAMP;
CURRENT_TIMESTAMP = now;
var angle = (interval * speed / 1000);
//之所以不累加是因为
CURRENT_MODEL_MATRIX.setRotate(angle, 0, -1, 0);
return CURRENT_MODEL_MATRIX;
}