当前位置: 首页 > article >正文

webGL进阶(二)物体运动

效果:

模拟时钟效果。 

代码:

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <script src="./绘制一个点/glMatrix.min.js"></script>
    <script>
        let vertexstring = `
        attribute vec4 a_position;
        uniform mat4 u_formMatrix;
        void main(void){
            gl_Position =u_formMatrix * a_position;
        }
        `;
        let fragmentstring = `
        precision mediump float;
        void main(void){
          gl_FragColor =vec4(1.0,1.0,0.0,1.0);
        }
        `;
        var projMat4 = mat4.create();
        var webgl;
        var uniformTexture = 0;
        var uniformTexture1 = 0;
        var uniformAnim = 0;
        var count = 0;
     
        function webglStart() {
            init();
            tick();
        }
        function tick() {
             window.setTimeout(tick, 1000);
  
            initBuffer1();
            initBuffer2();
            initBuffer3();
            count = count +1;
        };
        function init() {
            initWebgl();
            initShader();
        }
        function initWebgl() {
            let webglDiv = document.getElementById('myCanvas');
            webgl = webglDiv.getContext("webgl");
            webgl.viewport(0, 0, webglDiv.clientWidth, webglDiv.clientHeight);
            //mat4.ortho(0, webglDiv.clientWidth, webglDiv.clientHeight, 0, -1.0, 1.0, projMat4)
        }
        function initShader() {

            let vsshader = webgl.createShader(webgl.VERTEX_SHADER);
            let fsshader = webgl.createShader(webgl.FRAGMENT_SHADER);

            webgl.shaderSource(vsshader, vertexstring);
            webgl.shaderSource(fsshader, fragmentstring);

            webgl.compileShader(vsshader);
            webgl.compileShader(fsshader);
            if (!webgl.getShaderParameter(vsshader, webgl.COMPILE_STATUS)) {
                var err = webgl.getShaderInfoLog(vsshader);
                alert(err);
                return;
            }
            if (!webgl.getShaderParameter(fsshader, webgl.COMPILE_STATUS)) {
                var err = webgl.getShaderInfoLog(fsshader);
                alert(err);
                return;
            }
            let program = webgl.createProgram();
            webgl.attachShader(program, vsshader);
            webgl.attachShader(program, fsshader)

            webgl.linkProgram(program);
            webgl.useProgram(program);

            webgl.program = program
        }
        
        function initBuffer1() {

            let modelView = mat4.create();
            mat4.identity(modelView);
            mat4.scale(modelView, [1, 1, 1]);
            //一分钟 转0.5度
            // (Math.PI/180) (0.5/60)  *count
            let angle = -Math.PI/1800 *count *5/60;
            mat4.rotate(modelView,angle,[0,0,1])

            let arr = [
                0, 0, 0, 1,
                0, 0.05, 0, 1,
                0.3, 0, 0, 1,

                0.3, 0, 0, 1,
                0, 0.05, 0, 1,
                0.3, 0.05, 0, 1

            ]
            let pointPosition = new Float32Array(arr);
            let aPsotion = webgl.getAttribLocation(webgl.program, "a_position");
            let triangleBuffer = webgl.createBuffer();
            webgl.bindBuffer(webgl.ARRAY_BUFFER, triangleBuffer);
            webgl.bufferData(webgl.ARRAY_BUFFER, pointPosition, webgl.STATIC_DRAW);
            webgl.enableVertexAttribArray(aPsotion);
            webgl.vertexAttribPointer(aPsotion, 4, webgl.FLOAT, false, 4 * 4, 0);



            let uniformMatrix = webgl.getUniformLocation(webgl.program, "u_formMatrix");
            webgl.uniformMatrix4fv(uniformMatrix, false, modelView)

            webgl.clearColor(0.0, 1.0, 0.0, 1.0);
            webgl.clear(webgl.COLOR_BUFFER_BIT | webgl.DEPTH_BUFFER_BIT);
            webgl.enable(webgl.DEPTH_TEST);

            webgl.drawArrays(webgl.TRIANGLES, 0, 6);

        }
        function initBuffer2() {
            let modelView1 = mat4.create();
            mat4.identity(modelView1);
            mat4.scale(modelView1, [1, 1, 1]);
            let angle = -Math.PI/1800 *count;
            mat4.rotate(modelView1,angle,[0,0,1])
            let arr = [
            0, 0, 0, 1,
                0, 0.05, 0, 1,
                0.4, 0, 0, 1,

                0.4, 0, 0, 1,
                0, 0.05, 0, 1,
                0.4, 0.05, 0, 1

            ]
            let pointPosition = new Float32Array(arr);
            let aPsotion = webgl.getAttribLocation(webgl.program, "a_position");
            let triangleBuffer = webgl.createBuffer();
            webgl.bindBuffer(webgl.ARRAY_BUFFER, triangleBuffer);
            webgl.bufferData(webgl.ARRAY_BUFFER, pointPosition, webgl.STATIC_DRAW);
            webgl.enableVertexAttribArray(aPsotion);
            webgl.vertexAttribPointer(aPsotion, 4, webgl.FLOAT, false, 4 * 4, 0);


            let uniformMatrix = webgl.getUniformLocation(webgl.program, "u_formMatrix");
            webgl.uniformMatrix4fv(uniformMatrix, false, modelView1)

            webgl.drawArrays(webgl.TRIANGLES, 0, 6);

        }
        function initBuffer3() {
            let modelView1 = mat4.create();
            mat4.identity(modelView1);
            mat4.scale(modelView1, [1, 1, 1]);
            let angle = -Math.PI/30 *count;
  
            mat4.rotate(modelView1,angle,[0,0,1])
            let arr = [
            0, 0, 0, 1,
                0, 0.05, 0, 1,
                0.8, 0, 0, 1,

                0.8, 0, 0, 1,
                0, 0.05, 0, 1,
                0.8, 0.05, 0, 1

            ]
            let pointPosition = new Float32Array(arr);
            let aPsotion = webgl.getAttribLocation(webgl.program, "a_position");
            let triangleBuffer = webgl.createBuffer();
            webgl.bindBuffer(webgl.ARRAY_BUFFER, triangleBuffer);
            webgl.bufferData(webgl.ARRAY_BUFFER, pointPosition, webgl.STATIC_DRAW);
            webgl.enableVertexAttribArray(aPsotion);
            webgl.vertexAttribPointer(aPsotion, 4, webgl.FLOAT, false, 4 * 4, 0);


            let uniformMatrix = webgl.getUniformLocation(webgl.program, "u_formMatrix");
            webgl.uniformMatrix4fv(uniformMatrix, false, modelView1)

            webgl.drawArrays(webgl.TRIANGLES, 0, 6);

        }
        function draw() {
        



            // //纹理变动
            // uniformAnim = webgl.getUniformLocation(webgl.program, "anim");
     
            // webgl.uniform1f(uniformAnim, count);



            // webgl.drawArrays(webgl.TRIANGLES, 0, 6);
        }
     
        window.requestAnimFrame = (function () {
            return window.requestAnimationFrame ||
                window.webkitRequestAnimationFrame ||
                window.mozRequestAnimationFrame ||
                window.oRequestAnimationFrame ||
                window.msRequestAnimationFrame ||
                function (callback, element) {
                  
                };
        })();
    </script>
</head>

<body onload="webglStart()">
    <canvas id='myCanvas' width="1024" height='768'></canvas>
</body>

</html>

复盘:


http://www.kler.cn/news/338959.html

相关文章:

  • leetcode 数组 27.移除元素
  • 用 LoRA 微调 Stable Diffusion:拆开炼丹炉,动手实现你的第一次 AI 绘画
  • Dubbo学习
  • 力扣59.螺旋矩阵||
  • Ansible 中的 Playbook
  • SQl注入文件上传及sqli-labs第七关less-7
  • 2024年无线领夹麦克风哪个牌子好?领夹麦克风品牌排行榜推荐
  • JeecgBoot 权限绕过致AviatorScript表达式注入漏洞复现
  • ssrf学习(ctfhub靶场)
  • Deformable Transformer论文笔记(2)
  • android gradle与build.gradle区别
  • C++学习笔记之类对象(一)
  • showdoc二次开发
  • SHAP分析
  • easyconnect配置wireshark抓包
  • 前端如何让页面上的文字“立”起来
  • 自动化测试 | XPath的使用和CSS选择器的使用
  • 理解计算机系统_程序的机器级表示(一):程序编码和数据
  • 【机器学习】——决策树以及随机森林
  • CSS圆角