-
Notifications
You must be signed in to change notification settings - Fork 107
/
Copy pathlesson22.html
313 lines (307 loc) · 9.85 KB
/
lesson22.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<meta http-equiv="X-UA-Compatible" content="ie=edge" />
<title>帧缓冲</title>
<link rel="stylesheet" href="../css/common.css" />
<style type="text/css">
body {
background-color: #000;
}
</style>
</head>
<body>
<script src="../utils/webgl-helper.js"></script>
<script src="../utils/webgl-matrix.js"></script>
<script src="../utils/math.js"></script>
<script src="../utils/model.js"></script>
<script src="../utils/vector3.js"></script>
<script src="../utils/geometry.js"></script>
<!-- 顶点着色器源码 -->
<script type="shader-source" id="vertexShader">
precision mediump float;
attribute vec4 a_Color;
varying vec4 v_Color;
attribute vec3 a_Position;
attribute vec2 a_Texcoord;
uniform mat4 u_Matrix;
uniform mat4 u_ModelMatrix;
varying vec2 v_Texcoord;
void main(){
gl_Position = u_Matrix * vec4(a_Position,1);
v_Color = a_Color;
v_Texcoord = a_Texcoord;
}
</script>
<!-- 片元着色器源码 -->
<script type="shader-source" id="fragmentShader">
precision mediump float;
varying vec2 v_Texcoord;
uniform bool useTexture;
varying vec4 v_Color;
uniform sampler2D u_Skybox;
void main(){
if(useTexture){
gl_FragColor =texture2D(u_Skybox, v_Texcoord);
} else{
gl_FragColor = v_Color;
}
}
</script>
<canvas id="canvas"></canvas>
<div class="operation-container">
<button style="position:fixed;bottom:0;left:0;" id="switchButton">
开始动画
</button>
<div>
<span id="xRotation" width="200px;">x 轴转动角度:</span>
<label class="range-label" id="xRotationValue"></label>
</div>
<div>
<span id="yRotation" width="200px;">y 轴转动角度:</span>
<label id="yRotationValue"></label>
</div>
<div>
<span id="zRotation" width="200px;">z 轴转动角度:</span>
<label id="zRotationValue"></label>
</div>
</div>
<script>
var Vector3 = window.lib3d.Vector3;
var deg2radians = window.lib3d.math.deg2radians;
//获取canvas
var canvas = getCanvas('#canvas');
resizeCanvas(canvas);
//获取webgl绘图环境
var gl = getContext(canvas);
//创建着色器程序
var program = createProgramFromScript(
gl,
'vertexShader',
'fragmentShader'
);
//使用创建好的着色器程序
gl.useProgram(program.program);
//创建帧缓冲需要的2D纹理
var texture = gl.createTexture();
function imgReady() {
texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
gl.RGBA,
gl.UNSIGNED_BYTE,
this
);
var level = 0;
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
}
/*加载图像*/
var img = new Image();
img.onload = imgReady;
img.src = '../img/top.png';
/*创建帧缓冲*/
var frameTexture;
var frameBuffer = gl.createFramebuffer();
var attachmentPoint = gl.COLOR_ATTACHMENT0;
var data = null;
gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
gl.activeTexture(gl.TEXTURE0);
frameTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, frameTexture);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
256,
256,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
data
);
// 创建一个深度缓冲
var renderBuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, renderBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 256, 256);
gl.framebufferRenderbuffer(
gl.FRAMEBUFFER,
gl.DEPTH_ATTACHMENT,
gl.RENDERBUFFER,
renderBuffer
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
frameTexture,
0
);
//绘制帧缓冲图像
function drawFrame() {
gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.clearColor(0.3, 0.3, 0.5, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.viewport(0, 0, 256, 256);
gl.uniform1i(u_Skybox, 0);
render(0);
}
//绘制到画布
function drawCanvas() {
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.bindTexture(gl.TEXTURE_2D, frameTexture);
gl.uniform1i(useTexture, true);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.uniform1i(u_Skybox, 0);
render(1);
}
var u_Skybox = gl.getUniformLocation(program.program, 'u_Skybox');
var useTexture = gl.getUniformLocation(program.program, 'useTexture');
var u_EnablePoint = gl.getUniformLocation(
program.program,
'u_EnablePoint'
);
var cube = createCube(1, 1, 1);
cube = transformIndicesToUnIndices(cube);
var bufferInfo = createBufferInfoFromObject(gl, cube);
var objectList = new List();
var renderList = new List();
var aspect = canvas.clientWidth / canvas.clientHeight;
var fieldOfViewRadians = 70;
var projectionMatrix = matrix.perspective(
fieldOfViewRadians,
aspect,
1,
900
);
// 计算视图矩阵
var cameraPosition = new Vector3(0, 0, 3);
var target = new Vector3(0, 0, -100);
var up = new Vector3(0, 1, 0);
var cameraMatrix = matrix.lookAt(cameraPosition, target, up);
var modelMatrix = matrix.identity();
var viewMatrix = matrix.inverse(cameraMatrix);
for (var ii = 0; ii < 2; ++ii) {
var object = new Model('model' + ii);
if (ii == 1) {
object.setBufferInfo(bufferInfo);
object.translate(0.7, 0, 0);
object.preRender(viewMatrix, projectionMatrix);
} else {
object.setBufferInfo(bufferInfo);
}
objectList.add(object);
renderList.add({
programInfo: program,
model: object,
primitive: 'TRIANGLES',
renderType: 'drawArrays'
});
}
var lastProgramInfo;
var lastBufferInfo;
var playing = false;
var uniforms = {
xRotation: 0,
yRotation: -90,
zRotation: 0
};
var currentMatrix = matrix.identity();
gl.enable(gl.DEPTH_TEST);
function draw() {
if (!playing) {
return;
}
drawFrame();
drawCanvas();
requestAnimationFrame(draw);
}
function render(defaultFrame) {
document.querySelector('#yRotation').innerHTML =
'Y轴:' + uniforms.yRotation;
document.querySelector('#xRotation').innerHTML =
'X轴:' + uniforms.xRotation;
document.querySelector('#zRotation').innerHTML =
'Z轴:' + uniforms.zRotation;
objectList.forEach(function(object) {
let modelMatrix;
if (object.name == 'model0') {
uniforms.yRotation += 0.5;
modelMatrix = matrix.getMatrixFromEuler({
x: 0,
y: deg2radians(uniforms.yRotation),
z: 0
});
} else {
uniforms.zRotation += 0.5;
modelMatrix = matrix.getMatrixFromEuler({
x: 0,
y: 0,
z: deg2radians(uniforms.zRotation)
});
}
var worldMatrix = matrix.multiply(
modelMatrix,
object.uniforms.u_ModelMatrix || currentMatrix
);
worldMatrix = matrix.multiply(viewMatrix, worldMatrix);
worldMatrix = matrix.multiply(projectionMatrix, worldMatrix);
object.uniforms.u_Matrix = worldMatrix;
});
renderList.forEach(function(object) {
var programInfo = object.programInfo;
var bufferInfo = object.model.bufferInfo;
var uniforms = object.model.uniforms;
var bindBuffers = false;
if (object.model.name !== 'model0') {
if (defaultFrame) {
return;
}
}
if (programInfo !== lastProgramInfo) {
lastProgramInfo = programInfo;
gl.useProgram(programInfo.program);
bindBuffers = true;
}
if (bindBuffers || bufferInfo !== lastBufferInfo) {
lastBufferInfo = bufferInfo;
setBufferInfos(gl, programInfo, bufferInfo);
}
setUniforms(programInfo, uniforms);
gl.uniform1i(u_EnablePoint, false);
// 绘制
if (object.renderType === 'drawElements') {
if (bufferInfo.indices) {
gl.drawElements(
object.primitive,
bufferInfo.indices.length,
gl.UNSIGNED_SHORT,
0
);
return;
} else {
console.warn('model buffer does not support indices to draw');
return;
}
} else {
gl.drawArrays(gl[object.primitive], 0, bufferInfo.elementsCount);
}
});
}
$$('#switchButton').addEventListener('click', function() {
playing = !playing;
draw();
});
</script>
</body>
</html>