1.实验目的
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>6.5 WebGl编程实例——立方体透视投影</title>
</head>
<body onload="startup()">
<canvas id="myGLCanvas" width="600" height="600">
</canvas>
</body>
<script type="text/javascript" src="gl-matrix.js"></script>
<script type="text/javascript" src="6-5-HelloCube.js"></script>
</html>
var gl;
function startup(){
var canvas = document.getElementById('myGLCanvas');//获取<canvas>元素
gl = createGLContext(canvas);
setupShaders();
// Write the positions of vertices to a vertex shader
var n = initVertexBuffers(gl);
if (n < 0) {
console.log('Failed to set the positions of the vertices');
return;
}
// Set clear color and enable hidden surface removal
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
// Get the storage location of u_MvpMatrix
var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix');
if (!u_MvpMatrix) {
console.log('Failed to get the storage location of u_MvpMatrix');
return;
}
// Set the eye point and the viewing volume
// View Matrix
var eye = vec3.fromValues(0.0, 0.0, 5.0);
var center = vec3.fromValues(0.0, 0.0, 0.0);
var up = vec3.fromValues(0.0, 1.0, 0.0);
var vMatrix = mat4.create();
mat4.lookAt(vMatrix, eye, center, up);
// Model Matrix
var mMatrix = mat4.create();
mat4.translate(mMatrix, mMatrix, [0.0, 0.0, 0.0]);//function translate(out, a, v)
mat4.scale(mMatrix, mMatrix, [1.0, 1.0, 1.0]);
mat4.rotate(mMatrix, mMatrix, Math.PI/4, [0.0, 1.0, 1.0]);
// Projection Matrix
var pMatrix = mat4.create();
mat4.frustum(pMatrix, -1.0, 1.0, -1.0, 1.0, 1.5, 20.0);
var mvpMatrix = mat4.create();
mat4.multiply(mvpMatrix, vMatrix, mMatrix);
mat4.multiply(mvpMatrix, pMatrix, mvpMatrix);
// Pass the model view projection matrix to u_MvpMatrix
gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix);
// Clear color and depth buffer
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Draw the cube
gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
}
function createGLContext(canvas) {
var names = ["webgl", "experimental-webgl"];
var context = null;
for (var i=0; i < names.length; i++) {
try {
context = canvas.getContext(names[i]); //获取webgl context绘图上下文
} catch(e) {}
if (context) {
break;
}
}
if (context) {
context.viewportWidth = canvas.width;
context.viewportHeight = canvas.height;
} else {
alert("Failed to create WebGL context!");
}
return context;
}
function setupShaders() {
// Vertex shader program
var vertexShaderSource =
'attribute vec4 a_Position;\n' +
'attribute vec4 a_Color;\n' +
'uniform mat4 u_MvpMatrix;\n' +
'varying vec4 v_Color;\n' +
'void main() {\n' +
' gl_Position = u_MvpMatrix * a_Position;\n' +
' v_Color = a_Color;\n' +
'}\n';
// Fragment shader program
var fragmentShaderSource =
'#ifdef GL_ES\n' +
'precision mediump float;\n' +
'#endif\n' +
'varying vec4 v_Color;\n' +
'void main() {\n' +
' gl_FragColor = v_Color;\n' +
'}\n';
var vertexShader = loadShader(gl.VERTEX_SHADER, vertexShaderSource);
var fragmentShader = loadShader(gl.FRAGMENT_SHADER, fragmentShaderSource);
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Failed to setup shaders");
}
gl.useProgram(shaderProgram);
gl.program= shaderProgram;
}
function loadShader(type, shaderSource) {
var shader = gl.createShader(type);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("Error compiling shader" + gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
// 立方体绘制采用《WebGL Programming Guide》第7章示例程序ColoredCube
function initVertexBuffers(gl) {
// Create a cube
// v6----- v5
// /| /|
// v1------v0|
// | | | |
// | |v7---|-|v4
// |/ |/
// v2------v3
var vertices = new Float32Array([ // Vertex coordinates
1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0,-1.0, 1.0, 1.0,-1.0, 1.0, // v0-v1-v2-v3 front
1.0, 1.0, 1.0, 1.0,-1.0, 1.0, 1.0,-1.0,-1.0, 1.0, 1.0,-1.0, // v0-v3-v4-v5 right
1.0, 1.0, 1.0, 1.0, 1.0,-1.0, -1.0, 1.0,-1.0, -1.0, 1.0, 1.0, // v0-v5-v6-v1 up
-1.0, 1.0, 1.0, -1.0, 1.0,-1.0, -1.0,-1.0,-1.0, -1.0,-1.0, 1.0, // v1-v6-v7-v2 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, // v7-v4-v3-v2 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 // v4-v7-v6-v5 back
]);
var colors = new Float32Array([ // Colors
0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, // v0-v1-v2-v3 front(blue)
0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, // v0-v3-v4-v5 right(green)
1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, // v0-v5-v6-v1 up(red)
1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, // v1-v6-v7-v2 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, // v7-v4-v3-v2 down
0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0 // v4-v7-v6-v5 back
]);
var indices = new Uint8Array([ // Indices of the vertices
0, 1, 2, 0, 2, 3, // front
4, 5, 6, 4, 6, 7, // right
8, 9,10, 8,10,11, // up
12,13,14, 12,14,15, // left
16,17,18, 16,18,19, // down
20,21,22, 20,22,23 // back
]);
// Create a buffer object
var indexBuffer = gl.createBuffer();
if (!indexBuffer)
return -1;
// Write the vertex coordinates and color to the buffer object
if (!initArrayBuffer(gl, vertices, 3, gl.FLOAT, 'a_Position'))
return -1;
if (!initArrayBuffer(gl, colors, 3, gl.FLOAT, 'a_Color'))
return -1;
// Write the indices to the buffer object
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
return indices.length;
}
function initArrayBuffer(gl, data, num, type, attribute) {
var buffer = gl.createBuffer(); // Create a buffer object
if (!buffer) {
console.log('Failed to create the buffer object');
return false;
}
// Write date into the buffer object
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
// Assign the buffer object to the attribute variable
var a_attribute = gl.getAttribLocation(gl.program, attribute);
if (a_attribute < 0) {
console.log('Failed to get the storage location of ' + attribute);
return false;
}
gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);
// Enable the assignment of the buffer object to the attribute variable
gl.enableVertexAttribArray(a_attribute);
return true;
}