WebGL - 交互式立方体


在本章中,我们将通过一个例子来演示如何绘制一个可以使用鼠标控制旋转的3D立方体。

示例 – 绘制交互式立方体

以下程序展示了如何使用鼠标控制旋转立方体 -

<!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);
         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) ;
         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 mo_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 ];

         view_matrix[14] = view_matrix[14]-6;

         /*================= Mouse events ======================*/

         var AMORTIZATION = 0.95;
         var drag = false;
         var old_x, old_y;
         var dX = 0, dY = 0;

         var mouseDown = function(e) {
            drag = true;
            old_x = e.pageX, old_y = e.pageY;
            e.preventDefault();
            return false;
         };

         var mouseUp = function(e){
            drag = false;
         };

         var mouseMove = function(e) {
            if (!drag) return false;
            dX = (e.pageX-old_x)*2*Math.PI/canvas.width,
            dY = (e.pageY-old_y)*2*Math.PI/canvas.height;
            THETA+= dX;
            PHI+=dY;
            old_x = e.pageX, old_y = e.pageY;
            e.preventDefault();
         };

         canvas.addEventListener("mousedown", mouseDown, false);
         canvas.addEventListener("mouseup", mouseUp, false);
         canvas.addEventListener("mouseout", mouseUp, false);
         canvas.addEventListener("mousemove", mouseMove, false);

         /*=========================rotation================*/

         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 THETA = 0,
         PHI = 0;
         var time_old = 0;

         var animate = function(time) {
            var dt = time-time_old;

            if (!drag) {
               dX *= AMORTIZATION, dY*=AMORTIZATION;
               THETA+=dX, PHI+=dY;
            }

            //set model matrix to I4

            mo_matrix[0] = 1, mo_matrix[1] = 0, mo_matrix[2] = 0,
            mo_matrix[3] = 0,

            mo_matrix[4] = 0, mo_matrix[5] = 1, mo_matrix[6] = 0,
            mo_matrix[7] = 0,

            mo_matrix[8] = 0, mo_matrix[9] = 0, mo_matrix[10] = 1,
            mo_matrix[11] = 0,

            mo_matrix[12] = 0, mo_matrix[13] = 0, mo_matrix[14] = 0,
            mo_matrix[15] = 1;

            rotateY(mo_matrix, THETA);
            rotateX(mo_matrix, PHI);

            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, mo_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 -