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webgl-matrix-mix.html
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<!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">
<title>复合矩阵</title>
<script src="./js/initShader.js"></script>
<script src="./js/matrix.js"></script>
<style>
html,
body {
width: 100vw;
height: 100vh;
padding: 0;
margin: 0;
display: flex;
justify-content: center;
align-items: center;
}
body::after {
content: '';
display: block;
width: 1px;
height: 500px;
background-color: aqua;
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
}
body::before {
content: '';
display: block;
width: 500px;
height: 1px;
background-color: darkviolet;
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
}
</style>
</head>
<body>
<canvas id="draw1" width="400" height="400" style="background: skyblue;">浏览器不支持canvas</canvas>
</body>
</html>
<script type="module">
const draw1 = document.getElementById('draw1');
const gl = draw1.getContext('webgl');
//attribute只传递顶点数量
// const VERTEX_SHADER_SOURCE = `
// attribute vec4 aPosition;
// attribute float aPointSize;
// uniform mat4 translateMatrix;
// uniform mat4 scaleMatrix;
// uniform mat4 rotateMatrix;
// void main(){
// gl_Position=translateMatrix*scaleMatrix*rotateMatrix*aPosition;
// gl_PointSize=aPointSize;
// }
// `; //顶点
const VERTEX_SHADER_SOURCE = `
attribute vec4 aPosition;
attribute float aPointSize;
uniform mat4 translateMatrix;
uniform mat4 rotateMatrix;
uniform mat4 mat;
varying vec4 vPosition;
void main(){
// gl_Position=mat*aPosition;
// gl_Position=translateMatrix*aPosition;
gl_Position=rotateMatrix*aPosition;
// vPosition=aPosition;
// gl_Position=aPosition;
gl_PointSize=aPointSize;
}
`; //顶点
const FRAGMENT_SHADER_SOURCE = `
// precision mediump float;
precision lowp float;
uniform vec2 uColor;
uniform float uOpacity;
uniform float uHeight;
varying vec4 vPosition;
void main(){
gl_FragColor=vec4(uColor.r,uColor.g,0.0,1.0);
// gl_FragColor=vec4(uColor.r,uColor.g,0.0,uOpacity);
//垂直方向判断vPosition.y,水平x,对角x和y(vPosition.x > uHeight&&vPosition.y > uHeight)
// if(vPosition.y > uHeight){
// gl_FragColor=vec4(uColor.r,uColor.g,0.0,1.0);
// }else{
// gl_FragColor=vec4(uColor.r,uColor.g,0.0,0.0);
// }
}
`;//片元,uniform统一声明,所有点颜色一样,uHeight范围[-1.0,1.0]
const program = initShader(gl, VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE);
const aPosition = gl.getAttribLocation(program, 'aPosition');//第二个参数是源码里attribute声明的变量名
const aPointSize = gl.getAttribLocation(program, 'aPointSize');
// const translateMatrix = gl.getUniformLocation(program, 'translateMatrix');
// const scaleMatrix = gl.getUniformLocation(program, 'scaleMatrix');
const rotateMatrix = gl.getUniformLocation(program, 'rotateMatrix');
const mat = gl.getUniformLocation(program, 'mat');
const uOpacity = gl.getUniformLocation(program, 'uOpacity');
const uColor = gl.getUniformLocation(program, 'uColor');
gl.uniform2f(uColor, 1.0, 1.0);
const uHeight = gl.getUniformLocation(program, 'uHeight');
//用类型化数组创建顶点数据,合并顶点location和size
const points = new Float32Array([
-0.5, -0.5, 0.0, 1.0, 10.0,
0.5, -0.5, 0.0, 1.0, 20.0,
// 0.0, 0.5, 30.0,
-0.5, 0.5, 0.0, 1.0, 30.0,
0.5, 0.5, 0.0, 1.0, 20.0,
// 0.5, 0.8, 10.0,
// 0.8, 0.5, 10.0
]);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, points, gl.STATIC_DRAW);
const BYTES = points.BYTES_PER_ELEMENT//获取属性字节数
gl.vertexAttribPointer(aPosition, 4, gl.FLOAT, false, BYTES * 5, 0);
void gl.enableVertexAttribArray(aPosition);
gl.vertexAttribPointer(aPointSize, 1, gl.FLOAT, false, BYTES * 5, BYTES * 4);
void gl.enableVertexAttribArray(aPointSize);
// gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
// let translateX = -1.5;
let deg = 0;
// let scaleValue = 0.1;
// let value = 0;
let heightValue = 1;
function animation() {
deg += 0.01;
// translateX += 0.01;
// if (translateX > 1.5) {
// translateX = -1.5;
// }
// scaleValue += 0.01;
// if (scaleValue > 1.5) {
// scaleValue = 0.1;
// }
// if (translateX < 0 && value < 1) {
// value += 0.01;
// } else {
// value -= 0.01;
// }
// heightValue-=0.01;
// const translate = getTranslateMatrix(translateX);
// const scale = getScaleMatrix(scaleValue);
const rotate = getRotateMatrix(deg);
// gl.uniformMatrix4fv(translateMatrix, false, translate);
// gl.uniformMatrix4fv(scaleMatrix, false, scale);
gl.uniformMatrix4fv(rotateMatrix, false, rotate);
// const matrix=mixMatrix(mixMatrix(translate,scale),rotate);
// gl.uniformMatrix4fv(mat, false, matrix);
//配合平移渐入渐出,通过控制opacity
// gl.uniform1f(uOpacity, value);
// gl.uniformMatrix4fv(mat, false, translate);
//向上卷入vPosition.y大于1,向下vPosition.y小于-1,uHeight范围[-1.0,1.0]
// gl.uniform1f(uHeight, heightValue);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
requestAnimationFrame(animation);
}
animation();
</script>