三十九课代码(WebGL课程代码专用)

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文件列表

  • index.html
  • grid_object.js
  • logic.js
index.html
<!doctype html>
<html>

<head>
    <style>
        canvas {
            border: 1px solid #000000;
        }
    </style>

</head>

<body>

    <canvas id="tri" width="300" height="300" style="width:300px; height:300px">
    </canvas>
    <script id="vertex_shader" type="myshader">
        // Vertex Shader
        precision mediump int;
        precision mediump float;
        uniform mat3 u_all;
        attribute vec3 a_PointVertex; // 顶点坐标
        attribute vec3 a_PointColor; // 顶点颜色
        varying vec3 va_Color;
        void main() {
          vec3 coord = u_all * vec3(a_PointVertex.xy, 1.0);
          gl_Position = vec4(coord.x, coord.y, a_PointVertex.z, 1.0);
          va_Color = a_PointColor;
        }
    </script>
    <script id="fragment_shader" type="myshader">
        // Fragment shader
        precision mediump int;
        precision mediump float;

        varying vec3 va_Color;

        void main() {
            gl_FragColor = vec4(gl_FragCoord.z,gl_FragCoord.z,gl_FragCoord.z, 1.0);
        }
    </script>
    <script type="text/javascript" src="grid_object.js"></script>
    <script type="text/javascript" src="logic.js"></script>
</body>

</html>
grid_object.js
class GridObject {
    // 宽 高 x坐标 y坐标
    // 中心点是基准点
    constructor(scalex, scaley, posx, posy, posz, r, g, b) {
        this.scalex = scalex;
        this.scaley = scaley;
        this.posx = posx;
        this.posy = posy;
        this.posz = posz;
        this.R = r;
        this.G = g;
        this.B = b;
        this.modelUpdated = false; // 模型是否更新,也就是说,是否需要重新绘制
        this.glbuffer = null;
        this.a_PointVertex = null;
        this.a_PointColor = null;
        this.rotate = 0;
    }
    // 生成模型数据
    // 六个点 两个三角形
    genData(gl) {
        this.data = [
            // 第一个三角形
            -1, -1, this.posz, this.R, this.G, this.B, // 左下角点
            1, -1, this.posz, this.R, this.G, this.B, // 右下角点
            1, 1, this.posz, this.R, this.G, this.B, // 右上角点
            // 第二个三角形
            1, 1, this.posz, this.R, this.G, this.B,  // 右上角点
            -1, 1, this.posz, this.R, this.G, this.B,  // 左上角点
            -1, -1, this.posz, this.R, this.G, this.B  // 左下角点
        ];
        this.dataArr = new Float32Array(this.data);
        this.pointCount = 6; // 一个格子固定六个点 两个三角形

        if (this.glbuffer != null) { // 先删掉原来的buffer
            gl.deleteBuffer(this.glbuffer);
            this.a_PointVertex = null;
        }
        this.glbuffer = gl.createBuffer(); // 在创建新的buffer
        gl.bindBuffer(gl.ARRAY_BUFFER, this.glbuffer);
        gl.bufferData(gl.ARRAY_BUFFER, this.dataArr, gl.STATIC_DRAW);
        this.modelUpdated = true;
    }
    render(gl, program) {
        gl.bindBuffer(gl.ARRAY_BUFFER, this.glbuffer);
        if (this.modelUpdated) {
            this.modelUpdated = false;
            if (this.a_PointVertex == null) {
                this.a_PointVertex = gl.getAttribLocation(program, 'a_PointVertex');
            }
            if (this.a_PointColor == null) {
                this.a_PointColor = gl.getAttribLocation(program, 'a_PointColor');
            }
        }
        //////////////////////////
        // xyzrgb
        gl.vertexAttribPointer(this.a_PointVertex, 3, gl.FLOAT, false, 24, 0); // 坐标
        gl.enableVertexAttribArray(this.a_PointVertex);
        gl.vertexAttribPointer(this.a_PointColor, 3, gl.FLOAT, false, 24, 12); // 颜色
        gl.enableVertexAttribArray(this.a_PointColor);
        //
        let rad = ((2 * Math.PI) / 360) * this.rotate;
        gl.uniformMatrix3fv(u_all_loc, false, genMat3ForGL(this.scalex,
            this.scaley, rad, this.posx, this.posy
        ));
        gl.drawArrays(gl.TRIANGLES, 0, this.pointCount);
    }
}

logic.js
var pointCanvas = null;
var gl = null;

var u_all_loc = null;
var u_color = null;

var gridList = [];

var program = null;


// 入口函数
function Main() {
    gl_init();
    generateGrid(gl);
    gl_draw();
}

function genMat3ForGL(a, b, alpha, A, B) {
    let mat3 = [
        a * Math.cos(alpha), a * Math.sin(alpha), 0,
        -b * Math.sin(alpha), b * Math.cos(alpha), 0,
        A, B, 1,
    ];
    return new Float32Array(mat3);
}

function generateGrid(gl) {
    //////////////////////////
    let cube0 = new GridObject(0.3, 0.3, 0, 0, 0, 1, 0, 0);
    gridList.push(cube0);
    let cube1 = new GridObject(0.3, 0.3, 0.2, 0.2, -0.5, 0, 1, 0);
    gridList.push(cube1);

    gridList.forEach(element => {
        element.genData(gl);
    });
}

function gl_init() {
    pointCanvas = document.getElementById('tri'); // 我们的纸
    pointCanvas.addEventListener("click", function __handler__(evt) {
        let x = evt.clientX;
        let y = evt.clientY;
        let rect = pointCanvas.getBoundingClientRect();
        x -= rect.left;
        y -= rect.top;
        x -= pointCanvas.width / 2;
        x /= pointCanvas.width / 2;
        y = pointCanvas.height - y;
        y -= pointCanvas.height / 2;
        y /= pointCanvas.height / 2;
        //
        gl.uniform2f(u_lightPos, x, y);
        gl_draw();
    });

    gl = pointCanvas.getContext('webgl', { preserveDrawingBuffer: true }); // 我们的笔

    var vertex_shader_code = document.getElementById('vertex_shader').textContent;

    var vertex_shader = gl.createShader(gl.VERTEX_SHADER);
    gl.shaderSource(vertex_shader, vertex_shader_code);
    gl.compileShader(vertex_shader);
    // 检查shader错误
    const v_compiled = gl.getShaderParameter(vertex_shader, gl.COMPILE_STATUS);
    if (!v_compiled) {
        const v_theError = gl.getShaderInfoLog(vertex_shader);
        console.error(v_theError);
        gl.deleteShader(vertex_shader);
    }

    //
    var fragment_shader_code = document.getElementById('fragment_shader').textContent;
    var fragment_shader = gl.createShader(gl.FRAGMENT_SHADER);
    gl.shaderSource(fragment_shader, fragment_shader_code);
    gl.compileShader(fragment_shader);
    // 检查shader错误
    const f_compiled = gl.getShaderParameter(fragment_shader, gl.COMPILE_STATUS);
    if (!f_compiled) {
        const f_theError = gl.getShaderInfoLog(fragment_shader);
        console.error(f_theError);
        gl.deleteShader(fragment_shader);
    }
    //
    program = gl.createProgram();
    gl.attachShader(program, vertex_shader);
    gl.attachShader(program, fragment_shader);
    gl.linkProgram(program);
    gl.useProgram(program);

    uniforms_init(gl);
}

function uniforms_init(gl) {
    // uniforms
    u_all_loc = gl.getUniformLocation(program, "u_all");
    u_lightPos = gl.getUniformLocation(program, "u_lightPos");
}

// gl更新逻辑
function gl_draw() {

    gl.enable(gl.CULL_FACE);
    gl.enable(gl.DEPTH_TEST);

    gl.clearColor(0, 0, 0, 0);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);



    gridList.forEach(element => {
        element.render(gl, program);
    });

}

Main();