webgl第32课-三维空间-键盘来改变视点修复版缺失的三角形

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上一节课我们学习了  三维空间-可视空间的设置

这一节课我们将学习  三维空间-键盘来改变视点修复版缺失的三角形

上节课我们知道可视空间的重要性,前面用键盘控制视点来改变三角形发现极左或者极右的时候会缺失一个角

其中的原因就是可视空间的问题,远截面过于接近视点,也可以看做三角形的那个不在可视空间里面,所以你看不到了

那么怎么去解决了,很简单,只要我们把远截点设置得远点就好了

先来看运行案例:

具体看代码:

<!DOCTYPE html>
<html lang="en">
  <head>
    <meta charset="utf-8" />
    <title>webgl第32课-用键盘来改变视点补缺版</title>
  </head>

  <body onload="main()">
    <canvas id="webgl" width="400" height="400">
    Please use a browser that supports "canvas"
    </canvas>

    <script src="../lib/webgl-utils.js"></script>
    <script src="../lib/webgl-debug.js"></script>
    <script src="../lib/cuon-utils.js"></script>
    <script src="../lib/cuon-matrix.js"></script>
    <script src="LookAtTrianglesWithKeys_ViewVolume.js"></script>
  </body>
</html>
// 顶点着色器
var VSHADER_SOURCE =
  'attribute vec4 a_Position;\n' +
  'attribute vec4 a_Color;\n' +
  'uniform mat4 u_ViewMatrix;\n' +
  'uniform mat4 u_ProjMatrix;\n' +
  'varying vec4 v_Color;\n' +
  'void main() {\n' +
  '  gl_Position = u_ProjMatrix * u_ViewMatrix * a_Position;\n' +
  '  v_Color = a_Color;\n' +
  '}\n';

// 片元着色器
var FSHADER_SOURCE =
  '#ifdef GL_ES\n' +
  'precision mediump float;\n' +
  '#endif\n' +
  'varying vec4 v_Color;\n' +
  'void main() {\n' +
  '  gl_FragColor = v_Color;\n' +
  '}\n';

function main() {
  // Retrieve <canvas> element
  var canvas = document.getElementById('webgl');

  // Get the rendering context for WebGL
  var gl = getWebGLContext(canvas);
  if (!gl) {
    console.log('Failed to get the rendering context for WebGL');
    return;
  }

  // Initialize shaders
  if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
    console.log('Failed to intialize shaders.');
    return;
  }

  // Set the vertex coordinates and color (the blue triangle is in the front)
  var n = initVertexBuffers(gl);
  if (n < 0) {
    console.log('Failed to specify the vertex infromation');
    return;
  }

  // Specify the color for clearing <canvas>
  gl.clearColor(0.0, 0.0, 0.0, 1.0);

  // 获取u ViewMatrix和u ProiMatrix变量的存储位置
  var u_ViewMatrix = gl.getUniformLocation(gl.program, 'u_ViewMatrix');
  var u_ProjMatrix = gl.getUniformLocation(gl.program, 'u_ProjMatrix');
  if (!u_ViewMatrix || !u_ProjMatrix) { 
    console.log('Failed to get u_ViewMatrix or u_ProjMatrix');
    return;
  }

  // 创建视图矩阵
  var viewMatrix = new Matrix4();
  // 注册键盘事件响应函数
 document.onkeydown = function(ev){ keydown(ev, gl, n, u_ViewMatrix, viewMatrix); };

  // 创建指定可视空间的矩阵并传个给u_ProjMatrix变量
  var projMatrix = new Matrix4();
  //这里设置远截点为2.0来修复缺失的三角形角
  projMatrix.setOrtho(-1.0, 1.0, -1.0, 1.0, 0.0, 2.0);
  gl.uniformMatrix4fv(u_ProjMatrix, false, projMatrix.elements);

  draw(gl, n, u_ViewMatrix, viewMatrix);   // Draw the triangles
}

function initVertexBuffers(gl) {
  var verticesColors = new Float32Array([
    // 顶点坐标和颜色
     0.0,  0.5,  -0.4,  0.4,  1.0,  0.4, // The back green one
    -0.5, -0.5,  -0.4,  0.4,  1.0,  0.4,
     0.5, -0.5,  -0.4,  1.0,  0.4,  0.4, 
   
     0.5,  0.4,  -0.2,  1.0,  0.4,  0.4, // The middle yellow one
    -0.5,  0.4,  -0.2,  1.0,  1.0,  0.4,
     0.0, -0.6,  -0.2,  1.0,  1.0,  0.4, 

     0.0,  0.5,   0.0,  0.4,  0.4,  1.0,  // The front blue one 
    -0.5, -0.5,   0.0,  0.4,  0.4,  1.0,
     0.5, -0.5,   0.0,  1.0,  0.4,  0.4, 
  ]);
  var n = 9;

  // Create a buffer object
  var vertexColorbuffer = gl.createBuffer();  
  if (!vertexColorbuffer) {
    console.log('Failed to create the buffer object');
    return -1;
  }

  // Write vertex information to buffer object
  gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorbuffer);
  gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW);

  var FSIZE = verticesColors.BYTES_PER_ELEMENT;
  // Assign the buffer object to a_Position and enable the assignment
  var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
  if(a_Position < 0) {
    console.log('Failed to get the storage location of a_Position');
    return -1;
  }
  gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, FSIZE * 6, 0);
  gl.enableVertexAttribArray(a_Position);
  // Assign the buffer object to a_Color and enable the assignment
  var a_Color = gl.getAttribLocation(gl.program, 'a_Color');
  if(a_Color < 0) {
    console.log('Failed to get the storage location of a_Color');
    return -1;
  }
  gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, FSIZE * 6, FSIZE * 3);
  gl.enableVertexAttribArray(a_Color);

  return n;
}
//视点位置
var g_EyeX = 0.20, g_EyeY = 0.25, g_EyeZ = 0.25; // Eye position
//键盘事件函数
function keydown(ev, gl, n, u_ViewMatrix, viewMatrix) {
    if(ev.keyCode == 39) { // 按下右键
      g_EyeX += 0.01;
    } else 
    if (ev.keyCode == 37) { // 按下左键
      g_EyeX -= 0.01;
    } else { return; } // 其他直接返回
    draw(gl, n, u_ViewMatrix, viewMatrix);    
}

//绘制函数
function draw(gl, n, u_ViewMatrix, viewMatrix) {
  // Set the matrix to be used for to set the camera view
  viewMatrix.setLookAt(g_EyeX, g_EyeY, g_EyeZ, 0, 0, 0, 0, 1, 0);

  // Pass the view projection matrix
  gl.uniformMatrix4fv(u_ViewMatrix, false, viewMatrix.elements);

  // Clear <canvas>
  gl.clear(gl.COLOR_BUFFER_BIT);

  // Draw the rectangle
  gl.drawArrays(gl.TRIANGLES, 0, n);
}

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转载自blog.csdn.net/weixin_39452320/article/details/81609154
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