我的webgl学习之路(六)变换(旋转)

这里就要用到数学公式:

x = x1 * cosB – y1 * sinB

y = x1 * cosB + y1 * sinB

 

这里我们先把z 轴设置为0;这样就组成x,y的平面,就像上面一样,它的旋转其实就是sin,cos控制的,初中知识三角函数,那么它的核心代码:

gl_Position.x = a_Position.x * u_CosB - a_Position.y * u_SinB;
gl_Position.y = a_Position.x * u_SinB + a_Position.y * u_CosB;
gl_Position.z = a_Position.z;

所以我们只需要传入cos,sin就可以达到简单的旋转

代码如下:

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>旋转</title>
    <script id="vs" type="x-shader/x-vertex">
        attribute vec4 a_Position;
        uniform float u_CosB,u_SinB;
        void main(void){
            gl_Position.x = a_Position.x * u_CosB - a_Position.y * u_SinB;
            gl_Position.y = a_Position.x * u_SinB + a_Position.y * u_CosB;
            gl_Position.z = a_Position.z;
            gl_Position.w = 1.0;

        }
    </
script>
    <script id="fs" type="x-shader/x-fragment">
        void main(void){
            gl_FragColor = vec4(1.0,0.0,0.0,1.0);
        }
    </
script>
</head>
<body>
<canvas id="canvas" style=" background-color: black"></canvas>

<script>
    onload = function () {
       
var canvas = document.getElementById("canvas");
       
canvas.width = 500;
        
canvas.height = 500;
       
var gl = canvas.getContext("webgl");

       
/*清空画板上的颜色,并初始化颜色*/
       
gl.clearColor(0.0, 0.0, 0.0, 1.0);
       
//设定canvas初始化时候的深度
       
gl.clearDepth(1.0);
       
//清空画面上的颜色
       
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

       
//顶点着色器和片段着色器生成
       
var v_shader = create_shader("vs");
       
var f_shader = create_shader("fs");

       
// 程序对象的生成和连接
       
var program = create_program(v_shader, f_shader);
       
//获取a_Position变量的存储位置
       
var a_Position = gl.getAttribLocation(program,"a_Position");

       
//创建缓冲区
       
var vertices = new Float32Array([
           
0.0,0.5,-0.5,
            -
0.5,0.5,-0.5,
        ]);

       
var n = 3;//点的个数

        //创建缓冲区
       
var vertexBuffer = gl.createBuffer();
       
if(!vertexBuffer){
           
console.log("Failed to create the buffer object");//缓冲区创建失败
           
return -1;
        }

       
//将缓冲区绑定到目标对象
       
gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer);

       
//向缓冲区写入数据
       
gl.bufferData(gl.ARRAY_BUFFER,vertices,gl.STATIC_DRAW);

       
//将缓冲区对象分配给a_Position; 参数一:传入数据;参数二:指定每个顶点传入多少个数(2表示只取两个数传入,剩下的两个数0.0和1.0补上;1.0是透明度,跟vertexAttrib2f()类似)
       
gl.vertexAttribPointer(a_Position,2,gl.FLOAT,false,0,0);

       
//连接a_Position变量与分配给它的缓冲区对象
       
gl.enableVertexAttribArray(a_Position);

        rotate();
//执行旋转
       
       
gl.clear(gl.COLOR_BUFFER_BIT);
       
//开始绘制,显示器显示结果;参数二:从哪个点开始绘制;参数三:绘制几个点
        //TRIANGLES:一系列单独的三角形;绘制方式:(v0,v1,v2),(v2,v1,v3),(v2,v3,v4)
        //TRIANGLE_STRIP:一系列带状的三角形
        //TRIANGLE_FAN:扇形绘制方式
       
gl.drawArrays(gl.TRIANGLES, 0, n);

       
/*旋转*/
       
function rotate() {
           
var ANGLE = 90;

           
var radian = Math.PI * ANGLE/180.0;//转为弧度制;
           
var cosB = Math.cos(radian);
           
var sinB = Math.sin(radian);

           
var u_CosB = gl.getUniformLocation(program,"u_CosB");
           
var u_SinB = gl.getUniformLocation(program,"u_SinB");

           
gl.uniform1f(u_CosB,cosB);
           
gl.uniform1f(u_SinB,sinB);
        }
       
       
function create_program(v_shader, f_shader) {
           
var program = gl.createProgram();

           
gl.attachShader(program, v_shader);
           
gl.attachShader(program, f_shader);

           
gl.linkProgram(program);
           
gl.useProgram(program);
           
return program;
        }

       
function create_shader(id) {
           
// 用来保存着色器的变量
           
var shader;

           
// 根据id从HTML中获取指定的script标签
           
var scriptElement = document.getElementById(id);

           
// 如果指定的script标签不存在,则返回
           
if (!scriptElement) {
               
return;
            }

           
// 判断script标签的type属性
           
switch (scriptElement.type) {

               
// 顶点着色器的时候
               
case 'x-shader/x-vertex':
                   
shader = gl.createShader(gl.VERTEX_SHADER);//生成顶点着色器
                   
break;

               
// 片段着色器的时候
               
case 'x-shader/x-fragment':
                   
shader = gl.createShader(gl.FRAGMENT_SHADER);//生成片元着色器
                   
break;
               
default :
                   
return;
            }

           
// 将标签中的代码分配给生成的着色器
           
gl.shaderSource(shader, scriptElement.text);

           
// 编译着色器
           
gl.compileShader(shader);

           
// 判断一下着色器是否编译成功
           
if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {

               
// 编译成功,则返回着色器
               
return shader;
            }
else {

               
// 编译失败,弹出错误消息
               
alert(gl.getShaderInfoLog(shader));
            }
        }
       
function create_program(vs, fs) {
           
// 程序对象的生成
           
var program = gl.createProgram();

           
// 向程序对象里分配着色器
           
gl.attachShader(program, vs);
           
gl.attachShader(program, fs);

           
// 将着色器连接
           
gl.linkProgram(program);

           
// 判断着色器的连接是否成功
           
if (gl.getProgramParameter(program, gl.LINK_STATUS)) {

               
// 成功的话,将程序对象设置为有效
               
gl.useProgram(program);

               
// 返回程序对象
               
return program;
            }
else {

               
// 如果失败,弹出错误信息
               
alert(gl.getProgramInfoLog(program));
            }
        }
    }
</
script>
</body>
</html>

 

其实与上一节的代码相差不大,都是向顶点着色器中传入一个变量,然后改变顶点,使其达到我们想要的效果;

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转载自blog.csdn.net/qq_25909453/article/details/82470120