版权声明:本文为博主原创文章,未经博主允许不得转载。 https://blog.csdn.net/xufeng0991/article/details/76167963
在计算机中,所有的图像都是有三角形组成,绘制立方也是通过绘制三角形。立方体有6个面,每个面需要2个三角形,每个三角形3个定点,因此需要绘制12个三角形即36个点。但立方体本来只有6个定点定点就可以确定了,如何优化点这些冗余的数据呢?答案就是IBO(index buffer object),在一个vbo中,保存这6个定点,指定36个定点时,通过索引从这6个定点中取值。
另外,为了是代码更加简洁,将一些向量和矩阵的计算抽离到了功能的文件MathUtils.js
文件中,内容如下
/**
* 按行显示 4 x 4 矩阵
* */
function printMatrix (mat) {
for (var i = 0; i < 4; i++) {
console.log(mat[i * 4] + "," + mat[i * 4 + 1] + "," + mat[i * 4 + 2] + "," + mat[i * 4 + 3] + ",");
}
}
/**
* 由平移向量获取平移矩阵
* */
function getTranslationMatrix(x, y, z) {
return new Float32Array([
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
x, y, z, 1.0,
]);
}
/**
* 由旋转弧度和旋转轴获取旋转矩阵
* */
function getRotationMatrix(rad, x, y, z) {
if (x > 0) {
// 绕x轴的旋转矩阵
return new Float32Array([
1.0, 0.0, 0.0, 0.0,
0.0, Math.cos(rad), -Math.sin(rad), 0.0,
0.0, Math.sin(rad), Math.cos(rad), 0.0,
0.0, 0.0, 0.0, 1.0,
]);
} else if (y > 0) {
// 绕y轴的旋转矩阵
return new Float32Array([
Math.cos(rad), 0.0, -Math.sin(rad), 0.0,
0.0, 1.0, 0.0, 0.0,
Math.sin(rad), 0.0, Math.cos(rad), 0.0,
0.0, 0.0, 0.0, 1.0,
]);
} else if(z > 0) {
// 绕z轴的旋转矩阵
return new Float32Array([
Math.cos(rad), Math.sin(rad), 0.0, 0.0,
-Math.sin(rad), Math.cos(rad), 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
]);
} else {
// 没有指定旋转轴,报个错,返回一个单位矩阵
console.error("error: no axis");
return new Float32Array([
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
]);
}
}
/**
* 视图矩阵
* */
function lookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) {
var f = subVector([centerX, centerY, centerZ], [eyeX, eyeY, eyeZ]);
f = normalizeVector(f);
var s = crossMultiVector(f, [upX, upY, upZ]);
s = normalizeVector(s);
var u = crossMultiVector(s, f);
var r = new Float32Array([
s[0], u[0], -f[0], 0,
s[1], u[1], -f[1], 0,
s[2], u[2], -f[2], 0,
0, 0, 0, 1
]);
var t = getTranslationMatrix(-eyeX, -eyeY, -eyeZ);
return multiMatrix44(r, t);
}
/**
* 正射投影矩阵
* */
function getOrthoProjection(left, right, bottom, top, near, far) {
var rw = 1 / (right - left);
var rh = 1 / (top - bottom);
var rd = 1 / (far - near);
return new Float32Array([
2 * rw, 0, 0, 0,
0, 2 * rw, 0, 0,
0, 0, -2 * rd, 0.0,
-(right + left) * rw, -(top + bottom) * rh, -(far + near) * rd, 1
]);
}
/**
* 透视投影矩阵
* */
function getPerspectiveProjection(fov, aspect, near, far) {
var fovy = Math.PI * fov / 180 / 2;
var s = Math.sin(fovy);
var rd = 1 / (far - near);
var ct = Math.cos(fovy) / s;
return new Float32Array([
ct / aspect, 0, 0, 0,
0, ct, 0, 0,
0, 0, -(far + near) * rd, -1,
0, 0, -2 * near * far * rd, 0,
]);
}
/**
* 由缩放因子获取缩放矩阵
* */
function getScaleMatrix(xScale, yScale, zScale) {
return new Float32Array([
xScale, 0.0, 0.0, 0.0,
0.0, yScale, 0.0, 0.0,
0.0, 0.0, zScale, 0.0,
0.0, 0.0, 0.0, 1.0,
]);
}
/**
* 向量点乘
* */
function dotMultiVector(v1, v2) {
var res = 0;
for (var i = 0; i < v1.length; i++) {
res += v1[i] * v2[i];
}
return res;
}
/**
* 向量叉乘
* */
function crossMultiVector(v1, v2) {
return [
v1[1] * v2[2] - v1[2] * v2[1],
v1[2] * v2[0] - v1[0] * v2[2],
v1[0] * v2[1] - v1[1] * v2[0]
];
}
/**
* 向量减法
* */
function subVector(v1, v2){
return [v1[0] - v2[0], v1[1] - v2[1], v1[2] - v2[2]];
}
/**
* 向量加法
* */
function addVector(v1, v2){
return [v1[0] + v2[0], v1[1] + v2[1], v1[2] + v2[2]];
}
/**
* 向量归一化
* */
function normalizeVector(v) {
var len = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
return (len > 0.00001) ? [v[0]/len, v[1]/len, v[2]/len] : [0, 0, 0];
}
/**
* 4 x 4 矩阵的转置
* */
function transposeMatrix(mat) {
var res = new Float32Array(16);
for (var i = 0; i < 4; i++) {
for (var j = 0; j < 4; j++) {
res[i * 4 + j] = mat[j * 4 + i];
}
}
return res;
}
/**
* 4 x 4 矩阵乘法
* */
function multiMatrix44(m1, m2) {
var mat1 = transposeMatrix(m1);
var mat2 = transposeMatrix(m2);
var res = new Float32Array(16);
for (var i = 0; i < 4; i++) {
var row = [mat1[i * 4], mat1[i * 4 + 1], mat1[i * 4 + 2], mat1[i * 4 + 3]];
for (var j = 0; j < 4; j++) {
var col = [mat2[j], mat2[j + 4], mat2[j + 8], mat2[j + 12]];
res[i * 4 + j] = dotMultiVector(row, col);
}
}
return transposeMatrix(res);
}
在html中,先引入上面的脚本,修改html如下:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>WebGL</title>
<style>
body { background-color: gray; }
canvas { border: 2px solid; }
</style>
</head>
<body onload="main()">
<canvas id="container" width="1280px" height="720px"></canvas>
</body>
</html>
<script type="text/javascript" src="js/MathUtils.js"></script>
<script type="text/javascript" src="js/cube.js"></script>
然后,绘制立方体的代码如下:
/**
* 绘制立方体:ibo
* [email protected]
* */
var gl_SrcVS = `
attribute vec4 a_Position;
attribute vec4 a_Color;
uniform mat4 u_MvpMatrix;
varying vec4 v_Color;
void main(){
gl_Position = u_MvpMatrix * a_Position;
v_Color = a_Color;
}
`;
var gl_SrcFS = `
precision lowp float;
varying vec4 v_Color;
void main(){
gl_FragColor = v_Color;
}
`;
function main() {
var gl = getGL();
var sp = initShader(gl, gl_SrcVS, gl_SrcFS);
var projMat = getPerspectiveProjection(30, 1, 1, 100);
var viewMat = lookAt(3, 3, 7, 0, 0, 0, 0, 1, 0);
var mvpMat = multiMatrix44(projMat, viewMat);
var u_MvpMatrix = gl.getUniformLocation(sp, "u_MvpMatrix");
gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMat);
var n = initVertexBuffers(gl, sp);
draw(gl, n)
}
function getGL() {
var cavans = document.getElementById("container");
return cavans.getContext("webgl") || cavans.getContext("experimental-webgl");
}
function initShader(gl, srcVS, srcFS) {
var sp = createProgram(gl, srcVS, srcFS);
gl.useProgram(sp);
return sp;
}
function createProgram(gl, srcVS, srcFS) {
var vs = loadShader(gl, gl.VERTEX_SHADER, srcVS);
var fs = loadShader(gl, gl.FRAGMENT_SHADER, srcFS);
var sp = gl.createProgram();
gl.attachShader(sp, vs);
gl.attachShader(sp, fs);
// 1 对应vs和fs的vary变量 2 vs中varying变量必须赋值 3 共享vs和fs中相同的uniform变量 4 各种类型变量的数量检查
gl.linkProgram(sp);
if(!gl.getProgramParameter(sp, gl.LINK_STATUS)){
console.log(gl.getProgramInfoLog(sp));
return;
}
return sp;
}
function loadShader(gl, type, shaderSrc) {
var shader = gl.createShader(type);
gl.shaderSource(shader, shaderSrc);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.log(gl.getShaderInfoLog(shader));
return;
}
return shader;
}
function initVertexBuffers(gl, sp) {
// 立方体的六个面及其颜色
var verticesColors = new Float32Array([
1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
-1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
-1.0, -1.0, 1.0, 1.0, 0.0, 0.0,
1.0, -1.0, 1.0, 1.0, 1.0, 0.0,
1.0, -1.0, -1.0, 0.0, 1.0, 0.0,
1.0, 1.0, -1.0, 0.0, 1.0, 1.0,
-1.0, 1.0, -1.0, 0.0, 0.0, 1.0,
-1.0, -1.0, -1.0, 0.0, 0.0, 0.0
]);
// 立方体的六个面,每个面有两个三角形组成
var indices = new Uint8Array([
0, 1, 2, 0, 2, 3,
0, 3, 4, 0, 4, 5,
0, 5, 6, 0, 6, 1,
1, 6, 7, 1, 7, 2,
7, 4, 3, 7, 3, 2,
4, 7, 6, 4, 6, 5
]);
var FSIZE = verticesColors.BYTES_PER_ELEMENT;
var vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW);
var a_Position = gl.getAttribLocation(sp, "a_Position");
gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, FSIZE * 6, 0);
gl.enableVertexAttribArray(a_Position);
var a_Color = gl.getAttribLocation(sp, "a_Color");
gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, FSIZE * 6, FSIZE * 3);
gl.enableVertexAttribArray(a_Color);
var ibo = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
return indices.length;
}
function draw(gl, n) {
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT, 0);
gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
}
绘制结果如图: