WebGL---5.初入3D

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/wade333777/article/details/82992230

一、索引缓冲对象

索引缓冲对象(Element Buffer Object,EBO,也叫Index Buffer Object,IBO)。
假设我们不再绘制一个三角形而是绘制一个矩形。我们可以绘制两个三角形来组成一个矩形(OpenGL主要处理三角形)。这会生成下面的顶点的集合:

float vertices[] = {
    // 第一个三角形
    0.5f, 0.5f, 0.0f,   // 右上角
    0.5f, -0.5f, 0.0f,  // 右下角
    -0.5f, 0.5f, 0.0f,  // 左上角
    // 第二个三角形
    0.5f, -0.5f, 0.0f,  // 右下角
    -0.5f, -0.5f, 0.0f, // 左下角
    -0.5f, 0.5f, 0.0f   // 左上角
};

可以看到,有几个顶点叠加了。我们指定了右下角和左上角两次!一个矩形只有4个而不是6个顶点,这样就产生50%的额外开销。当我们有包括上千个三角形的模型之后这个问题会更糟糕,这会产生一大堆浪费。更好的解决方案是只储存不同的顶点,并设定绘制这些顶点的顺序。这样子我们只要储存4个顶点就能绘制矩形了,之后只要指定绘制的顺序就行了。

索引缓冲对象的工作方式正是这样的。和顶点缓冲对象一样,EBO也是一个缓冲,它专门储存索引,OpenGL调用这些顶点的索引来决定该绘制哪个顶点。所谓的索引绘制(Indexed Drawing)正是我们问题的解决方案。首先,我们先要定义(不重复的)顶点,和绘制出矩形所需的索引:

float vertices[] = {
    0.5f, 0.5f, 0.0f,   // 右上角
    0.5f, -0.5f, 0.0f,  // 右下角
    -0.5f, -0.5f, 0.0f, // 左下角
    -0.5f, 0.5f, 0.0f   // 左上角
};

unsigned int indices[] = { // 注意索引从0开始! 
    0, 1, 3, // 第一个三角形
    1, 2, 3  // 第二个三角形
};

创建索引缓冲对象:

const indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
    new Uint16Array(indices), gl.STATIC_DRAW);

使用glDrawElements时,我们会使用当前绑定的索引缓冲对象中的索引进行绘制:

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

二、实例代码

<html>
	<canvas id='c' width='640' height='480'></canvas>
	<script type="x-shader/x-vertex" id="vertex-shader">
	  	attribute vec4 a_position;
	  	attribute vec4 a_color;
	  	uniform mat4 model;
	  	uniform mat4 view;
	  	uniform mat4 projection;

	  	varying lowp vec4 v_color;

	  	void main(){
	  		gl_Position = projection * view * model * a_position;
	  		v_color = a_color;
	  	}
	</script>
	<script type="x-shader/x-fragment" id="fragment-shader">
		//需要声明浮点数精度,否则报错No precision specified for (float)
	  	precision mediump float;
	  	varying lowp vec4 v_color;

	  	void main(){
	  		gl_FragColor = v_color;
	  	}
	</script>
	<script src="WebGLUtils.js"> </script>
	<script src="gl-matrix.js"></script>

	<script>
		var rotation = 0.0
		var gl = createGLContext('c')

		// alert(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS))

		//创建shader program
		var program = createProgramFromElementId(gl,'vertex-shader','fragment-shader');
		gl.useProgram(program);


		function initBuffers(gl,program){

			// 坐标数据写入GPU缓冲区
			const positions = [
			    // Front face
			    -1.0, -1.0,  1.0,
			     1.0, -1.0,  1.0,
			     1.0,  1.0,  1.0,
			    -1.0,  1.0,  1.0,

			    // Back face
			    -1.0, -1.0, -1.0,
			    -1.0,  1.0, -1.0,
			     1.0,  1.0, -1.0,
			     1.0, -1.0, -1.0,

			    // Top face
			    -1.0,  1.0, -1.0,
			    -1.0,  1.0,  1.0,
			     1.0,  1.0,  1.0,
			     1.0,  1.0, -1.0,

			    // Bottom face
			    -1.0, -1.0, -1.0,
			     1.0, -1.0, -1.0,
			     1.0, -1.0,  1.0,
			    -1.0, -1.0,  1.0,

			    // Right face
			     1.0, -1.0, -1.0,
			     1.0,  1.0, -1.0,
			     1.0,  1.0,  1.0,
			     1.0, -1.0,  1.0,

			    // Left face
			    -1.0, -1.0, -1.0,
			    -1.0, -1.0,  1.0,
			    -1.0,  1.0,  1.0,
			    -1.0,  1.0, -1.0,
		  	];

			var FSIZE = positions.BYTES_PER_ELEMENT;

			const positionBuffer = gl.createBuffer();
  			gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
  			gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
  			// 向着色器传递坐标数据
  			var a_position = gl.getAttribLocation(program,"a_position");
  			gl.enableVertexAttribArray(a_position);
			gl.vertexAttribPointer(a_position,3,gl.FLOAT,false,3*FSIZE,0);


  			// 颜色数据写入GPU缓冲区
  			const faceColors = [
				[1.0,  1.0,  1.0,  1.0],    // Front face: white
				[1.0,  0.0,  0.0,  1.0],    // Back face: red
				[0.0,  1.0,  0.0,  1.0],    // Top face: green
				[0.0,  0.0,  1.0,  1.0],    // Bottom face: blue
				[1.0,  1.0,  0.0,  1.0],    // Right face: yellow
				[1.0,  0.0,  1.0,  1.0],    // Left face: purple
  			];

  			var colors = [];

  			for (var j = 0; j < faceColors.length; ++j) {
				const c = faceColors[j];

				// Repeat each color four times for the four vertices of the face
				colors = colors.concat(c, c, c, c);
  			}

  			const colorBuffer = gl.createBuffer();
  			gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
  			gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
  			// 向着色器传递颜色数据
  			var a_color = gl.getAttribLocation(program,"a_color");
  			gl.enableVertexAttribArray(a_color);
  			gl.vertexAttribPointer(a_color,4,gl.FLOAT,false,4*FSIZE,0);

  			// 创建索引缓冲对象
  			const indices = [
				0,  1,  2,      0,  2,  3,    // front
				4,  5,  6,      4,  6,  7,    // back
				8,  9,  10,     8,  10, 11,   // top
				12, 13, 14,     12, 14, 15,   // bottom
				16, 17, 18,     16, 18, 19,   // right
				20, 21, 22,     20, 22, 23,   // left
  			];

  			const indexBuffer = gl.createBuffer();
  			gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  			gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
  			    new Uint16Array(indices), gl.STATIC_DRAW);

		}

		const buffers = initBuffers(gl,program);


		function drawScene(gl,deltaTime){
			gl.clearColor(0.0, 0.0, 0.0, 1.0)
			gl.clearDepth(1.0)
			gl.enable(gl.DEPTH_TEST)
			gl.depthFunc(gl.LEQUAL); 
  			gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

  			//-------创建投影矩阵-----------//
  			var projection = mat4.create()
  			// 视野,观察空间的大小
  			const fieldOfView = 45 * Math.PI / 180;
  			const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
  			const zNear = 0.1;
  			const zFar = 100.0;
  			mat4.perspective(projection,
                   fieldOfView,
                   aspect,
                   zNear,
                   zFar);
     		// mat4.ortho(projection,0.0, 800, 0.0, 600, 0.1, 100.0)
  			var projection_matrix = gl.getUniformLocation(program, 'projection')
  			gl.uniformMatrix4fv(projection_matrix,false,projection)

  			//---------------------------//

  			//-------创建模型矩阵-----------//
  			var model = mat4.create()
  			mat4.rotate(model,model,rotation,[0,0,1])
  			mat4.rotate(model,model,rotation*.7,[0,1,0])

  			var model_matrix = gl.getUniformLocation(program, 'model')
  			gl.uniformMatrix4fv(model_matrix,false,model)
  			//----------------------------//

  			//-------创建观察矩阵-----------//
  			var view = mat4.create()
  			mat4.translate(view,view,[-0.0, 0.0, -6.0])
  			var view_matrix = gl.getUniformLocation(program, 'view')
  			gl.uniformMatrix4fv(view_matrix,false,view)
  			//----------------------------//

  			{
				const vertexCount = 36;
				const type = gl.UNSIGNED_SHORT;
				const offset = 0;
				
				gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
  			}

  			rotation += deltaTime;
		}

		var old = 0
		function render(now) {
			now *= 0.001;  // convert to seconds
			const deltaTime = now - old;
			old = now;

			drawScene(gl,deltaTime);

			requestAnimationFrame(render);
		}
		requestAnimationFrame(render);

	</script>
</html>

三、效果展示

在这里插入图片描述

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转载自blog.csdn.net/wade333777/article/details/82992230