WebGL---6.3D纹理贴图

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一、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 vec2 aTextureCoord;
	  	uniform mat4 model;
	  	uniform mat4 view;
	  	uniform mat4 projection;

	  	varying highp vec2 vTextureCoord;

	  	void main(){
	  		gl_Position = projection * view * model * a_position;
      		vTextureCoord = aTextureCoord;
	  	}
	</script>
	<script type="x-shader/x-fragment" id="fragment-shader">
		varying highp vec2 vTextureCoord;
		uniform sampler2D uSampler;

	  	void main(){
	  		gl_FragColor = texture2D(uSampler, vTextureCoord);
	  	}
	</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);


  			// 纹理坐标数据写入GPU缓冲区
  			const textureCoordinates = [
				// Front
				0.0,  0.0,
				1.0,  0.0,
				1.0,  1.0,
				0.0,  1.0,
				// Back
				0.0,  0.0,
				1.0,  0.0,
				1.0,  1.0,
				0.0,  1.0,
				// Top
				0.0,  0.0,
				1.0,  0.0,
				1.0,  1.0,
				0.0,  1.0,
				// Bottom
				0.0,  0.0,
				1.0,  0.0,
				1.0,  1.0,
				0.0,  1.0,
				// Right
				0.0,  0.0,
				1.0,  0.0,
				1.0,  1.0,
				0.0,  1.0,
				// Left
				0.0,  0.0,
				1.0,  0.0,
				1.0,  1.0,
				0.0,  1.0,
  			];
  			
  			const textureCoordBuffer = gl.createBuffer();
  			gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer);
  			gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates),gl.STATIC_DRAW);

  			// 向着色器传递纹理坐标数据
  			var textureCoord = gl.getAttribLocation(program,"aTextureCoord");
  			gl.enableVertexAttribArray(textureCoord);
  			gl.vertexAttribPointer(textureCoord,2,gl.FLOAT,false,2*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);

		}

		function loadTexture(gl,program){
			const image = new Image();
			image.src = "./cubetexture.png"

			image.onload = function(){
				//-----将图像数据复制到GPU缓冲区-----//
				const texture = gl.createTexture();
				gl.activeTexture(gl.TEXTURE0);
				gl.bindTexture(gl.TEXTURE_2D,texture);
				gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1)
				gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
				gl.generateMipmap(gl.TEXTURE_2D);

				//-----向着色器传递纹理数据-----//
				var u_Sampler = gl.getUniformLocation(program, 'uSampler');
	        	gl.uniform1i(u_Sampler, 0);
			}

		}

		initBuffers(gl,program);
		loadTexture(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,[1,0,0])
  			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>

二、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/83001459