webgl学习笔记四-动画

写在前面

建议先阅读下前面我的三篇文章。

webgl学习笔记一-绘图单点

webgl学习笔记二-绘图多点

webgl学习笔记三-平移旋转缩放

  下面我们将讲解下如何让一个正方形动起来~不断擦除和重绘正方形,并且每次重绘时轻微地改变其角度。

demo

  • 吊下胃口

webgl学习笔记四-动画

  • html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Title</title>
</head> <script src="../../lib/cuon-matrix.js"></script> <body>
<canvas id="canvas" width="200px" height="200px"></canvas> </body>
</html>
  • JavaScript
<script>

    // 顶点着色器程序
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n' +
'uniform mat4 u_ModelMatrix;\n' +
'void main() {\n' +
' gl_Position = u_ModelMatrix * a_Position;\n' +
'}\n'; // 片元着色器程序
var FSHADER_SOURCE =
'void main() {\n' +
' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n' +
'}\n'; // Rotation angle (degrees/second)
var ANGLE_STEP = 45.0; function main() { // init gl
var gl = initCanvas(); // Initialize shaders
var shaderProgram = initShader(gl, VSHADER_SOURCE, FSHADER_SOURCE).program; // Write the positions of vertices to a vertex shader
var n = initVertexBuffers(gl, shaderProgram);
if (n < 0) {
console.log('Failed to set the positions of the vertices');
return;
} // Specify the color for clearing <canvas>
gl.clearColor(0, 0, 0, 1); // Get storage location of u_ModelMatrix
var u_ModelMatrix = gl.getUniformLocation(shaderProgram, 'u_ModelMatrix');
if (!u_ModelMatrix) {
console.log('Failed to get the storage location of u_ModelMatrix');
return;
} // Current rotation angle
var currentAngle = 0.0;
// Model matrix
var modelMatrix = new Matrix4(); // Start drawing
var tick = function () {
currentAngle = animate(currentAngle); // Update the rotation angle
draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix); // Draw the triangle
requestAnimationFrame(tick, canvas); // Request that the browser ?calls tick
};
tick();
} // init cavas webgl context function initCanvas() { //获取canvas元素
var canvas = document.getElementById('canvas');
//获取绘制二维上下文
var gl = canvas.getContext('webgl');
if (!gl) {
console.log("Failed");
return null;
}
return gl;
} // init shader
function initShader(gl, vshader_source, fshader_source) { //编译着色器 var vertShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertShader, vshader_source);
gl.compileShader(vertShader); var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragShader, fshader_source);
gl.compileShader(fragShader); //合并程序
var program = gl.createProgram();
gl.attachShader(program, vertShader);
gl.attachShader(program, fragShader);
gl.linkProgram(program);
gl.useProgram(program); return { program: program
}
} function initVertexBuffers(gl, shaderProgram) {
var vertices = new Float32Array([
-0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, -0.5
]);
var n = 4; // The number of vertices // Create a buffer object
var vertexBuffer = gl.createBuffer();
if (!vertexBuffer) {
console.log('Failed to create the buffer object');
return -1;
} // Bind the buffer object to target
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
// Write date into the buffer object
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // Assign the buffer object to a_Position variable
var a_Position = gl.getAttribLocation(shaderProgram, 'a_Position');
if (a_Position < 0) {
console.log('Failed to get the storage location of a_Position');
return -1;
}
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); // Enable the assignment to a_Position variable
gl.enableVertexAttribArray(a_Position); return n;
} function draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix) {
// Set the rotation matrix
modelMatrix.setRotate(currentAngle, 0, 0, 1);
modelMatrix.translate(0.35, 0, 0); // Pass the rotation matrix to the vertex shader
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements); // Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT); // Draw the rectangle
gl.drawArrays(gl.TRIANGLE_STRIP, 0, n);
} // Last time that this function was called
var g_last = Date.now(); function animate(angle) {
// Calculate the elapsed time
var now = Date.now();
var elapsed = now - g_last;
g_last = now;
// Update the current rotation angle (adjusted by the elapsed time)
var newAngle = angle + (ANGLE_STEP * elapsed) / 1000.0;
return newAngle %= 360;
} main(); </script>
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