黄山网站建设怎么做网站推广软文
我会持续更新关于wegl的编程指南中的代码。
当前的代码不会使用书中的缩写,每一步都是会展开写。希望能给后来学习的一些帮助
git代码地址 :git
本篇文章将把旋转和平位移结合起来,因为矩阵的不存在交换法则
文章中设计的矩阵地址在这里
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<html lang="en"><head><meta charset="UTF-8"><meta http-equiv="X-UA-Compatible" content="IE=edge"><meta name="viewport" content="width=device-width, initial-scale=1.0"><title>Document</title><script src="../tool/cuon-matrix.js"></script>
</head><body><h1>先平移再旋转</h1><h3>可以按下按键ADSW</h3><P id="rotate"></P><P id="translate"></P><canvas id='canvas'></canvas><script>let canvas = document.getElementById('canvas');canvas.width = window.innerWidth;canvas.height = window.innerHeight;let gl = canvas.getContext('webgl');let vertexShaderSource = `attribute vec4 a_Position;uniform mat4 u_mat4; //位移变量void main(){gl_Position=u_mat4*a_Position;}`let fragmentShaderSouce = `precision mediump float;void main(){gl_FragColor = vec4(1.0,0.0,0.0,1.0);}`// 创建顶点着色器let vertexShader = gl.createShader(gl.VERTEX_SHADER);// 设置着色器源代码gl.shaderSource(vertexShader, vertexShaderSource)// 编译着色器gl.compileShader(vertexShader)//创建片元着色器let fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);// 设置着色器源代码gl.shaderSource(fragmentShader, fragmentShaderSouce)// 编译着色器gl.compileShader(fragmentShader)//创建渲染程序let program = gl.createProgram();// 附着顶点着色器和片元着色器到渲染程序gl.attachShader(program, vertexShader);gl.attachShader(program, fragmentShader);// 链接渲染程序gl.linkProgram(program);//使用当前渲染程序gl.useProgram(program)//检测着色器的链接是否正确if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {throw gl.getProgramInfoLog(program);} //创建矩阵let mate4 = new Matrix4()//旋转的角度let rotateX = 0.0;//位移的y轴的变量let translateY = 0.0;//创建三角形let positonArray = new Float32Array([0.0, 0.5, -0.5, -0.5, 0.5, -0.5])//获取变量a_Positionlet a_Position = gl.getAttribLocation(program, 'a_Position');//获取变量u_mat4let u_mat4 = gl.getUniformLocation(program, 'u_mat4');// 创建传冲区let buffer = gl.createBuffer();//绑定buffergl.bindBuffer(gl.ARRAY_BUFFER, buffer);//目标传冲去赋值gl.bufferData(gl.ARRAY_BUFFER, positonArray, gl.STATIC_DRAW);//将a_Position变量与目标传冲区进行绑定gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);//开启a_Position变量gl.enableVertexAttribArray(a_Position);// Clear 颜色gl.clearColor(0.0, 0.0, 0.0, 1.0);const render = function () {//对矩阵及逆行位移mate4.setTranslate(0,translateY,0);//对矩阵进行旋转mate4.rotate(rotateX,0,0,1);//矩阵赋值gl.uniformMatrix4fv(u_mat4, false, mate4.elements);//清空gl.clear(gl.COLOR_BUFFER_BIT);//绘制gl.drawArrays(gl.TRIANGLES, 0, 3)setNum()}render()document.onkeydown = function (e) { //对整个页面监听 var keyNum = window.event ? e.keyCode : e.which; //获取被按下的键值 //判断如果用户按下了回车键(keycody=13) if (keyNum == 65) {console.log('A');rotateX -= 1; render()}//判断如果用户按下了空格键(keycode=32), if (keyNum == 68) {console.log('D');rotateX +=1; render()}//判断如果用户按下了空格键(keycode=32), if (keyNum == 83) {console.log('S'); translateY-=0.1render()}//判断如果用户按下了空格键(keycode=32), if (keyNum == 87) {console.log('W'); translateY+=0.1render();}}function setNum(){let rotate = document.getElementById("rotate");let translate = document.getElementById("translate");rotate.innerText = `旋转的角度:${rotateX}`translate.innerText = `平移的距离:${translateY}`}</script>
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