<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>11、球体、旋转矩阵和鼠标事件</title>
<script type="text/javascript" src="Oak3D_v_0_5.js"></script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;
uniform sampler2D uSampler;
void main(void) {
vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
gl_FragColor = vec4(textureColor.rgb * vLightWeighting, textureColor.a);
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat4 uNMatrix;
uniform vec3 uAmbientColor;
uniform vec3 uLightingDirection;
uniform vec3 uDirectionalColor;
uniform bool uUseLighting;
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vTextureCoord = aTextureCoord;
if (!uUseLighting) {
vLightWeighting = vec3(1.0, 1.0, 1.0);
} else {
vec3 transformedNormal = (uNMatrix * vec4(aVertexNormal,1.0)).xyz;
float directionalLightWeighting = max(dot(transformedNormal, uLightingDirection), 0.0);
vLightWeighting = uAmbientColor + uDirectionalColor * directionalLightWeighting;
}
}
</script>
<script type="text/javascript">
var gl;
function initGL(canvas) {
try {
gl = canvas.getContext("experimental-webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch (e) {
}
if (!gl) {
alert("Could not initialise WebGL, sorry :-(");
}
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3) {
str += k.textContent;
}
k = k.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
var shaderProgram;
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, "uNMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
shaderProgram.useLightingUniform = gl.getUniformLocation(shaderProgram, "uUseLighting");
shaderProgram.ambientColorUniform = gl.getUniformLocation(shaderProgram, "uAmbientColor");
shaderProgram.lightingDirectionUniform = gl.getUniformLocation(shaderProgram, "uLightingDirection");
shaderProgram.directionalColorUniform = gl.getUniformLocation(shaderProgram, "uDirectionalColor");
}
function handleLoadedTexture(texture) {
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
}
var moonTexture;
function initTexture() {
moonTexture = gl.createTexture();
moonTexture.image = new Image();
moonTexture.image.onload = function () {
handleLoadedTexture(moonTexture)
}
moonTexture.image.src = "moon.gif";
}
var mvMatrix;
var mvMatrixStack = [];
var pMatrix;
function mvPushMatrix() {
var copy = new okMat4();
mvMatrix.clone(copy);
mvMatrixStack.push(copy);
}
function mvPopMatrix() {
if (mvMatrixStack.length == 0) {
throw "Invalid popMatrix!";
}
mvMatrix = mvMatrixStack.pop();
}
function setMatrixUniforms() {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix.toArray());
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix.toArray());
var normalMatrix = mvMatrix.inverse().transpose();
gl.uniformMatrix4fv(shaderProgram.nMatrixUniform, false, normalMatrix.toArray());
}
function degToRad(degrees) {
return degrees * Math.PI / 180;
}
var mouseDown = false;
var lastMouseX = null;
var lastMouseY = null;
var moonRotationMatrix = new okMat4();
function handleMouseDown(event) {
mouseDown = true;
lastMouseX = event.clientX;
lastMouseY = event.clientY;
}
function handleMouseUp(event) {
mouseDown = false;
}
function handleMouseMove(event) {
if (!mouseDown) {
return;
}
var newX = event.clientX;
var newY = event.clientY;
var deltaX = newX - lastMouseX
var newRotationMatrix = new okMat4();
newRotationMatrix.rotY(OAK.SPACE_LOCAL, deltaX / 10, true);
var deltaY = newY - lastMouseY;
newRotationMatrix.rotX(OAK.SPACE_LOCAL, deltaY / 10, true);
moonRotationMatrix = okMat4Mul(newRotationMatrix, moonRotationMatrix);
lastMouseX = newX
lastMouseY = newY;
}
var moonVertexPositionBuffer;
var moonVertexNormalBuffer;
var moonVertexTextureCoordBuffer;
var moonVertexIndexBuffer;
function initBuffers() {
var latitudeBands = 30;
var longitudeBands = 30;
var radius = 2;
var vertexPositionData = [];
var normalData = [];
var textureCoordData = [];
for (var latNumber = 0; latNumber <= latitudeBands; latNumber++) {
var theta = latNumber * Math.PI / latitudeBands;
var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);
for (var longNumber = 0; longNumber <= longitudeBands; longNumber++) {
var phi = longNumber * 2 * Math.PI / longitudeBands;
var sinPhi = Math.sin(phi);
var cosPhi = Math.cos(phi);
var x = cosPhi * sinTheta;
var y = cosTheta;
var z = sinPhi * sinTheta;
var u = 1 - (longNumber / longitudeBands);
var v = 1 - (latNumber / latitudeBands);
normalData.push(x);
normalData.push(y);
normalData.push(z);
textureCoordData.push(u);
textureCoordData.push(v);
vertexPositionData.push(radius * x);
vertexPositionData.push(radius * y);
vertexPositionData.push(radius * z);
}
}
var indexData = [];
for (var latNumber = 0; latNumber < latitudeBands; latNumber++) {
for (var longNumber = 0; longNumber < longitudeBands; longNumber++) {
var first = (latNumber * (longitudeBands + 1)) + longNumber;
var second = first + longitudeBands + 1;
indexData.push(first);
indexData.push(second);
indexData.push(first + 1);
indexData.push(second);
indexData.push(second + 1);
indexData.push(first + 1);
}
}
moonVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexNormalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normalData), gl.STATIC_DRAW);
moonVertexNormalBuffer.itemSize = 3;
moonVertexNormalBuffer.numItems = normalData.length / 3;
moonVertexTextureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexTextureCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordData), gl.STATIC_DRAW);
moonVertexTextureCoordBuffer.itemSize = 2;
moonVertexTextureCoordBuffer.numItems = textureCoordData.length / 2;
moonVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPositionData), gl.STATIC_DRAW);
moonVertexPositionBuffer.itemSize = 3;
moonVertexPositionBuffer.numItems = vertexPositionData.length / 3;
moonVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, moonVertexIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData), gl.STATIC_DRAW);
moonVertexIndexBuffer.itemSize = 1;
moonVertexIndexBuffer.numItems = indexData.length;
}
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
pMatrix = okMat4Proj(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0);
var lighting = document.getElementById("lighting").checked;
gl.uniform1i(shaderProgram.useLightingUniform, lighting);
if (lighting) {
gl.uniform3f(
shaderProgram.ambientColorUniform,
parseFloat(document.getElementById("ambientR").value),
parseFloat(document.getElementById("ambientG").value),
parseFloat(document.getElementById("ambientB").value)
);
var lightingDirection = new okVec3(
parseFloat(document.getElementById("lightDirectionX").value),
parseFloat(document.getElementById("lightDirectionY").value),
parseFloat(document.getElementById("lightDirectionZ").value)
);
var adjustedLD = lightingDirection.normalize(false);
adjustedLD = okVec3MulVal(adjustedLD, -1.0);
gl.uniform3fv(shaderProgram.lightingDirectionUniform, adjustedLD.toArray());
gl.uniform3f(
shaderProgram.directionalColorUniform,
parseFloat(document.getElementById("directionalR").value),
parseFloat(document.getElementById("directionalG").value),
parseFloat(document.getElementById("directionalB").value)
);
}
mvMatrix = okMat4Trans(0.0, 0.0, -6.0);
mvMatrix = okMat4Mul(mvMatrix, moonRotationMatrix);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, moonTexture);
gl.uniform1i(shaderProgram.samplerUniform, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, moonVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexTextureCoordBuffer);
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, moonVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexNormalBuffer);
gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, moonVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, moonVertexIndexBuffer);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, moonVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
}
function tick() {
okRequestAnimationFrame(tick);
drawScene();
}
function webGLStart() {
var canvas = document.getElementById("lesson11-canvas");
initGL(canvas);
initShaders();
initBuffers();
initTexture();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
canvas.onmousedown = handleMouseDown;
document.onmouseup = handleMouseUp;
document.onmousemove = handleMouseMove;
tick();
}
</script>
</head>
<body onload="webGLStart();">
<canvas id="lesson11-canvas" style="border: none;" width="500" height="500"></canvas>
<br />
<input type="checkbox" id="lighting" checked />开启光照<br />
拖拽鼠标,旋转月球。
<br />
<h2>平行光:</h2>
<table style="border: 0; padding: 10px;">
<tr>
<td><b>方向:</b>
<td>X: <input type="text" id="lightDirectionX" value="-1.0" />
<td>Y: <input type="text" id="lightDirectionY" value="-1.0" />
<td>Z: <input type="text" id="lightDirectionZ" value="-1.0" />
</tr>
<tr>
<td><b>颜色:</b>
<td>R: <input type="text" id="directionalR" value="0.8" />
<td>G: <input type="text" id="directionalG" value="0.8" />
<td>B: <input type="text" id="directionalB" value="0.8" />
</tr>
</table>
<h2>环境光:</h2>
<table style="border: 0; padding: 10px;">
<tr>
<td><b>颜色</b>
<td>R: <input type="text" id="ambientR" value="0.2" />
<td>G: <input type="text" id="ambientG" value="0.2" />
<td>B: <input type="text" id="ambientB" value="0.2" />
</tr>
</table>
<br />
</body>
</html>
11、球体、旋转矩阵和鼠标事件
创建日期:2024-06-21
更新日期:2025-01-12
简介
一个来自三线小城市的程序员开发经验总结。