<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>16_渲染到纹理</title>
<script type="text/javascript" src="Oak3D_v_0_5.js"></script>
<script id="per-fragment-lighting-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 vTextureCoord;
varying vec3 vTransformedNormal;
varying vec4 vPosition;
uniform vec3 uMaterialAmbientColor;
uniform vec3 uMaterialDiffuseColor;
uniform vec3 uMaterialSpecularColor;
uniform float uMaterialShininess;
uniform vec3 uMaterialEmissiveColor;
uniform bool uShowSpecularHighlights;
uniform bool uUseTextures;
uniform vec3 uAmbientLightingColor;
uniform vec3 uPointLightingLocation;
uniform vec3 uPointLightingDiffuseColor;
uniform vec3 uPointLightingSpecularColor;
uniform sampler2D uSampler;
void main(void) {
vec3 ambientLightWeighting = uAmbientLightingColor;
vec3 lightDirection = normalize(uPointLightingLocation - vPosition.xyz);
vec3 normal = normalize(vTransformedNormal);
vec3 specularLightWeighting = vec3(0.0, 0.0, 0.0);
if (uShowSpecularHighlights) {
vec3 eyeDirection = normalize(-vPosition.xyz);
vec3 reflectionDirection = reflect(-lightDirection, normal);
float specularLightBrightness = pow(max(dot(reflectionDirection, eyeDirection), 0.0), uMaterialShininess);
specularLightWeighting = uPointLightingSpecularColor * specularLightBrightness;
}
float diffuseLightBrightness = max(dot(normal, lightDirection), 0.0);
vec3 diffuseLightWeighting = uPointLightingDiffuseColor * diffuseLightBrightness;
vec3 materialAmbientColor = uMaterialAmbientColor;
vec3 materialDiffuseColor = uMaterialDiffuseColor;
vec3 materialSpecularColor = uMaterialSpecularColor;
vec3 materialEmissiveColor = uMaterialEmissiveColor;
float alpha = 1.0;
if (uUseTextures) {
vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
materialAmbientColor = materialAmbientColor * textureColor.rgb;
materialDiffuseColor = materialDiffuseColor * textureColor.rgb;
materialEmissiveColor = materialEmissiveColor * textureColor.rgb;
alpha = textureColor.a;
}
gl_FragColor = vec4(
materialAmbientColor * ambientLightWeighting
+ materialDiffuseColor * diffuseLightWeighting
+ materialSpecularColor * specularLightWeighting
+ materialEmissiveColor,
alpha
);
}
</script>
<script id="per-fragment-lighting-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat4 uNMatrix;
varying vec2 vTextureCoord;
varying vec3 vTransformedNormal;
varying vec4 vPosition;
void main(void) {
vPosition = uMVMatrix * vec4(aVertexPosition, 1.0);
gl_Position = uPMatrix * vPosition;
vTextureCoord = aTextureCoord;
vTransformedNormal = (uNMatrix * vec4(aVertexNormal, 0.0)).xyz;
}
</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, "per-fragment-lighting-fs");
var vertexShader = getShader(gl, "per-fragment-lighting-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.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
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.materialAmbientColorUniform = gl.getUniformLocation(shaderProgram, "uMaterialAmbientColor");
shaderProgram.materialDiffuseColorUniform = gl.getUniformLocation(shaderProgram, "uMaterialDiffuseColor");
shaderProgram.materialSpecularColorUniform = gl.getUniformLocation(shaderProgram, "uMaterialSpecularColor");
shaderProgram.materialShininessUniform = gl.getUniformLocation(shaderProgram, "uMaterialShininess");
shaderProgram.materialEmissiveColorUniform = gl.getUniformLocation(shaderProgram, "uMaterialEmissiveColor");
shaderProgram.showSpecularHighlightsUniform = gl.getUniformLocation(shaderProgram, "uShowSpecularHighlights");
shaderProgram.useTexturesUniform = gl.getUniformLocation(shaderProgram, "uUseTextures");
shaderProgram.ambientLightingColorUniform = gl.getUniformLocation(shaderProgram, "uAmbientLightingColor");
shaderProgram.pointLightingLocationUniform = gl.getUniformLocation(shaderProgram, "uPointLightingLocation");
shaderProgram.pointLightingSpecularColorUniform = gl.getUniformLocation(shaderProgram, "uPointLightingSpecularColor");
shaderProgram.pointLightingDiffuseColorUniform = gl.getUniformLocation(shaderProgram, "uPointLightingDiffuseColor");
}
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;
var crateTexture;
function initTextures() {
moonTexture = gl.createTexture();
moonTexture.image = new Image();
moonTexture.image.onload = function () {
handleLoadedTexture(moonTexture)
}
moonTexture.image.src = "moon.gif";
crateTexture = gl.createTexture();
crateTexture.image = new Image();
crateTexture.image.onload = function () {
handleLoadedTexture(crateTexture)
}
crateTexture.image.src = "crate.gif";
}
var mvMatrix = new okMat4();
var mvMatrixStack = [];
var pMatrix = new okMat4();
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 rttFramebuffer;
var rttTexture;
function initTextureFramebuffer() {
rttFramebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);
rttFramebuffer.width = 512;
rttFramebuffer.height = 512;
rttTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, rttTexture);
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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, rttFramebuffer.width, rttFramebuffer.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
var renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, rttFramebuffer.width, rttFramebuffer.height);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, rttTexture, 0);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
var cubeVertexPositionBuffer;
var cubeVertexNormalBuffer;
var cubeVertexTextureCoordBuffer;
var cubeVertexIndexBuffer;
var moonVertexPositionBuffer;
var moonVertexNormalBuffer;
var moonVertexTextureCoordBuffer;
var moonVertexIndexBuffer;
var laptopScreenVertexPositionBuffer;
var laptopScreenVertexNormalBuffer;
var laptopScreenVertexTextureCoordBuffer;
function initBuffers() {
cubeVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
vertices = [
// 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,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
cubeVertexPositionBuffer.itemSize = 3;
cubeVertexPositionBuffer.numItems = 24;
cubeVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexNormalBuffer);
var vertexNormals = [
// Front face
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
// Back face
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
// Top face
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
// Bottom face
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
// Right face
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
// Left face
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
cubeVertexNormalBuffer.itemSize = 3;
cubeVertexNormalBuffer.numItems = 24;
cubeVertexTextureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer);
var textureCoords = [
// Front face
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Back face
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
// Top face
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
// Bottom face
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
// Right face
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
// Left face
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
cubeVertexTextureCoordBuffer.itemSize = 2;
cubeVertexTextureCoordBuffer.numItems = 24;
cubeVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
var cubeVertexIndices = [
0, 1, 2, 0, 2, 3, // Front face
4, 5, 6, 4, 6, 7, // Back face
8, 9, 10, 8, 10, 11, // Top face
12, 13, 14, 12, 14, 15, // Bottom face
16, 17, 18, 16, 18, 19, // Right face
20, 21, 22, 20, 22, 23 // Left face
];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeVertexIndices), gl.STATIC_DRAW);
cubeVertexIndexBuffer.itemSize = 1;
cubeVertexIndexBuffer.numItems = 36;
var latitudeBands = 30;
var longitudeBands = 30;
var radius = 1;
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.STREAM_DRAW);
moonVertexIndexBuffer.itemSize = 1;
moonVertexIndexBuffer.numItems = indexData.length;
laptopScreenVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, laptopScreenVertexPositionBuffer);
vertices = [
0.580687, 0.659, 0.813106,
-0.580687, 0.659, 0.813107,
0.580687, 0.472, 0.113121,
-0.580687, 0.472, 0.113121,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
laptopScreenVertexPositionBuffer.itemSize = 3;
laptopScreenVertexPositionBuffer.numItems = 4;
laptopScreenVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, laptopScreenVertexNormalBuffer);
var vertexNormals = [
0.000000, -0.965926, 0.258819,
0.000000, -0.965926, 0.258819,
0.000000, -0.965926, 0.258819,
0.000000, -0.965926, 0.258819,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
laptopScreenVertexNormalBuffer.itemSize = 3;
laptopScreenVertexNormalBuffer.numItems = 4;
laptopScreenVertexTextureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, laptopScreenVertexTextureCoordBuffer);
var textureCoords = [
1.0, 1.0,
0.0, 1.0,
1.0, 0.0,
0.0, 0.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
laptopScreenVertexTextureCoordBuffer.itemSize = 2;
laptopScreenVertexTextureCoordBuffer.numItems = 4;
}
var laptopVertexPositionBuffer;
var laptopVertexNormalBuffer;
var laptopVertexTextureCoordBuffer;
var laptopVertexIndexBuffer;
function handleLoadedLaptop(laptopData) {
laptopVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, laptopVertexNormalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(laptopData.vertexNormals), gl.STATIC_DRAW);
laptopVertexNormalBuffer.itemSize = 3;
laptopVertexNormalBuffer.numItems = laptopData.vertexNormals.length / 3;
laptopVertexTextureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, laptopVertexTextureCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(laptopData.vertexTextureCoords), gl.STATIC_DRAW);
laptopVertexTextureCoordBuffer.itemSize = 2;
laptopVertexTextureCoordBuffer.numItems = laptopData.vertexTextureCoords.length / 2;
laptopVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, laptopVertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(laptopData.vertexPositions), gl.STATIC_DRAW);
laptopVertexPositionBuffer.itemSize = 3;
laptopVertexPositionBuffer.numItems = laptopData.vertexPositions.length / 3;
laptopVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, laptopVertexIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(laptopData.indices), gl.STREAM_DRAW);
laptopVertexIndexBuffer.itemSize = 1;
laptopVertexIndexBuffer.numItems = laptopData.indices.length;
}
function loadLaptop() {
var request = new XMLHttpRequest();
request.open("GET", "macbook.json");
request.onreadystatechange = function () {
if (request.readyState == 4) {
handleLoadedLaptop(JSON.parse(request.responseText));
}
}
request.send();
}
var laptopScreenAspectRatio = 1.66;
var moonAngle = 180;
var cubeAngle = 0;
function drawSceneOnLaptopScreen() {
gl.viewport(0, 0, rttFramebuffer.width, rttFramebuffer.height);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
pMatrix = okMat4Proj(45, laptopScreenAspectRatio, 0.1, 100.0);
gl.uniform1i(shaderProgram.showSpecularHighlightsUniform, false);
gl.uniform3f(shaderProgram.ambientLightingColorUniform, 0.2, 0.2, 0.2);
gl.uniform3f(shaderProgram.pointLightingLocationUniform, 0, 0, -5);
gl.uniform3f(shaderProgram.pointLightingDiffuseColorUniform, 0.8, 0.8, 0.8);
gl.uniform1i(shaderProgram.showSpecularHighlightsUniform, false);
gl.uniform1i(shaderProgram.useTexturesUniform, true);
gl.uniform3f(shaderProgram.materialAmbientColorUniform, 1.0, 1.0, 1.0);
gl.uniform3f(shaderProgram.materialDiffuseColorUniform, 1.0, 1.0, 1.0);
gl.uniform3f(shaderProgram.materialSpecularColorUniform, 0.0, 0.0, 0.0);
gl.uniform1f(shaderProgram.materialShininessUniform, 0);
gl.uniform3f(shaderProgram.materialEmissiveColorUniform, 0.0, 0.0, 0.0);
mvMatrix.identity();
mvMatrix.translate(OAK.SPACE_LOCAL, 0, 0, -5, true);
mvMatrix.rotX(OAK.SPACE_LOCAL, 30, true);
mvPushMatrix();
mvMatrix.rotY(OAK.SPACE_LOCAL, moonAngle, true);
mvMatrix.translate(OAK.SPACE_LOCAL, 2, 0, 0, true);
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);
mvPopMatrix();
mvPushMatrix();
mvMatrix.rotY(OAK.SPACE_LOCAL, cubeAngle, true);
mvMatrix.translate(OAK.SPACE_LOCAL, 1.25, 0, 0, true);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, cubeVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexNormalBuffer);
gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, cubeVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer);
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, cubeVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, crateTexture);
gl.uniform1i(shaderProgram.samplerUniform, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, cubeVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
mvPopMatrix();
gl.bindTexture(gl.TEXTURE_2D, rttTexture);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
}
var laptopAngle = 0;
function drawScene() {
gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);
drawSceneOnLaptopScreen();
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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);
mvMatrix.identity();
mvPushMatrix();
mvMatrix.translate(OAK.SPACE_LOCAL, 0, -0.4, -2.2, true);
mvMatrix.rotY(OAK.SPACE_LOCAL, laptopAngle, true);
mvMatrix.rotX(OAK.SPACE_LOCAL, -90, true);
gl.uniform1i(shaderProgram.showSpecularHighlightsUniform, true);
gl.uniform3f(shaderProgram.pointLightingLocationUniform, -1, 2, -1);
gl.uniform3f(shaderProgram.ambientLightingColorUniform, 0.2, 0.2, 0.2);
gl.uniform3f(shaderProgram.pointLightingDiffuseColorUniform, 0.8, 0.8, 0.8);
gl.uniform3f(shaderProgram.pointLightingSpecularColorUniform, 0.8, 0.8, 0.8);
// The laptop body is quite shiny and has no texture. It reflects lots of specular light
gl.uniform3f(shaderProgram.materialAmbientColorUniform, 1.0, 1.0, 1.0);
gl.uniform3f(shaderProgram.materialDiffuseColorUniform, 1.0, 1.0, 1.0);
gl.uniform3f(shaderProgram.materialSpecularColorUniform, 1.5, 1.5, 1.5);
gl.uniform1f(shaderProgram.materialShininessUniform, 5);
gl.uniform3f(shaderProgram.materialEmissiveColorUniform, 0.0, 0.0, 0.0);
gl.uniform1i(shaderProgram.useTexturesUniform, false);
if (laptopVertexPositionBuffer) {
gl.bindBuffer(gl.ARRAY_BUFFER, laptopVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, laptopVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, laptopVertexTextureCoordBuffer);
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, laptopVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, laptopVertexNormalBuffer);
gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, laptopVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, laptopVertexIndexBuffer);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, laptopVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
}
gl.uniform3f(shaderProgram.materialAmbientColorUniform, 0.0, 0.0, 0.0);
gl.uniform3f(shaderProgram.materialDiffuseColorUniform, 0.0, 0.0, 0.0);
gl.uniform3f(shaderProgram.materialSpecularColorUniform, 0.5, 0.5, 0.5);
gl.uniform1f(shaderProgram.materialShininessUniform, 20);
gl.uniform3f(shaderProgram.materialEmissiveColorUniform, 1.5, 1.5, 1.5);
gl.uniform1i(shaderProgram.useTexturesUniform, true);
gl.bindBuffer(gl.ARRAY_BUFFER, laptopScreenVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, laptopScreenVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, laptopScreenVertexNormalBuffer);
gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, laptopScreenVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, laptopScreenVertexTextureCoordBuffer);
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, laptopScreenVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, rttTexture);
gl.uniform1i(shaderProgram.samplerUniform, 0);
setMatrixUniforms();
gl.drawArrays(gl.TRIANGLE_STRIP, 0, laptopScreenVertexPositionBuffer.numItems);
mvPopMatrix();
}
var lastTime = 0;
function animate() {
var timeNow = new Date().getTime();
if (lastTime != 0) {
var elapsed = timeNow - lastTime;
moonAngle += 0.05 * elapsed;
cubeAngle += 0.05 * elapsed;
laptopAngle -= 0.005 * elapsed;
}
lastTime = timeNow;
}
function tick() {
okRequestAnimationFrame(tick);
drawScene();
animate();
}
function webGLStart() {
var canvas = document.getElementById("lesson16-canvas");
initGL(canvas);
initTextureFramebuffer();
initShaders();
initBuffers();
initTextures();
loadLaptop();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
tick();
}
</script>
</head>
<body onload="webGLStart();">
<canvas id="lesson16-canvas" style="border: none;" width="500" height="500"></canvas>
</body>
</html>
16、渲染到纹理
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。