02、绘制2D物体

创建日期:2024-07-07
更新日期:2025-01-12

index.html

<!DOCTYPE html>
<html>
<head>
    <meta charset="utf-8" />
    <title>02_绘制2D物体</title>
    <script src="sylvester.js"></script>
    <script src="glUtils.js"></script>
    <script src="index.js"></script>
</head>
<body onload="start()">
    <canvas id="glCanvas" width="640" height="480"></canvas>
    <script id="shader-fs" type="x-shader/x-fragment">
        void main(void) {
        gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
        }
    </script>
    <script id="shader-vs" type="x-shader/x-vertex">
        attribute vec3 aVertexPosition;

        uniform mat4 uMVMatrix;
        uniform mat4 uPMatrix;

        void main(void) {
        gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
        }
    </script>
</body>
</html>

index.js


var gl; // A global variable for the WebGL context

function start() {
    var canvas = document.getElementById('glCanvas');

    // Initialize the GL context
    gl = initWebGL(canvas);

    // Only continue if WebGL is available and working
    if (!gl) {
        return;
    }

    // Set clear color to black, fully opaque
    gl.clearColor(0.0, 0.0, 0.0, 1.0);
    // Enable depth testing
    gl.enable(gl.DEPTH_TEST);
    // Near things obscure far things
    gl.depthFunc(gl.LEQUAL);
    // Clear the color as well as the depth buffer.
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    // 画布大小改变后需要重新设置视口大小
    gl.viewport(0, 0, canvas.width, canvas.height);

    initShaders();
    initBuffers();
    drawScene();
}

function initWebGL(canvas) {
    gl = null;

    // Try to grab the standard context. If it fails, fallback to experimental.
    gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');

    // If we don't have a GL context, give up now
    if (!gl) {
        alert('Unable to initialize WebGL. Your browser may not support it.');
    }

    return gl;
}

function initShaders() {
    var fragmentShader = getShader(gl, 'shader-fs');
    var vertexShader = getShader(gl, 'shader-vs');

    // Create the shader program

    shaderProgram = gl.createProgram();
    gl.attachShader(shaderProgram, vertexShader);
    gl.attachShader(shaderProgram, fragmentShader);
    gl.linkProgram(shaderProgram);

    // If creating the shader program failed, alert

    if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
        console.log('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
    }

    gl.useProgram(shaderProgram);

    vertexPositionAttribute = gl.getAttribLocation(shaderProgram, 'aVertexPosition');
    gl.enableVertexAttribArray(vertexPositionAttribute);
}

function getShader(gl, id, type) {
    var shaderScript, theSource, currentChild, shader;

    shaderScript = document.getElementById(id);

    if (!shaderScript) {
        return null;
    }

    theSource = shaderScript.text;
    if (!type) {
        if (shaderScript.type == 'x-shader/x-fragment') {
            type = gl.FRAGMENT_SHADER;
        } else if (shaderScript.type == 'x-shader/x-vertex') {
            type = gl.VERTEX_SHADER;
        } else {
            // Unknown shader type
            return null;
        }
    }
    shader = gl.createShader(type);
    gl.shaderSource(shader, theSource);

    // Compile the shader program
    gl.compileShader(shader);

    // See if it compiled successfully
    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
        console.log('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
        gl.deleteShader(shader);
        return null;
    }

    return shader;
}

var horizAspect = 480.0 / 640.0;

function initBuffers() {
    squareVerticesBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesBuffer);

    var vertices = [
      1.0, 1.0, 0.0,
      -1.0, 1.0, 0.0,
      1.0, -1.0, 0.0,
      -1.0, -1.0, 0.0
    ];

    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
}

function drawScene() {
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    perspectiveMatrix = makePerspective(45, 640.0 / 480.0, 0.1, 100.0);

    loadIdentity();
    mvTranslate([-0.0, 0.0, -6.0]);

    gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesBuffer);
    gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
    setMatrixUniforms();
    gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}

function loadIdentity() {
    mvMatrix = Matrix.I(4);
}

function multMatrix(m) {
    mvMatrix = mvMatrix.x(m);
}

function mvTranslate(v) {
    multMatrix(Matrix.Translation($V([v[0], v[1], v[2]])).ensure4x4());
}

function setMatrixUniforms() {
    var pUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
    gl.uniformMatrix4fv(pUniform, false, new Float32Array(perspectiveMatrix.flatten()));

    var mvUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
    gl.uniformMatrix4fv(mvUniform, false, new Float32Array(mvMatrix.flatten()));
}

glUtils.js

// augment Sylvester some
Matrix.Translation = function (v) {
    if (v.elements.length == 2) {
        var r = Matrix.I(3);
        r.elements[2][0] = v.elements[0];
        r.elements[2][1] = v.elements[1];
        return r;
    }

    if (v.elements.length == 3) {
        var r = Matrix.I(4);
        r.elements[0][3] = v.elements[0];
        r.elements[1][3] = v.elements[1];
        r.elements[2][3] = v.elements[2];
        return r;
    }

    throw "Invalid length for Translation";
}

Matrix.prototype.flatten = function () {
    var result = [];
    if (this.elements.length == 0)
        return [];

    for (var j = 0; j < this.elements[0].length; j++)
        for (var i = 0; i < this.elements.length; i++)
            result.push(this.elements[i][j]);
    return result;
}

Matrix.prototype.ensure4x4 = function () {
    if (this.elements.length == 4 &&
        this.elements[0].length == 4)
        return this;

    if (this.elements.length > 4 ||
        this.elements[0].length > 4)
        return null;

    for (var i = 0; i < this.elements.length; i++) {
        for (var j = this.elements[i].length; j < 4; j++) {
            if (i == j)
                this.elements[i].push(1);
            else
                this.elements[i].push(0);
        }
    }

    for (var i = this.elements.length; i < 4; i++) {
        if (i == 0)
            this.elements.push([1, 0, 0, 0]);
        else if (i == 1)
            this.elements.push([0, 1, 0, 0]);
        else if (i == 2)
            this.elements.push([0, 0, 1, 0]);
        else if (i == 3)
            this.elements.push([0, 0, 0, 1]);
    }

    return this;
};

Matrix.prototype.make3x3 = function () {
    if (this.elements.length != 4 ||
        this.elements[0].length != 4)
        return null;

    return Matrix.create([[this.elements[0][0], this.elements[0][1], this.elements[0][2]],
                          [this.elements[1][0], this.elements[1][1], this.elements[1][2]],
                          [this.elements[2][0], this.elements[2][1], this.elements[2][2]]]);
};

Vector.prototype.flatten = function () {
    return this.elements;
};

function mht(m) {
    var s = "";
    if (m.length == 16) {
        for (var i = 0; i < 4; i++) {
            s += "<span style='font-family: monospace'>[" + m[i * 4 + 0].toFixed(4) + "," + m[i * 4 + 1].toFixed(4) + "," + m[i * 4 + 2].toFixed(4) + "," + m[i * 4 + 3].toFixed(4) + "]</span><br>";
        }
    } else if (m.length == 9) {
        for (var i = 0; i < 3; i++) {
            s += "<span style='font-family: monospace'>[" + m[i * 3 + 0].toFixed(4) + "," + m[i * 3 + 1].toFixed(4) + "," + m[i * 3 + 2].toFixed(4) + "]</font><br>";
        }
    } else {
        return m.toString();
    }
    return s;
}

//
// gluLookAt
//
function makeLookAt(ex, ey, ez,
                    cx, cy, cz,
                    ux, uy, uz) {
    var eye = $V([ex, ey, ez]);
    var center = $V([cx, cy, cz]);
    var up = $V([ux, uy, uz]);

    var mag;

    var z = eye.subtract(center).toUnitVector();
    var x = up.cross(z).toUnitVector();
    var y = z.cross(x).toUnitVector();

    var m = $M([[x.e(1), x.e(2), x.e(3), 0],
                [y.e(1), y.e(2), y.e(3), 0],
                [z.e(1), z.e(2), z.e(3), 0],
                [0, 0, 0, 1]]);

    var t = $M([[1, 0, 0, -ex],
                [0, 1, 0, -ey],
                [0, 0, 1, -ez],
                [0, 0, 0, 1]]);
    return m.x(t);
}

//
// glOrtho
//
function makeOrtho(left, right,
                   bottom, top,
                   znear, zfar) {
    var tx = -(right + left) / (right - left);
    var ty = -(top + bottom) / (top - bottom);
    var tz = -(zfar + znear) / (zfar - znear);

    return $M([[2 / (right - left), 0, 0, tx],
               [0, 2 / (top - bottom), 0, ty],
               [0, 0, -2 / (zfar - znear), tz],
               [0, 0, 0, 1]]);
}

//
// gluPerspective
//
function makePerspective(fovy, aspect, znear, zfar) {
    var ymax = znear * Math.tan(fovy * Math.PI / 360.0);
    var ymin = -ymax;
    var xmin = ymin * aspect;
    var xmax = ymax * aspect;

    return makeFrustum(xmin, xmax, ymin, ymax, znear, zfar);
}

//
// glFrustum
//
function makeFrustum(left, right,
                     bottom, top,
                     znear, zfar) {
    var X = 2 * znear / (right - left);
    var Y = 2 * znear / (top - bottom);
    var A = (right + left) / (right - left);
    var B = (top + bottom) / (top - bottom);
    var C = -(zfar + znear) / (zfar - znear);
    var D = -2 * zfar * znear / (zfar - znear);

    return $M([[X, 0, A, 0],
               [0, Y, B, 0],
               [0, 0, C, D],
               [0, 0, -1, 0]]);
}

//
// glOrtho
//
function makeOrtho(left, right, bottom, top, znear, zfar) {
    var tx = -(right + left) / (right - left);
    var ty = -(top + bottom) / (top - bottom);
    var tz = -(zfar + znear) / (zfar - znear);

    return $M([[2 / (right - left), 0, 0, tx],
           [0, 2 / (top - bottom), 0, ty],
           [0, 0, -2 / (zfar - znear), tz],
           [0, 0, 0, 1]]);
}