WebGL Box photo slideshow. Today we continue HTML5 canvas examples. I use WebGL technology in order to map a sequence of images on a rotating cube. Cube is not just spinning all the time, but also makes a little pause between images.
WebGL Box照片幻灯片。 今天,我们继续HTML5 canvas示例。 我使用WebGL技术来将图像序列映射到旋转的多维数据集上。 多维数据集不仅一直在旋转,而且在图像之间也会稍作停顿。
Here are our demo and downloadable package:
这是我们的演示和可下载的软件包:
现场演示
[sociallocker]
[社交储物柜]
打包下载
[/sociallocker]
[/ sociallocker]
Ok, download the example files and lets start coding !
好的,下载示例文件并开始编码!
步骤1. HTML (Step 1. HTML)
Here are html sources of our demo. As you can see – just empty page.
这是我们的演示的html来源。 如您所见–只是空白页。
index.html (index.html)
<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="utf-8" />
<title>WebGL Box photo slideshow | Script Tutorials</title>
<link href="css/main.css" rel="stylesheet" type="text/css" />
<script src="js/glMatrix-0.9.5.min.js"></script>
<script src="js/webgl-utils.js"></script>
<script src="js/script.js"></script>
</head>
<body onload="initWebGl()">
<div class="container">
<canvas id="panel" width="800" height="600"></canvas>
</div>
<footer>
<h2>WebGL Box photo slideshow</h2>
<a href="https://www.script-tutorials.com/webgl-box-photo-slideshow/" class="stuts">Back to original tutorial on <span>Script Tutorials</span></a>
</footer>
</body>
</html>
<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="utf-8" />
<title>WebGL Box photo slideshow | Script Tutorials</title>
<link href="css/main.css" rel="stylesheet" type="text/css" />
<script src="js/glMatrix-0.9.5.min.js"></script>
<script src="js/webgl-utils.js"></script>
<script src="js/script.js"></script>
</head>
<body onload="initWebGl()">
<div class="container">
<canvas id="panel" width="800" height="600"></canvas>
</div>
<footer>
<h2>WebGL Box photo slideshow</h2>
<a href="https://www.script-tutorials.com/webgl-box-photo-slideshow/" class="stuts">Back to original tutorial on <span>Script Tutorials</span></a>
</footer>
</body>
</html>
步骤2. CSS (Step 2. CSS)
Here are used CSS styles.
这是使用CSS样式。
css / main.css (css/main.css)
*{
margin:0;
padding:0;
}
body {
background-repeat:no-repeat;
background-color:#bababa;
background-image: -webkit-radial-gradient(600px 200px, circle, #eee, #bababa 40%);
background-image: -moz-radial-gradient(600px 200px, circle, #eee, #bababa 40%);
background-image: -o-radial-gradient(600px 200px, circle, #eee, #bababa 40%);
background-image: radial-gradient(600px 200px, circle, #eee, #bababa 40%);
color:#fff;
font:14px/1.3 Arial,sans-serif;
min-height:600px;
}
footer {
background-color:#212121;
bottom:0;
box-shadow: 0 -1px 2px #111111;
display:block;
height:70px;
left:0;
position:fixed;
width:100%;
z-index:100;
}
footer h2{
font-size:22px;
font-weight:normal;
left:50%;
margin-left:-400px;
padding:22px 0;
position:absolute;
width:540px;
}
footer a.stuts,a.stuts:visited{
border:none;
text-decoration:none;
color:#fcfcfc;
font-size:14px;
left:50%;
line-height:31px;
margin:23px 0 0 110px;
position:absolute;
top:0;
}
footer .stuts span {
font-size:22px;
font-weight:bold;
margin-left:5px;
}
.container {
border:3px #111 solid;
margin:20px auto;
padding:20px;
position:relative;
width:800px;
border-radius:15px;
-moz-border-radius:15px;
-webkit-border-radius:15px;
}
*{
margin:0;
padding:0;
}
body {
background-repeat:no-repeat;
background-color:#bababa;
background-image: -webkit-radial-gradient(600px 200px, circle, #eee, #bababa 40%);
background-image: -moz-radial-gradient(600px 200px, circle, #eee, #bababa 40%);
background-image: -o-radial-gradient(600px 200px, circle, #eee, #bababa 40%);
background-image: radial-gradient(600px 200px, circle, #eee, #bababa 40%);
color:#fff;
font:14px/1.3 Arial,sans-serif;
min-height:600px;
}
footer {
background-color:#212121;
bottom:0;
box-shadow: 0 -1px 2px #111111;
display:block;
height:70px;
left:0;
position:fixed;
width:100%;
z-index:100;
}
footer h2{
font-size:22px;
font-weight:normal;
left:50%;
margin-left:-400px;
padding:22px 0;
position:absolute;
width:540px;
}
footer a.stuts,a.stuts:visited{
border:none;
text-decoration:none;
color:#fcfcfc;
font-size:14px;
left:50%;
line-height:31px;
margin:23px 0 0 110px;
position:absolute;
top:0;
}
footer .stuts span {
font-size:22px;
font-weight:bold;
margin-left:5px;
}
.container {
border:3px #111 solid;
margin:20px auto;
padding:20px;
position:relative;
width:800px;
border-radius:15px;
-moz-border-radius:15px;
-webkit-border-radius:15px;
}
步骤3. JS (Step 3. JS)
js / webgl-utils.js和js / glMatrix-0.9.5.min.js (js/webgl-utils.js and js/glMatrix-0.9.5.min.js)
These files we will use in project for working with WebGL. Both files will in our package.
我们将在项目中使用这些文件来使用WebGL。 这两个文件都将放在我们的程序包中。
js / script.js (js/script.js)
var gl; // global WebGL object
var shaderProgram;
var pics_names=[
'images/0.png',
'images/1.jpg',
'images/2.jpg',
'images/3.jpg',
'images/4.jpg',
'images/5.jpg',
'images/6.jpg',
'images/7.jpg',
'images/8.jpg',
'images/9.jpg'
];
var pics_num=pics_names.length;
// diffirent initializations
function initGL(canvas) {
try {
gl = canvas.getContext('experimental-webgl');
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch (e) {}
if (! gl) {
alert('Can`t initialise WebGL, not supported');
}
}
function getShader(gl, type) {
var str = '';
var shader;
if (type == 'x-fragment') {
str = "#ifdef GL_ES\n"+
"precision highp float;\n"+
"#endif\n"+
"varying vec2 vTextureCoord;\n"+
"uniform sampler2D uSampler;\n"+
"void main(void) {\n"+
" gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));\n"+
"}\n";
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (type == 'x-vertex') {
str = "attribute vec3 aVertexPosition;\n"+
"attribute vec2 aTextureCoord;\n"+
"uniform mat4 uMVMatrix;\n"+
"uniform mat4 uPMatrix;\n"+
"varying vec2 vTextureCoord;\n"+
"void main(void) {\n"+
" gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\n"+
" vTextureCoord = aTextureCoord;\n"+
"}\n";
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;
}
function initShaders() {
var fragmentShader = getShader(gl, 'x-fragment');
var vertexShader = getShader(gl, 'x-vertex');
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Can`t 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.pMatrixUniform = gl.getUniformLocation(shaderProgram, 'uPMatrix');
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, 'uMVMatrix');
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, 'uSampler');
}
var objVertexPositionBuffer=new Array();
var objVertexTextureCoordBuffer=new Array();
var objVertexIndexBuffer=new Array();
function initObjBuffers() {
for (var i=0;i<4;i=i+1) {
objVertexPositionBuffer[i] = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, objVertexPositionBuffer[i]);
vertices = [
Math.cos(i*((2*Math.PI)/4)), -0.5, Math.sin(i*((2*Math.PI)/4)),
Math.cos(i*((2*Math.PI)/4)), 0.5, Math.sin(i*((2*Math.PI)/4)),
Math.cos((i+1)*((2*Math.PI)/4)), 0.5, Math.sin((i+1)*((2*Math.PI)/4)),
Math.cos((i+1)*((2*Math.PI)/4)), -0.5, Math.sin((i+1)*((2*Math.PI)/4)),
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
objVertexPositionBuffer[i].itemSize = 3;
objVertexPositionBuffer[i].numItems = 4;
objVertexTextureCoordBuffer[i] = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, objVertexTextureCoordBuffer[i] );
var textureCoords = [
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
objVertexTextureCoordBuffer[i].itemSize = 2;
objVertexTextureCoordBuffer[i].numItems = 4;
objVertexIndexBuffer[i] = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, objVertexIndexBuffer[i]);
var objVertexIndices = [
0, 1, 2,
0, 2, 3,
];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(objVertexIndices), gl.STATIC_DRAW);
objVertexIndexBuffer[i].itemSize = 1;
objVertexIndexBuffer[i].numItems = 6;
}
}
function handleLoadedTexture(texture) {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
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);
gl.bindTexture(gl.TEXTURE_2D, null);
}
var crateTextures = Array();
var usedTextures = Array();
function initTexture(image) {
var texture = gl.createTexture(); // allocate texture
texture.image = new Image();
texture.image.onload = function () {
handleLoadedTexture(texture);
}
texture.image.src = image;
return texture;
}
function initTextures() {
for (var i=0; i < pics_num; i++) {
crateTextures[i]=initTexture(pics_names[i]);
}
usedTextures = crateTextures.slice(0, 2);
}
var mvMatrix = mat4.create();
var mvMatrixStack = [];
var pMatrix = mat4.create();
function setMatrixUniforms() {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
}
function degToRad(degrees) {
return degrees * Math.PI / 180;
}
var yRot = -45;
var ySpeed = 40;
var z = -2.5;
var iPause = 1000;
var bPause = false;
var RotationMatrix = mat4.create();
mat4.identity(RotationMatrix);
// Draw scene and initialization
var MoveMatrix = mat4.create();
mat4.identity(MoveMatrix);
var iStep = 0;
var iCurStep = 0;
var bStep = 0;
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, [0.0, 0.0, z]);
mat4.rotate(mvMatrix, degToRad(yRot), [0, 1, 0]);
mat4.multiply(mvMatrix, MoveMatrix);
mat4.multiply(mvMatrix, RotationMatrix);
iStep = (parseInt((yRot+45) / 90)) % pics_num;
if (iCurStep != iStep) {
iCurStep = iStep;
var bChange = (iCurStep) % 2;
var bChange2 = (iCurStep+1) % 2;
if (iCurStep+2 > pics_num) {
iCurStep = 1;
usedTextures[0] = crateTextures[0];
} else {
bPause = true;
if (bChange)
usedTextures[0] = crateTextures[iCurStep+1];
if (bChange2)
usedTextures[1] = crateTextures[iCurStep+1];
}
}
for (var i=0;i<4;i=i+1) {
gl.bindBuffer(gl.ARRAY_BUFFER, objVertexPositionBuffer[i]);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, objVertexPositionBuffer[i].itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, objVertexTextureCoordBuffer[i]);
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, objVertexTextureCoordBuffer[i].itemSize, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, usedTextures[i % 2]);
gl.uniform1i(shaderProgram.samplerUniform, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, objVertexIndexBuffer[i]);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, objVertexIndexBuffer[i].numItems, gl.UNSIGNED_SHORT, 0);
}
}
var lastTime = 0;
var iElapsed = 0;
function animate() {
var timeNow = new Date().getTime();
if (lastTime != 0 && bPause == false) {
var elapsed = timeNow - lastTime;
yRot += (ySpeed * elapsed) / 1000.0;
}
if (bPause == true) {
var elapsed = timeNow - lastTime;
iElapsed += elapsed;
if (iElapsed > iPause) {
bPause = false;
iElapsed = 0;
}
}
lastTime = timeNow;
}
function drawFrame() {
requestAnimFrame(drawFrame);
drawScene();
animate();
}
function initWebGl() {
var canvas = document.getElementById('panel');
initGL(canvas);
initShaders();
initObjBuffers();
initTextures();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
drawFrame();
}
var gl; // global WebGL object
var shaderProgram;
var pics_names=[
'images/0.png',
'images/1.jpg',
'images/2.jpg',
'images/3.jpg',
'images/4.jpg',
'images/5.jpg',
'images/6.jpg',
'images/7.jpg',
'images/8.jpg',
'images/9.jpg'
];
var pics_num=pics_names.length;
// diffirent initializations
function initGL(canvas) {
try {
gl = canvas.getContext('experimental-webgl');
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch (e) {}
if (! gl) {
alert('Can`t initialise WebGL, not supported');
}
}
function getShader(gl, type) {
var str = '';
var shader;
if (type == 'x-fragment') {
str = "#ifdef GL_ES\n"+
"precision highp float;\n"+
"#endif\n"+
"varying vec2 vTextureCoord;\n"+
"uniform sampler2D uSampler;\n"+
"void main(void) {\n"+
" gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));\n"+
"}\n";
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (type == 'x-vertex') {
str = "attribute vec3 aVertexPosition;\n"+
"attribute vec2 aTextureCoord;\n"+
"uniform mat4 uMVMatrix;\n"+
"uniform mat4 uPMatrix;\n"+
"varying vec2 vTextureCoord;\n"+
"void main(void) {\n"+
" gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\n"+
" vTextureCoord = aTextureCoord;\n"+
"}\n";
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;
}
function initShaders() {
var fragmentShader = getShader(gl, 'x-fragment');
var vertexShader = getShader(gl, 'x-vertex');
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Can`t 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.pMatrixUniform = gl.getUniformLocation(shaderProgram, 'uPMatrix');
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, 'uMVMatrix');
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, 'uSampler');
}
var objVertexPositionBuffer=new Array();
var objVertexTextureCoordBuffer=new Array();
var objVertexIndexBuffer=new Array();
function initObjBuffers() {
for (var i=0;i<4;i=i+1) {
objVertexPositionBuffer[i] = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, objVertexPositionBuffer[i]);
vertices = [
Math.cos(i*((2*Math.PI)/4)), -0.5, Math.sin(i*((2*Math.PI)/4)),
Math.cos(i*((2*Math.PI)/4)), 0.5, Math.sin(i*((2*Math.PI)/4)),
Math.cos((i+1)*((2*Math.PI)/4)), 0.5, Math.sin((i+1)*((2*Math.PI)/4)),
Math.cos((i+1)*((2*Math.PI)/4)), -0.5, Math.sin((i+1)*((2*Math.PI)/4)),
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
objVertexPositionBuffer[i].itemSize = 3;
objVertexPositionBuffer[i].numItems = 4;
objVertexTextureCoordBuffer[i] = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, objVertexTextureCoordBuffer[i] );
var textureCoords = [
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
objVertexTextureCoordBuffer[i].itemSize = 2;
objVertexTextureCoordBuffer[i].numItems = 4;
objVertexIndexBuffer[i] = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, objVertexIndexBuffer[i]);
var objVertexIndices = [
0, 1, 2,
0, 2, 3,
];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(objVertexIndices), gl.STATIC_DRAW);
objVertexIndexBuffer[i].itemSize = 1;
objVertexIndexBuffer[i].numItems = 6;
}
}
function handleLoadedTexture(texture) {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
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);
gl.bindTexture(gl.TEXTURE_2D, null);
}
var crateTextures = Array();
var usedTextures = Array();
function initTexture(image) {
var texture = gl.createTexture(); // allocate texture
texture.image = new Image();
texture.image.onload = function () {
handleLoadedTexture(texture);
}
texture.image.src = image;
return texture;
}
function initTextures() {
for (var i=0; i < pics_num; i++) {
crateTextures[i]=initTexture(pics_names[i]);
}
usedTextures = crateTextures.slice(0, 2);
}
var mvMatrix = mat4.create();
var mvMatrixStack = [];
var pMatrix = mat4.create();
function setMatrixUniforms() {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
}
function degToRad(degrees) {
return degrees * Math.PI / 180;
}
var yRot = -45;
var ySpeed = 40;
var z = -2.5;
var iPause = 1000;
var bPause = false;
var RotationMatrix = mat4.create();
mat4.identity(RotationMatrix);
// Draw scene and initialization
var MoveMatrix = mat4.create();
mat4.identity(MoveMatrix);
var iStep = 0;
var iCurStep = 0;
var bStep = 0;
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, [0.0, 0.0, z]);
mat4.rotate(mvMatrix, degToRad(yRot), [0, 1, 0]);
mat4.multiply(mvMatrix, MoveMatrix);
mat4.multiply(mvMatrix, RotationMatrix);
iStep = (parseInt((yRot+45) / 90)) % pics_num;
if (iCurStep != iStep) {
iCurStep = iStep;
var bChange = (iCurStep) % 2;
var bChange2 = (iCurStep+1) % 2;
if (iCurStep+2 > pics_num) {
iCurStep = 1;
usedTextures[0] = crateTextures[0];
} else {
bPause = true;
if (bChange)
usedTextures[0] = crateTextures[iCurStep+1];
if (bChange2)
usedTextures[1] = crateTextures[iCurStep+1];
}
}
for (var i=0;i<4;i=i+1) {
gl.bindBuffer(gl.ARRAY_BUFFER, objVertexPositionBuffer[i]);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, objVertexPositionBuffer[i].itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, objVertexTextureCoordBuffer[i]);
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, objVertexTextureCoordBuffer[i].itemSize, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, usedTextures[i % 2]);
gl.uniform1i(shaderProgram.samplerUniform, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, objVertexIndexBuffer[i]);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, objVertexIndexBuffer[i].numItems, gl.UNSIGNED_SHORT, 0);
}
}
var lastTime = 0;
var iElapsed = 0;
function animate() {
var timeNow = new Date().getTime();
if (lastTime != 0 && bPause == false) {
var elapsed = timeNow - lastTime;
yRot += (ySpeed * elapsed) / 1000.0;
}
if (bPause == true) {
var elapsed = timeNow - lastTime;
iElapsed += elapsed;
if (iElapsed > iPause) {
bPause = false;
iElapsed = 0;
}
}
lastTime = timeNow;
}
function drawFrame() {
requestAnimFrame(drawFrame);
drawScene();
animate();
}
function initWebGl() {
var canvas = document.getElementById('panel');
initGL(canvas);
initShaders();
initObjBuffers();
initTextures();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
drawFrame();
}
Hope that you already read similar tutorial – Creating a Photo Array in WebGL. In this case it will more easy to understand today`s code. I have made several changes in this code: I have removed all mouse/keyboard handlers, and have done most of changes in drawScene function.
希望您已经阅读过类似的教程– 在WebGL中创建照片阵列 。 在这种情况下,更容易理解今天的代码。 我在此代码中做了几处更改:我删除了所有鼠标/键盘处理程序,并完成了drawScene函数的大部分更改。
现场演示
结论 (Conclusion)
I hope you enjoyed today`s result. If you have any suggestions or ideas – share it :-) Welcome back our friends!
希望您喜欢今天的成绩。 如果您有任何建议或想法,请分享:-)欢迎回到我们的朋友身边!
翻译自: https://www.script-tutorials.com/webgl-box-photo-slideshow/