<!DOCTYPE html>
<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, maximum-scale=1, minimum-scale=1, user-scalable=no">
<title>RotatedTriangle---三角形旋转</title>
</head>
<body οnlοad="main();">
<canvas id="webgl" width="400" height="400">
Please use a browser that supports "canvas"
</canvas>
<script type="text/javascript" src="/WebGL/js/lib/webgl-utils.js"></script>
<script type="text/javascript" src="/WebGL/js/lib/webgl-debug.js"></script>
<script type="text/javascript" src="/WebGL/js/lib/cuon-utils.js"></script>
<script type="text/javascript" src="/WebGL/js/RotatedTriangle.js"></script>
<script>
</script>
</body>
</html>
//顶点着色器程序
var VSHADER_SOURCE =
//x' = x cos b - y sin b
//y' = x sin b + y cos b
//z' = z
'attribute vec4 a_Position;\n' + //attribute被称为存储限定符,表示接下来的变量(a_Position)
'uniform float u_CosB, u_SinB;\n' + //
'void main() {\n' +
'gl_Position.x = a_Position.x * u_CosB - a_Position.y * u_SinB;\n' + //用‘.’单独访问a_Position的每个分量。
'gl_Position.y = a_Position.x * u_SinB + a_Position.y * u_CosB;\n' + //
'gl_Position.z = a_Position.z;\n' +
'gl_Position.w = 1.0;\n' +
'}\n';
//片元着色器程序
var FSHADER_SOURCE =
'void main() {\n' +
'gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n' + //设置颜色
'}\n';
//定义旋转角度 (正值为逆时针旋转、负值为顺时针旋转)
var ANGLE = 90.0;
function main(){
//获取<canvas>元素
var canvas = document.getElementById('webgl');
//获取WebGL绘图上下文
var gl = getWebGLContext(canvas);
if(!gl){
console.log('Failed to get the rendering context for WebGL');
return;
}
//初始化着色器
if(!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)){
console.log('Failed to initialize shaders');
return;
}
//获取attribute变量的存储位置--地址
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');//参数1:程序对象;参数2:想要获取存储地址的attribute变量名称;
//检查
if(a_Position < 0){
console.log('Failed to get the storage location of a_Position');
return;
}
//设置顶点坐标位置
var n = initVertexBuffers(gl);
if(n < 0){
console.log('Failed to set the position of the vertices');
return;
}
//将旋转图形所需的数据传输给顶点着色器
var radian = Math.PI * ANGLE / 180.0; //转为弧度制 访问Math.PI可以获得π的值
var cosB = Math.cos(radian);//只接受弧度制不接受角度制
var sinB = Math.sin(radian);//只接受弧度制不接受角度制
var u_CosB = gl.getUniformLocation(gl.program, 'u_CosB');
var u_SinB = gl.getUniformLocation(gl.program, 'u_SinB');
gl.uniform1f(u_CosB, cosB);
gl.uniform1f(u_SinB, sinB);
//设置<canvas>的背景颜色------黑色
gl.clearColor(0.0,0.0,0.0,1.0);
//清空<canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
//绘制多边形
gl.drawArrays(gl.TRIANGLES, 0, n);//n is 3
}
function initVertexBuffers(gl){
var vertices = new Float32Array([
0.0, 0.5, -0.5, -0.5, 0.5, -0.5
]);
var n = 3;//顶点的个数
//创建缓冲区对象
var vertexBuffer = gl.createBuffer();
if(!vertexBuffer){
console.log('Failed to create the buffer object');
return -1;
}
//将缓冲区对象绑定到目标
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
//向缓冲区对象中写入数据
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
//将缓冲区对象分配给a_Position变量
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
//连接a_Position变量与分配给它的缓冲区对象
gl.enableVertexAttribArray(a_Position);
return n;
}
//为了描述一个旋转,必须指明:图形绕z轴,逆时针旋转了角度。
//1.旋转轴(图形将围绕旋转轴旋转)。
//2.旋转方向(方向:顺时针或逆时针)。
//3.旋转角度(图形旋转经过的角度)。
//1.将顶点坐标转给a_Position;
//2.向a_Position加上u_Translation;
//3.结果赋值给gl_Position;
//因为a_Position和u_Translation变量都是vec4类型的,所以可以直接使用+号,两个的矢量的对应分量会被同时相加。