mvp矩阵实际上就是:
<投影矩阵>x<视图矩阵>x<模型矩阵>x<顶点坐标>
<canvas id="webgl" width="800px" height="600px"></canvas>
<script>
//vertex shader
var VSHADER_SOURCE = `
attribute vec4 a_Position;
attribute vec4 a_Color;
uniform mat4 u_ViewMatrix;
uniform mat4 u_ModelMatrix;
uniform mat4 u_ProjMatrix;
varying vec4 v_Color;
void main() {
// gl_Position = a_Position;
gl_Position =u_ProjMatrix * u_ViewMatrix * u_ModelMatrix*a_Position;
v_Color = a_Color;
}
`;
//fragment shader
var FSHADER_SOURCE = `
precision mediump float;
varying vec4 v_Color;
void main() {
gl_FragColor = v_Color;
}
`;
//main
ready(loadWEBGL);
//主程序
function loadWEBGL() {
var canvas = document.getElementById('webgl');
if (!canvas) {
console.error('Failed to get canvas-element!');
return;
}
var webgl = canvas.getContext('webgl');
if (!webgl) {
console.error('Failed to get canvas context: webgl!');
return;
}
if (!initShaders(webgl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.error('Failed to init shaders!');
return;
}
var n = initBuffer(webgl);
if (n < 0) {
console.error('Failed to init buffer!');
return;
}
setViewMatrix(webgl);
setModelMatrix(webgl);
setProjMatrix(webgl, canvas);
webgl.clearColor(0.0, 0.0, 0.0, 1.0);
webgl.clear(webgl.COLOR_BUFFER_BIT);
webgl.drawArrays(webgl.TRIANGLES, 0, n);
}
function initBuffer(webgl) {
var vertexData = new Float32Array([
//顶点坐标颜色
0.0, 0.5, -0.4, 0.4, 1.0, 0.4,
-0.5, -0.5, -0.4, 0.4, 1.0, 0.4,
0.5, -0.5, -0.4, 1.0, 0.4, 0.4,
0.5, 0.4, -0.2, 1.0, 0.4, 0.4,
-0.5, 0.4, -0.2, 1.0, 1.0, 0.4,
0, -0.6, -0.2, 1.0, 1.0, 0.4,
0.0, 0.5, 0.0, 0.4, 0.4, 1.0,
-0.5, -0.5, 0.0, 0.4, 0.4, 1.0,
0.5, -0.5, 0.0, 1.0, 0.4, 0.4
]);
var n = vertexData.length / 6;
var FSIZE = vertexData.BYTES_PER_ELEMENT;
var a_Position = webgl.getAttribLocation(webgl.program, 'a_Position');
var a_Color = webgl.getAttribLocation(webgl.program, 'a_Color');
var buffer = webgl.createBuffer();
webgl.bindBuffer(webgl.ARRAY_BUFFER, buffer);
webgl.bufferData(webgl.ARRAY_BUFFER, vertexData, webgl.STATIC_DRAW);
webgl.vertexAttribPointer(a_Position, 3, webgl.FLOAT, false, FSIZE * 6, 0);
webgl.vertexAttribPointer(a_Color, 3, webgl.FLOAT, false, FSIZE * 6, FSIZE * 3);
webgl.enableVertexAttribArray(a_Position);
webgl.enableVertexAttribArray(a_Color);
return n;
}
function setViewMatrix(webgl) {
var u_ViewMatrix = webgl.getUniformLocation(webgl.program, 'u_ViewMatrix');
//设置视点 视线 上方向
var viewMatrix = new Matrix4();
viewMatrix.setLookAt(-0.20, 0.05, 0.25, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
webgl.uniformMatrix4fv(u_ViewMatrix, false, viewMatrix.elements);
}
function setModelMatrix(webgl) {
var u_ModelMatrix = webgl.getUniformLocation(webgl.program, 'u_ModelMatrix');
//设置视点 视线 上方向
var modelMatrix = new Matrix4();
modelMatrix.setRotate(45, 0, 0, 1);
webgl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
}
function setProjMatrix(webgl, canvas) {
var u_ProjMatrix = webgl.getUniformLocation(webgl.program, 'u_ProjMatrix');
//设置视点 视线 上方向
var projMatrix = new Matrix4();
projMatrix.setPerspective(45, canvas.width / canvas.height, 1, 100);
webgl.uniformMatrix4fv(u_ProjMatrix, false, projMatrix.elements);
}
</script>
但是上面的算法中,每个顶点都要计算几次mvp,所以可以在代码中直接先计算好mvp矩阵,然后在顶点着色器中直接调用就好。
<canvas id="webgl" width="800px" height="600px"></canvas>
<script>
//vertex shader
var VSHADER_SOURCE = `
attribute vec4 a_Position;
attribute vec4 a_Color;
uniform mat4 u_MVPMatrix;
varying vec4 v_Color;
void main() {
// gl_Position = a_Position;
gl_Position =u_MVPMatrix*a_Position;
v_Color = a_Color;
}
`;
//fragment shader
var FSHADER_SOURCE = `
precision mediump float;
varying vec4 v_Color;
void main() {
gl_FragColor = v_Color;
}
`;
//main
ready(loadWEBGL);
//主程序
function loadWEBGL() {
var canvas = document.getElementById('webgl');
if (!canvas) {
console.error('Failed to get canvas-element!');
return;
}
var webgl = canvas.getContext('webgl');
if (!webgl) {
console.error('Failed to get canvas context: webgl!');
return;
}
if (!initShaders(webgl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.error('Failed to init shaders!');
return;
}
var n = initBuffer(webgl);
if (n < 0) {
console.error('Failed to init buffer!');
return;
}
setMVPMatrix(webgl, canvas);
webgl.clearColor(0.0, 0.0, 0.0, 1.0);
webgl.clear(webgl.COLOR_BUFFER_BIT);
webgl.drawArrays(webgl.TRIANGLES, 0, n);
}
function initBuffer(webgl) {
var vertexData = new Float32Array([
//顶点坐标颜色
0.0, 0.5, -0.4, 0.4, 1.0, 0.4,
-0.5, -0.5, -0.4, 0.4, 1.0, 0.4,
0.5, -0.5, -0.4, 1.0, 0.4, 0.4,
0.5, 0.4, -0.2, 1.0, 0.4, 0.4,
-0.5, 0.4, -0.2, 1.0, 1.0, 0.4,
0, -0.6, -0.2, 1.0, 1.0, 0.4,
0.0, 0.5, 0.0, 0.4, 0.4, 1.0,
-0.5, -0.5, 0.0, 0.4, 0.4, 1.0,
0.5, -0.5, 0.0, 1.0, 0.4, 0.4
]);
var n = vertexData.length / 6;
var FSIZE = vertexData.BYTES_PER_ELEMENT;
var a_Position = webgl.getAttribLocation(webgl.program, 'a_Position');
var a_Color = webgl.getAttribLocation(webgl.program, 'a_Color');
var buffer = webgl.createBuffer();
webgl.bindBuffer(webgl.ARRAY_BUFFER, buffer);
webgl.bufferData(webgl.ARRAY_BUFFER, vertexData, webgl.STATIC_DRAW);
webgl.vertexAttribPointer(a_Position, 3, webgl.FLOAT, false, FSIZE * 6, 0);
webgl.vertexAttribPointer(a_Color, 3, webgl.FLOAT, false, FSIZE * 6, FSIZE * 3);
webgl.enableVertexAttribArray(a_Position);
webgl.enableVertexAttribArray(a_Color);
return n;
}
function setMVPMatrix(webgl, canvas) {
var u_mvpMatrix = webgl.getUniformLocation(webgl.program, 'u_MVPMatrix');
var modelMatrix = new Matrix4();
var viewMatrix = new Matrix4();
var projMatrix = new Matrix4();
var mvpMatrix = new Matrix4();
modelMatrix.setRotate(45, 0, 0, 1);
viewMatrix.setLookAt(-0.20, 0.05, 0.25, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
projMatrix.setPerspective(45, canvas.width / canvas.height, 1, 100);
mvpMatrix.set(projMatrix).multiply(viewMatrix).multiply(modelMatrix)
webgl.uniformMatrix4fv(u_mvpMatrix, false, mvpMatrix.elements);
}
</script>