41 WebGL绘制一个具有交互的立方体

增加交互事件,鼠标拖拽立方体上下左右旋转,鼠标滚轮放大缩小立方体。

案例查看地址:点击这里

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport"
          content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
    <meta http-equiv="X-UA-Compatible" content="ie=edge">
    <title>Title</title>
    <style>
        body {
            margin: 0;
        }

        #canvas {
            margin: 0;
            display: block;
        }
    </style>
</head>
<body οnlοad="main()">
<canvas id="canvas" height="800" width="1200"></canvas>
</body>
<script src="webgl/webgl-utils.js"></script>
<script src="webgl/webgl-debug.js"></script>
<script src="webgl/cuon-utils.js"></script>
<script src="webgl/cuon-matrix.js"></script>
<script>
    //顶点着色器
    var vertexShaderSource = "" +
        "attribute vec4 a_Position;\n" +
        "attribute vec2 a_TextCoord;\n" +
        "uniform mat4 u_MvpMatrix;\n" +
        "varying vec2 v_TexCoord;\n" +
        "void main(){\n" +
        "   gl_Position = u_MvpMatrix * a_Position;\n" +
        "   v_TexCoord = a_TextCoord;\n" +
        "}\n";

    //片元着色器
    var fragmentShaderSource = "" +
        "#ifdef GL_ES\n" +
        "precision mediump float;\n" +
        "#endif\n" +
        "uniform sampler2D u_Sampler;\n" +
        "varying vec2 v_TexCoord;\n" +
        "void main(){\n" +
        "   gl_FragColor = texture2D(u_Sampler,v_TexCoord);\n" +
        "}\n";

    function main() {
        var canvas = document.getElementById("canvas");
        setCss();

        window.onresize = function () {
            setCss();
        };

        function setCss() {
            canvas.height = window.innerHeight;
            canvas.width = window.innerWidth;
            canvas.style.width = canvas.width+"px";
            canvas.style.height = canvas.height+"px";
        }

        var gl = getWebGLContext(canvas);

        //初始化着色器
        initShaders(gl, vertexShaderSource, fragmentShaderSource);

        gl.clearColor(0.0, 0.0, 0.0, 1.0);
        gl.enable(gl.DEPTH_TEST);

        var u_MvpMatrix = gl.getUniformLocation(gl.program, "u_MvpMatrix");
        if (!u_MvpMatrix) {
            console.log("无法获取变量相关的存储位置");
            return;
        }

        //获取需要绘制图形的次数
        var n = initVertexBuffers(gl);
        if (n < 0) {
            console.log("创建缓冲区失败");
            return;
        }

        //定义一个保存现在角度的数组[x,y,z]
        var currentAngle = [0.0,0.0,10.0];
        //添加交互的方法
        initEventHandlers(canvas,currentAngle);

        //将纹理存入着色器
        if(!initTextures(gl)){
            console.log("无法获取到纹理");
            return;
        }

        //设置一个定时绘制的函数
        var tick = function() {   // Start drawing
            draw(gl, n, u_MvpMatrix,currentAngle);
            requestAnimationFrame(tick);
        };
        tick();
    }

    function initEventHandlers(canvas, currentAngle) {
        //添加拖拽事件
        canvas.onmousedown = function (e) {
            var downX = e.clientX;
            var downY = e.clientY;

            var factorX = 0.3;
            var factorY = 0.2;

            var beforeAngle = [];
            beforeAngle[0] = currentAngle[0];
            beforeAngle[1] = currentAngle[1];
            beforeAngle[2] = currentAngle[2];

            document.onmousemove = function (e) {
                var moveX = e.clientX;
                var moveY = e.clientY;

                var x = factorX * (moveX - downX);
                var y = factorY * (moveY - downY);

                currentAngle[0] = Math.max(Math.min(beforeAngle[0] + y, 90.0), -90.0);
                currentAngle[1] = beforeAngle[1] + x;
            };

            document.onmouseup = function () {
                document.onmousemove = null;
                document.onmouseup = null;
            }
        };

        function wheel(e) {
            console.log(e);
            if (e.wheelDelta) {
                //除了firfox浏览器,别的浏览器的处理
                changeZ(-e.wheelDelta / 120, e);
            } else if (e.detail) {
                //firefox浏览器的测试
                if (e.detail === -3) {
                    changeZ(-1, e);
                } else if (e.detail === 3) {
                    changeZ(1, e);
                } else {
                    console.log("鼠标滚轮事件改了?", e);
                }
            }
        }

        function changeZ(index) {
            console.log(currentAngle[2]);
            currentAngle[2] = Math.max(Math.min(currentAngle[2] += index/5,20.0),1.0);
        }

        //添加鼠标滚轮事件
        canvas.addEventListener("mousewheel",wheel);
        canvas.addEventListener("DOMMouseScroll",wheel);//兼容火狐
    }

    function initVertexBuffers(gl) {
        // Create a cube
        //    v6----- v5
        //   /|      /|
        //  v1------v0|
        //  | |     | |
        //  | |v7---|-|v4
        //  |/      |/
        //  v2------v3
        var vertices = new Float32Array([   // Vertex coordinates
            1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0,    // v0-v1-v2-v3 front
            1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0,    // v0-v3-v4-v5 right
            1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0,    // v0-v5-v6-v1 up
            -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0,    // v1-v6-v7-v2 left
            -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0,    // v7-v4-v3-v2 down
            1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0     // v4-v7-v6-v5 back
        ]);

        var texCoords = new Float32Array([   // Texture coordinates
            1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,    // v0-v1-v2-v3 front
            0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0,    // v0-v3-v4-v5 right
            1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,    // v0-v5-v6-v1 up
            1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,    // v1-v6-v7-v2 left
            0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,    // v7-v4-v3-v2 down
            0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0     // v4-v7-v6-v5 back
        ]);

        // Indices of the vertices
        var indices = new Uint8Array([
            0, 1, 2, 0, 2, 3,    // front
            4, 5, 6, 4, 6, 7,    // right
            8, 9, 10, 8, 10, 11,    // up
            12, 13, 14, 12, 14, 15,    // left
            16, 17, 18, 16, 18, 19,    // down
            20, 21, 22, 20, 22, 23     // back
        ]);

        //上面的立方的顶点坐标,纹理坐标和索引都是偷的教程上面的

        //将顶点和纹理坐标都存储到缓冲区
        if (!initArrayBuffer(gl, vertices, 3, gl.FLOAT, "a_Position")) {
            return -1;
        }
        if (!initArrayBuffer(gl, texCoords, 2, gl.FLOAT, "a_TextCoord")) {
            return -1;
        }

        //处理下标
        var indexBuffer = gl.createBuffer();
        if (!indexBuffer) {
            console.log("无法创建缓冲区");
            return -1;
        }
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
        gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

        return indices.length;
    }

    function initArrayBuffer(gl, data, num, type, attribute) {
        var buffer = gl.createBuffer();
        if (!buffer) {
            console.log("无法创建缓冲区对象");
            return;
        }
        gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
        gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
        var a_attribute = gl.getAttribLocation(gl.program, attribute);
        if (a_attribute < 0) {
            console.log("无法获取" + attribute + "变量的存储位置");
            return false;
        }
        gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);
        gl.enableVertexAttribArray(a_attribute);
        return true;
    }

    function initTextures(gl) {
        var texture = gl.createTexture();
        if(!texture){
            console.log("无法创建纹理对象");
            return false;
        }

        var u_Sampler = gl.getUniformLocation(gl.program, "u_Sampler");
        if(!u_Sampler){
            console.log("无法获取到变量的存储位置");
            return false;
        }

        var image = new Image();
        image.onload = function () {
            loadTexture(gl,texture,u_Sampler,image);
        };

        image.src = "./resources/sky_cloud.jpg";

        return true;
    }

    /* 设置纹理相关信息供WebGL使用,并进行绘制*/
    function loadTexture(gl,texture,u_Sampler,image) {
        //对纹理图像进行y轴反转
        gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL,1);
        //开启0号纹理单元
        gl.activeTexture(gl.TEXTURE0);
        //向target绑定纹理对象
        gl.bindTexture(gl.TEXTURE_2D,texture);
        //配置纹理参数
        gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.LINEAR);
        //配置纹理图像
        gl.texImage2D(gl.TEXTURE_2D,0,gl.RGB,gl.RGB,gl.UNSIGNED_BYTE,image);
        //将0号纹理传递给着色器
        gl.uniform1i(u_Sampler,0);
    }

    function draw(gl, n, u_MvpMatrix,currentAngle) {

        //设置视点位置
        var viewProjectionMatrix = new Matrix4();
        viewProjectionMatrix.setPerspective(30.0, canvas.width / canvas.height, 1.0, 100.0);
        console.log(30.0, canvas.width / canvas.height, 1.0, 100.0);
        viewProjectionMatrix.lookAt(0.0, 0.0, currentAngle[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

        var mvpMatrix = new Matrix4();
        mvpMatrix.set(viewProjectionMatrix);

        mvpMatrix.rotate(currentAngle[0], 1.0, 0.0, 0.0);
        mvpMatrix.rotate(currentAngle[1], 0.0, 1.0, 0.0);

        gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix.elements);


        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
        gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
    }
</script>
</html>


将代码封装上传到了网上,作为保存,地址是 http://download.csdn.net/detail/qq_30100043/9870043

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