激动的心颤抖的手,今天就开始三维空间的学习。
首先我们就从最简单的立方体开始分析吧;
立方体由三角形构成
首先我们要明白三维物体也是由二维图形(特别是三角形)组成的。如图所示,12个三角形组成了一个立方体。
那么我们可能就想,既然三维物体是由三角形组成的,那只需逐个绘制组成物体的每个三角形,最终就可以绘制出整个三维物体了。但是,三维与二维还有一个显著区别;在绘制二维图形时,只需要考虑顶点的x和y坐标,而绘制三维物体时,还得考虑它们的深度信息(也就是z轴)。其次在三维空间站会有视点和视线的概念。你可以理解成为一个观察者,即﹔在什么地方、朝哪里看、视野有多宽、能看多远。
视点和视线
我们将观察者所处的位置称为视点,从视点出发沿着观察方向的射线称作视线。
模型矩阵
模型视图矩阵
如果顶点数量很多,每个顶点都要计算视图矩阵×模型矩阵,这一步操作就会造成不必要的开销。但是无论对哪个顶点而言,式7.1中的两个矩阵相乘的结果都是一样的。所以我们先把这两个矩阵相乘的结果计算出来,再传给顶点着色器。这两个矩阵相乘得到的结果被称为模型视图矩阵:
可视空间
代码来直观的体验一下,盒装可视空间
var VSHADER_SOURCE = "" +
"attribute vec4 a_Position;\n" +//
"attribute vec4 a_Color;\n" +//
"uniform mat4 u_ViewModelMatrix ;\n" +
"varying vec4 v_Color;\n" +//
"void main(){\n" +
" gl_Position = u_ViewModelMatrix * a_Position;\n" +
" v_Color = a_Color;\n" +//
"}\n";
var FSHADER_SOURCE = "" +
"precision mediump float;\n" +//
"varying vec4 v_Color;\n" +//
"void main(){\n" +
" gl_FragColor = v_Color ;\n" +//
"}\n";
function main() {
var canvas = document.getElementById("triangle");
var nearFar = document.getElementById("nearFar");
var gl = getWebGLContext(canvas);
if(!gl){
console.log("你的电脑不支持WebGL!");
return;
}
if(!initShaders(gl,VSHADER_SOURCE,FSHADER_SOURCE)){
console.log("初始化着色器失败!");
return;
}
//设置顶点的相关信息
var n = initVertexBuffers(gl);
if(n < 0){
console.log("无法获取到点的数据");
return;
}
//获取u_ViewMatrix变量的存储地址
var u_ViewModelMatrix = gl.getUniformLocation(gl.program,'u_ViewModelMatrix');
//设置视点,视线和上方向
var viewMatrix = new Matrix4();
var modelMatrix = new Matrix4();
viewMatrix.setLookAt(0.2,0.25,0.25,0,0,0,0,1,0);
modelMatrix.setRotate(-50,0,0,1);
var viewModelMatrix = new Matrix4();//viewMatrix.multiply(modelMatrix);
//注册点击事件
document.onkeydown = function(ev){keydown(ev,gl,n,u_ViewModelMatrix,viewModelMatrix,nearFar)};
draw(gl,n,u_ViewModelMatrix,viewModelMatrix,nearFar);
//将视图矩阵传给u_ViewMatrix
// gl.uniformMatrix4fv(u_ViewModelMatrix,false,viewModelMatrix.elements);
//绘制三角形
// gl.drawArrays(gl.TRIANGLES,0,n);
}
var g_near = 0.0,g_far = 0.5;
function keydown(ev,gl,n,u_ViewModelMatrix,viewModelMatrix,nf){
switch(ev.keyCode){
case 39 : g_near += 0.01;break; //右键
case 37 : g_near -= 0.01;break; //左键
case 38 : g_far += 0.01;break; //上键
case 40 : g_far -= 0.01;break; //下键
default : return; //其他键
}
draw(gl,n,u_ViewModelMatrix,viewModelMatrix,nearFar);
}
function draw(gl,n,u_ViewModelMatrix,viewModelMatrix,nf){
//使用矩阵置换设置可视空间
viewModelMatrix.setOrtho(-1,1,-1,1,g_near,g_far);
//将视图矩阵传给u_ViewMatrix
gl.uniformMatrix4fv(u_ViewModelMatrix,false,viewModelMatrix.elements);
gl.clear(gl.COLOR_BUFFER_BIT);
nf.innerHTML = 'near:' + Math.round(g_near *100)/100 + ",far:"+Math.round(g_far*100)/100
gl.drawArrays(gl.TRIANGLES,0,n);
}
function initVertexBuffers(gl) {
var verticesColors = new Float32Array([
//四个顶点的位置和纹理数据
0.0,0.5,-0.4,0.4,1.0,0.4, //绿色,后面
-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, //黄色,中间
-0.5,0.4,-0.2,1.0,1.0,0.4,
0.0,-0.6,-0.2,1.0,1.0,0.4,
0.0,0.5,0.0,0.4,0.4,1.0, //蓝色,中间
-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 = 9;
var vertexColorBuffer = gl.createBuffer();
if(!vertexColorBuffer){
console.log("无法创建缓冲区");
return -1;
}
gl.bindBuffer(gl.ARRAY_BUFFER,vertexColorBuffer);
gl.bufferData(gl.ARRAY_BUFFER,verticesColors,gl.STATIC_DRAW);
var a_Position = gl.getAttribLocation(gl.program,"a_Position");
if(a_Position < 0){
console.log("无法获取到存储位置");
return;
}
//获取数组一个值所占的字节数
var fsize = verticesColors.BYTES_PER_ELEMENT;
//将顶点坐标的位置赋值
gl.vertexAttribPointer(a_Position,3,gl.FLOAT,false,fsize*6,0);
gl.enableVertexAttribArray(a_Position);
var a_Color = gl.getAttribLocation(gl.program,"a_Color");
if(a_Color < 0){
console.log("无法获取到存储位置");
return;
}
//将顶点坐标的位置赋值
gl.vertexAttribPointer(a_Color,3,gl.FLOAT,false,fsize*6,3*fsize);
gl.enableVertexAttribArray(a_Color);
return n;
}
代码体验(细节自己调整):
var VSHADER_SOURCE = "" +
"attribute vec4 a_Position;\n" +//
"attribute vec4 a_Color;\n" +//
"uniform mat4 u_MvpMatrix ;\n" +
"varying vec4 v_Color;\n" +//
"void main(){\n" +
" gl_Position = u_MvpMatrix * a_Position;\n" +
" v_Color = a_Color;\n" +//
"}\n";
var FSHADER_SOURCE = "" +
"precision mediump float;\n" +//
"varying vec4 v_Color;\n" +//
"void main(){\n" +
" gl_FragColor = v_Color ;\n" +//
"}\n";
function main() {
var canvas = document.getElementById("webgl");
var gl = getWebGLContext(canvas);
if(!gl){
console.log("你的电脑不支持WebGL!");
return;
}
if(!initShaders(gl,VSHADER_SOURCE,FSHADER_SOURCE)){
console.log("初始化着色器失败!");
return;
}
//设置顶点的相关信息
var n = initVertexBuffers(gl);
if(n < 0){
console.log("无法获取到点的数据");
return;
}
//获取u_ViewMatrix变量的存储地址
var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix');
//设置视点,视线和上方向
var modelMatrix = new Matrix4(); //模型
var viewMatrix = new Matrix4(); //视图
var projMatrix = new Matrix4();//投影
var mvpMatrix = new Matrix4(); //模型视图投影
modelMatrix.setTranslate(0.75,0,0)
viewMatrix.setLookAt(0, 0, 1, 0, 0, -100, 0, 1, 0);
projMatrix.setPerspective(100, canvas.width/canvas.height, 1, 100);
mvpMatrix.set(projMatrix).multiply(viewMatrix).multiply(modelMatrix);
//将视图矩阵传给u_ViewMatrix
gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix.elements);
//绘制三角形
gl.drawArrays(gl.TRIANGLES,0,n);
}
function initVertexBuffers(gl) {
var verticesColors = new Float32Array([
//右侧
0.75,1.0,-4.0,0.4,1.0,0.4, //绿色,后面
0.25,-1.0,-4.0,0.4,1.0,0.4,
1.25,-1.0,-4.0,1.0,0.4,0.4,
0.75,1.0,-2.0,1.0,0.4,0.4, //黄色,中间
0.25,-1.0,-2.0,1.0,1.0,0.4,
1.25,-1.0,-2.0,1.0,1.0,0.4,
0.75,1.0,0.0,0.4,0.4,1.0, //蓝色,中间
0.25,-1.0,0.0,0.4,0.4,1.0,
1.25,-1.0,0.0,1.0,0.4,0.4,
//左侧
-0.75,1.0,-4.0,0.4,1.0,0.4, //绿色,后面
-0.25,-1.0,-4.0,0.4,1.0,0.4,
-1.25,-1.0,-4.0,1.0,0.4,0.4,
-0.75,1.0,-2.0,1.0,0.4,0.4, //黄色,中间
-0.25,-1.0,-2.0,1.0,1.0,0.4,
-1.25,-1.0,-2.0,1.0,1.0,0.4,
-0.75,1.0,0.0,0.4,0.4,1.0, //蓝色,中间
-0.25,-1.0,0.0,0.4,0.4,1.0,
-1.25,-1.0,0.0,1.0,0.4,0.4
]);
var n = 18;
var vertexColorBuffer = gl.createBuffer();
if(!vertexColorBuffer){
console.log("无法创建缓冲区");
return -1;
}
gl.bindBuffer(gl.ARRAY_BUFFER,vertexColorBuffer);
gl.bufferData(gl.ARRAY_BUFFER,verticesColors,gl.STATIC_DRAW);
var a_Position = gl.getAttribLocation(gl.program,"a_Position");
if(a_Position < 0){
console.log("无法获取到存储位置");
return;
}
//获取数组一个值所占的字节数
var fsize = verticesColors.BYTES_PER_ELEMENT;
//将顶点坐标的位置赋值
gl.vertexAttribPointer(a_Position,3,gl.FLOAT,false,fsize*6,0);
gl.enableVertexAttribArray(a_Position);
var a_Color = gl.getAttribLocation(gl.program,"a_Color");
if(a_Color < 0){
console.log("无法获取到存储位置");
return;
}
//将顶点坐标的位置赋值
gl.vertexAttribPointer(a_Color,3,gl.FLOAT,false,fsize*6,3*fsize);
gl.enableVertexAttribArray(a_Color);
return n;
}