1.正射投影矩阵
正射投影矩阵,牵扯到六个参数
- left近裁剪面的 左边值
- top近裁剪面的 上边值
- right近裁剪面的 右边值
- bottom近裁剪面的 下边值
- near近边界点
- far远边界点
会形成一个立方体的可见区域,在这个立方体的物体,才会绘制出来。
如果物体有有一部分在可视区域立方体外面,一部分在立方体里面,那么就只会在可视区域(立方体)里面的那部分。
所以我们会见到有些物体,被裁剪了,有缺失。
其实是哪个物体的一部分超出了可视区范围。才会出现缺失。
2.设置正射投影矩阵代码
const projMatrix = new Matrix4();
projMatrix.setOrtho(-1.0, 1.0, -1.0, 1.0, 0.0, 3.0);
// left: -1.0
// right: 1.0
// bottom: -1
// top: 1.0
// near: 0.0
// far: 3.0
// projMatrix就是一个正射投影矩阵了
const u_ProjMatrix = gl.getUniformLocation(gl.program, 'u_ProjMatrix');
gl.uniformMatrix4fv(u_ProjMatrix, false, projMatrix.elements);
3.顶点着色器代码
const VSHADHER_SOURCE =
'attribute vec4 a_Position;\n' +
'attribute vec4 a_Color;\n' +
'varying vec4 c_Color;\n' +
'uniform mat4 u_ProjMatrix;\n' +
'uniform mat4 u_ViewMaterix;\n' +
'void main(){' +
' gl_Position = u_ProjMatrix * u_ViewMaterix * a_Position;\n' +
' c_Color = a_Color;\n' +
'}\n';
4.示例代码
<!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=1.0">
<title>Document</title>
<style>
#canvas {
height: 400px;
width: 400px;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script src="../lib/cuon-matrix.js"></script>
<script>
const gl = canvas.getContext('webgl')
// console.log(gl, 'gl')
const VSHADHER_SOURCE =
'attribute vec4 a_Position;\n' +
'attribute vec4 a_Color;\n' +
'varying vec4 c_Color;\n' +
'uniform mat4 u_ProjMatrix;\n' +
'uniform mat4 u_ViewMaterix;\n' +
'void main(){' +
' gl_Position = u_ProjMatrix * u_ViewMaterix * a_Position;\n' +
' c_Color = a_Color;\n' +
'}\n';
const FSHADER_SOURCE =
'#ifdef GL_ES\n' +
'precision mediump float;\n' +
'#endif\n' +
'varying vec4 c_Color;\n' +
'void main(){\n' +
' gl_FragColor = c_Color;\n' +
'}\n';
const createShader = (type, souce) => {
const shader = gl.createShader(type);
gl.shaderSource(shader, souce);
gl.compileShader(shader);
const info = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!info) {
const err = gl.getShaderInfoLog(shader);
// alert(err === '');
gl.deleteShader(shader)
console.log('编译报错信息为' + err);
return null;
}
return shader;
}
// console.log(createShader(gl.VERTEX_SHADER, VSHADHER_SOURCE))
// console.log(createShader(gl.FRAGMENT_SHADER, FSHADER_SOURCE));
const createProgram = (vshader, fshader) => {
const vertexshader = createShader(gl.VERTEX_SHADER, vshader); //创建顶点着色器
const fragmentShader = createShader(gl.FRAGMENT_SHADER, fshader); // 创建片着色器
if (!vertexshader || !fragmentShader) {
console.log('创建着色器失败');
gl.deleteShader(fragmentShader);
gl.deleteShader(vertexshader);
return null;
}
const program = gl.createProgram();
gl.attachShader(program, vertexshader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
const linkState = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linkState) {
const err = gl.getProgramInfoLog(program);
console.log('获取链接报错信息', err)
gl.deleteShader(fragmentShader)
gl.deleteShader(vertexshader)
gl.deleteProgram(program);
return null
}
return program;
}
const program = createProgram(VSHADHER_SOURCE, FSHADER_SOURCE)
// console.log(program, 'program')
gl.useProgram(program)
gl.program = program;
var viewMatrix = new Matrix4();
viewMatrix.setLookAt(0.20, 0.25, 0.25, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
const u_ViewMaterix = gl.getUniformLocation(gl.program, 'u_ViewMaterix');
// console.log(u_ViewMaterix, 'u_ViewMaterix');
gl.uniformMatrix4fv(u_ViewMaterix, false, viewMatrix.elements);
const initBuffers = () => {
var verticesColors = new Float32Array([
// Vertex coordinates and color(RGBA)
0.0, 0.5, -0.4, 0.4, 1.0, 0.4, // The back green one
-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, // The middle yellow one
-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, // The front blue one
-0.5, -0.5, 0.0, 0.4, 0.4, 1.0,
0.5, -0.5, 0.0, 1.0, 0.4, 0.4,
]);
const size = verticesColors.BYTES_PER_ELEMENT;
const n = 9;
const vertexColorbuffer = gl.createBuffer();
const a_Position = gl.getAttribLocation(gl.program, 'a_Position');
console.log(a_Position, 'a_Position')
const a_Color = gl.getAttribLocation(gl.program, 'a_Color');
console.log(a_Color, 'a_Color')
gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorbuffer);
gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW);
gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, size * 6, 0);
gl.enableVertexAttribArray(a_Position);
gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, size * 6, size * 3)
gl.enableVertexAttribArray(a_Color);
// 正射投影矩阵
const projMatrix = new Matrix4();
projMatrix.setOrtho(-1.0, 1.0, -1.0, 1.0, 0.0, 3.0)
const u_ProjMatrix = gl.getUniformLocation(gl.program, 'u_ProjMatrix');
// console.log(u_ProjMatrix, 'u_ProjMatrix')
// gl.uniformMatrix4fv(u_ProjMatrix, false, u_ProjMatrix.elements);
gl.uniformMatrix4fv(u_ProjMatrix, false, projMatrix.elements);
// gl.enableVertexAttribArray(u_ProjMatrix);
// 正射投影矩阵
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, n)
gl.bindBuffer(gl.ARRAY_BUFFER, null);
}
initBuffers();
document.onkeydown = function(e) {
keydown(e);
}
let x = 0.20;
let y = 0.25;
const keydown = (e) => {
if (e.keyCode === 38) {
// 向上键
x += 0.01;
} else if (e.keyCode === 40) {
// 向下键
x -= 0.01;
} else if (e.keyCode === 37) {
// 左键
y -= 0.01;
} else if (e.keyCode === 39) {
// 右键
y += 0.01;
}
var viewMatrix = new Matrix4();
viewMatrix.setLookAt(x, y, 0.25, 0, 0, 0, 0, 1, 0);
gl.uniformMatrix4fv(u_ViewMaterix, false, viewMatrix.elements);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 9)
}
</script>
</body>
</html>