console
var triangleBuffer = null;
var perspectiveProjectionMatrix = null;
var cameraMatrix = null;
var modelMatrix1 = null;
var modelMatrix2 = null;
function makeBuffer() {
var triangle = [
-0.5, 0.5, 0.0,
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
-0.5, 0.5, 0.0,
0.5, -0.5, 0.0,
0.5, 0.5, 0.0,
];
buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangle), gl.STATIC_DRAW);
return buffer;
}
function setupMatrix() {
perspectiveProjectionMatrix = mat4.create();
mat4.perspective(perspectiveProjectionMatrix, 90 / 180.0 * Math.PI, canvas.width / canvas.height, 0.1, 1000);
cameraMatrix = mat4.create();
mat4.lookAt(cameraMatrix, vec3.fromValues(0,0,2), vec3.fromValues(0,0,0), vec3.fromValues(0,1,0));
modelMatrix1 = mat4.create();
modelMatrix2 = mat4.create();
}
window.onWebGLLoad = function () {
triangleBuffer = makeBuffer();
setupMatrix();
}
window.onWebGLRender = function render(deltaTime, elapesdTime) {
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(1.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program);
gl.bindBuffer(gl.ARRAY_BUFFER, triangleBuffer);
positionLoc = gl.getAttribLocation(program, 'position');
gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 4 * 3, 0);
elapsedTimeUniformLoc = gl.getUniformLocation(program, 'elapsedTime');
gl.uniform1f(elapsedTimeUniformLoc, elapesdTime);
// 保证canvas尺寸改变时,同步投影矩阵的值,你也可以在resize里重新计算,那样会更好。
mat4.perspective(perspectiveProjectionMatrix, 90 / 180.0 * Math.PI, canvas.width / canvas.height, 0.1, 1000);
var varyingFactor = (Math.sin(elapsedTime / 1000) + 1) / 2.0; // 0 ~ 1
mat4.lookAt(cameraMatrix, vec3.fromValues(0, 0, 2 * (varyingFactor + 1)), vec3.fromValues(0, 0, 0), vec3.fromValues(0, 1, 0));
// 设置第一个model matrix
var rotateMatrix = mat4.create();
var translateMatrix = mat4.create();
mat4.rotate(rotateMatrix, rotateMatrix, varyingFactor * Math.PI * 2, vec3.fromValues(0, 1, 0));
mat4.translate(translateMatrix, translateMatrix, vec3.fromValues(-0.7, 0, 0));
mat4.multiply(modelMatrix1, translateMatrix, rotateMatrix);
// 设置第二个model matrix
rotateMatrix = mat4.create();
translateMatrix = mat4.create();
mat4.rotate(rotateMatrix, rotateMatrix, varyingFactor * Math.PI * 2, vec3.fromValues(0, 0, 1));
mat4.translate(translateMatrix, translateMatrix, vec3.fromValues(0.7, 0, 0));
mat4.multiply(modelMatrix2, translateMatrix, rotateMatrix);
// 设置投影和观察矩阵
var projectionMatrixUniformLoc = gl.getUniformLocation(program, 'projectionMatrix');
gl.uniformMatrix4fv(projectionMatrixUniformLoc, false, perspectiveProjectionMatrix);
var cameraMatrixUniformLoc = gl.getUniformLocation(program, 'cameraMatrix');
gl.uniformMatrix4fv(cameraMatrixUniformLoc, false, cameraMatrix);
// 使用不同的model matrix绘制两次物体
var modelMatrixUniformLoc = gl.getUniformLocation(program, 'modelMatrix');
gl.uniformMatrix4fv(modelMatrixUniformLoc, false, modelMatrix1);
gl.drawArrays(gl.TRIANGLES, 0, 6);
modelMatrixUniformLoc = gl.getUniformLocation(program, 'modelMatrix');
gl.uniformMatrix4fv(modelMatrixUniformLoc, false, modelMatrix2);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
<script type="x-shader/vertex-shader" id="shader-vs">
attribute vec4 position;
varying vec4 fragColor;
uniform float elapsedTime;
uniform mat4 projectionMatrix;
uniform mat4 cameraMatrix;
uniform mat4 modelMatrix;
void main() {
fragColor = position * 0.5 + 0.5;
gl_Position = projectionMatrix * cameraMatrix * modelMatrix * position;
}
</script>
<script type="x-shader/fragment-shader" id="shader-fs">
varying mediump vec4 fragColor;
void main() {
gl_FragColor = fragColor;
}
</script>
<div style="width: 100%; height: 300px; position:relative; background:rgba(1.0,0,0,0);">
<canvas id="glCanvas" width="400" height="300">
Your browser doesn't appear to support the
<code><canvas></code> element.
</canvas>
<div id="glInfo" style=""></div>
</div>
* {
margin: 0px;
padding: 0px;
}
#glInfo {
font-size: 13px;
color: #ffffff;
position:absolute;
top:8px;
left:10px;
}
#modeSelection {
position:absolute;
right: 10px;
top: 8px;
}