【发布时间】:2014-12-26 12:08:38
【问题描述】:
我希望我的 javascript 程序向右移动一个三角形。 我现在关注的是矩阵和绘制循环。我从来没有做过这样的事情,所以我可能不在路上,但出于学习目的,我正在尝试做的是:
-设置 webgl 管道,以便正确显示三角形(OK)
-写一个带有矩阵的函数,允许我传入翻译值(看起来不错,但我不确定)
var translation_prototype = [1,0,0,0,
0,1,0,0,
0,0,1,0,
tx,ty,0,1];
暂时不考虑旋转缩放和模型视图,因为我对 webgl 提供的正交视图非常满意(只是为了练习)。
-设置一个循环遍历drawArrays(即使在这里我也不确定循环是否在正确的位置开始和结束)
我怀疑我真的很近,但三角形没有移动(tx 保持不变)。
这是代码(我想我什至不需要清除颜色和深度缓冲区,因为我只在 x 轴上平移)
<!DOCTYPE HTML>
<html>
<canvas id = "can" width="400" height="400">
</canvas>
<script>
var webgl_canvas = document.getElementById('can');
var gl = webgl_canvas.getContext('experimental-webgl');
var triangles = [-0.8,-0.8,0,0.8,-0.8,0,0,0.8,0];
var vertexBuffer = gl.createBuffer();
var tx = 0.1;
var ty = 0;
var translation_prototype = [1,0,0,0,
0,1,0,0,
0,0,1,0,
tx,ty,0,1];
var vertexShader_source = 'attribute vec3 a_position;' + 'uniform vec4 u_translation;' + 'void main() { gl_Position = u_translation * vec4 (a_position,1);}';
var fragmentShader_source = 'precision mediump float;' + 'void main() { gl_FragColor = vec4 (0.9,0,0.1,1); }';
function getTimeInSeconds () {
return Date.now() * 0.001;
}
function makeTranslation (tx, ty) {
return translation_prototype;
}
//Compile shaders
var buildShader = function (shaderSource, typeOfShader) {
var shader = gl.createShader(typeOfShader);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert (gl.getShaderInfoLog(shader));
}
return shader;
}
var compiledVertexShader = buildShader (vertexShader_source, gl.VERTEX_SHADER);
var compiledFragmentShader = buildShader (fragmentShader_source, gl.FRAGMENT_SHADER);
//setup GLSL program
program = gl.createProgram();
gl.attachShader(program,compiledVertexShader);
gl.attachShader(program,compiledFragmentShader);
gl.linkProgram(program);
//Fill the buffer with vertex data
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(triangles), gl.STATIC_DRAW);
vertexBuffer.itemSize = 3;
vertexBuffer.numItems = 3;
gl.clear(gl.COLOR_BUFFER_BIT);
var positionLocation = gl.getAttribLocation(program,"a_position");
gl.enableVertexAttribArray(positionLocation);
gl.useProgram(program);
var shaderTranlsationMatrix = gl.getUniformLocation(program, "u_translation");
gl.uniformMatrix4fv(shaderTranlsationMatrix,false,new Float32Array(translation_prototype));
gl.vertexAttribPointer(positionLocation, vertexBuffer.itemSize, gl.FLOAT, false, 0, 0);
var startTime = 0;
function animate (time) {
//Draw loop
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
var deltaTime = (time - startTime);
makeTranslation((tx*deltaTime),(ty*deltaTime));
console.log(tx,ty,deltaTime);
gl.drawArrays (gl.TRIANGLES, 0, vertexBuffer.numItems);
startTime = time;
window.requestAnimationFrame(animate);
}
animate(0);
</script>
</html>
<!-- start last edited snippet -->
<!DOCTYPE HTML>
<html>
<canvas id = "can" width="400" height="400">
</canvas>
<script>
var webgl_canvas = document.getElementById('can');
var gl = webgl_canvas.getContext('experimental-webgl');
var vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array([-1,-1,0,1,-1,0,0,1,0]), gl.STATIC_DRAW);
vertexBuffer.itemSize = 3;
vertexBuffer.numItems = 3;
var identityMatrix = [1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1];
function translation (tx,ty,tz) {
return [1,0,0,0,
0,1,0,0,
0,0,1,0,
tx,ty,tz,1]
}
var vertexShader_source = 'attribute vec3 a_position;' + 'uniform mat4 u_move;' + 'void main() { gl_Position = u_move * vec4 (a_position,1); }';
var fragmentShader_source = 'precision mediump float;' + 'void main() { gl_FragColor = vec4 (0.9,0,0.1,1); }';
//Compile shaders
var buildShader = function (shaderSource, typeOfShader) {
var shader = gl.createShader(typeOfShader);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert (gl.getShaderInfoLog(shader));
}
return shader;
}
var compiledVertexShader = buildShader (vertexShader_source, gl.VERTEX_SHADER);
var compiledFragmentShader = buildShader (fragmentShader_source, gl.FRAGMENT_SHADER);
//setup GLSL program
program = gl.createProgram();
gl.attachShader(program,compiledVertexShader);
gl.attachShader(program,compiledFragmentShader);
gl.linkProgram(program);
var positionLocation = gl.getAttribLocation(program,"a_position");
gl.enableVertexAttribArray(positionLocation);
gl.useProgram(program);
var tx = 0, ty = 0, tz = 0;
var translate = gl.getUniformLocation (program, "u_move");
gl.uniformMatrix4fv(translate,false,new Float32Array(identityMatrix));
gl.vertexAttribPointer(positionLocation, vertexBuffer.itemSize, gl.FLOAT, false, 0, 0);
//Draw
var start_time =0;
var animate=function(time) {
var dt= time-start_time;
tx+=0.5;
translation((dt*tx),0,0);
console.log(dt);
console.log(tx);
start_time=time;
gl.drawArrays (gl.TRIANGLES, 0, vertexBuffer.numItems);
window.requestAnimationFrame(animate);
}
animate(0);
</script>
</html>
<!-- end last edited snippet -->
【问题讨论】:
-
如果你
console.log循环函数中的 translation_prototype 变量,你会发现它没有改变!所以你的三角形不会移动 -
是的,博伊德,我知道。我不明白为什么。
-
你的顶点着色器也是错误的。你必须将你的平移制服与位置向量相乘才能得到最终的移动结果
-
操作,抱歉,忘记了。我已将乘法放在 EDIT 中。但现在三角形消失了。
-
哦,当你使用 uniformMatrix4fv() 函数传递它时,你的制服应该是 mat4,而不是 vec4
标签: javascript webgl