原生WebGL场景中绘制多个圆锥圆柱
前几天解决了原生WebGL开发中的一个问题,就是在一个场景中绘制多个几何网格特征不同的模型,比如本文所做的绘制多个圆锥和圆柱在同一个场景中,今天抽空把解决的办法记录下来,同时也附上代码。首先声明,圆柱和圆锥的网格生成是我自己写的polyhedron.js模块,如果要加载其他模型,只需要把geometry换成其他几何体的网格即可,本文的重点不在于使用什么几何模型,而在于如何将各种不同的模型绘制到同一个场景中去。
第一件事,我们还是先把依赖的模型生成的js文件贴出来,以便参考者能够将代码组装起来。首先看工程目录结构,如下图
该工程实际用到的文件就是这4个红框框出的文件,其中除了jquery-2.1.4.min.js以外(请于cdn或百度或51cto站点自行下载),剩下的minMatrix.js,polyhedron.js,testCoordinates.html本作都将贴出完整的源码,以便参考者本地调试。
首先贴出minMatrix.js源码,minMatrix.js负责向量矩阵的运算,由于不是本文的中心论点,故不做赘述,如下所示
- // ------------------------------------------------------------------------------------------------
- // minMatrix.js
- // version 0.0.1
- // Copyright (c) doxas
- // ------------------------------------------------------------------------------------------------
- function matIV(){
- this.create = function(){
- return new Float32Array(16);
- };
- this.identity = function(dest){
- dest[0] = 1; dest[1] = 0; dest[2] = 0; dest[3] = 0;
- dest[4] = 0; dest[5] = 1; dest[6] = 0; dest[7] = 0;
- dest[8] = 0; dest[9] = 0; dest[10] = 1; dest[11] = 0;
- dest[12] = 0; dest[13] = 0; dest[14] = 0; dest[15] = 1;
- return dest;
- };
- this.multiply = function(mat1, mat2, dest){
- var a = mat1[0], b = mat1[1], c = mat1[2], d = mat1[3],
- e = mat1[4], f = mat1[5], g = mat1[6], h = mat1[7],
- i = mat1[8], j = mat1[9], k = mat1[10], l = mat1[11],
- m = mat1[12], n = mat1[13], o = mat1[14], p = mat1[15],
- A = mat2[0], B = mat2[1], C = mat2[2], D = mat2[3],
- E = mat2[4], F = mat2[5], G = mat2[6], H = mat2[7],
- I = mat2[8], J = mat2[9], K = mat2[10], L = mat2[11],
- M = mat2[12], N = mat2[13], O = mat2[14], P = mat2[15];
- dest[0] = A * a + B * e + C * i + D * m;
- dest[1] = A * b + B * f + C * j + D * n;
- dest[2] = A * c + B * g + C * k + D * o;
- dest[3] = A * d + B * h + C * l + D * p;
- dest[4] = E * a + F * e + G * i + H * m;
- dest[5] = E * b + F * f + G * j + H * n;
- dest[6] = E * c + F * g + G * k + H * o;
- dest[7] = E * d + F * h + G * l + H * p;
- dest[8] = I * a + J * e + K * i + L * m;
- dest[9] = I * b + J * f + K * j + L * n;
- dest[10] = I * c + J * g + K * k + L * o;
- dest[11] = I * d + J * h + K * l + L * p;
- dest[12] = M * a + N * e + O * i + P * m;
- dest[13] = M * b + N * f + O * j + P * n;
- dest[14] = M * c + N * g + O * k + P * o;
- dest[15] = M * d + N * h + O * l + P * p;
- return dest;
- };
- this.scale = function(mat, vec, dest){
- dest[0] = mat[0] * vec[0];
- dest[1] = mat[1] * vec[0];
- dest[2] = mat[2] * vec[0];
- dest[3] = mat[3] * vec[0];
- dest[4] = mat[4] * vec[1];
- dest[5] = mat[5] * vec[1];
- dest[6] = mat[6] * vec[1];
- dest[7] = mat[7] * vec[1];
- dest[8] = mat[8] * vec[2];
- dest[9] = mat[9] * vec[2];
- dest[10] = mat[10] * vec[2];
- dest[11] = mat[11] * vec[2];
- dest[12] = mat[12];
- dest[13] = mat[13];
- dest[14] = mat[14];
- dest[15] = mat[15];
- return dest;
- };
- this.translate = function(mat, vec, dest){
- dest[0] = mat[0]; dest[1] = mat[1]; dest[2] = mat[2]; dest[3] = mat[3];
- dest[4] = mat[4]; dest[5] = mat[5]; dest[6] = mat[6]; dest[7] = mat[7];
- dest[8] = mat[8]; dest[9] = mat[9]; dest[10] = mat[10]; dest[11] = mat[11];
- dest[12] = mat[0] * vec[0] + mat[4] * vec[1] + mat[8] * vec[2] + mat[12];
- dest[13] = mat[1] * vec[0] + mat[5] * vec[1] + mat[9] * vec[2] + mat[13];
- dest[14] = mat[2] * vec[0] + mat[6] * vec[1] + mat[10] * vec[2] + mat[14];
- dest[15] = mat[3] * vec[0] + mat[7] * vec[1] + mat[11] * vec[2] + mat[15];
- return dest;
- };
- this.rotate = function(mat, angle, axis, dest){
- var sq = Math.sqrt(axis[0] * axis[0] + axis[1] * axis[1] + axis[2] * axis[2]);
- if(!sq){return null;}
- var a = axis[0], b = axis[1], c = axis[2];
- if(sq != 1){sq = 1 / sq; a *= sq; b *= sq; c *= sq;}
- var d = Math.sin(angle), e = Math.cos(angle), f = 1 - e,
- g = mat[0], h = mat[1], i = mat[2], j = mat[3],
- k = mat[4], l = mat[5], m = mat[6], n = mat[7],
- o = mat[8], p = mat[9], q = mat[10], r = mat[11],
- s = a * a * f + e,
- t = b * a * f + c * d,
- u = c * a * f - b * d,
- v = a * b * f - c * d,
- w = b * b * f + e,
- x = c * b * f + a * d,
- y = a * c * f + b * d,
- z = b * c * f - a * d,
- A = c * c * f + e;
- if(angle){
- if(mat != dest){
- dest[12] = mat[12]; dest[13] = mat[13];
- dest[14] = mat[14]; dest[15] = mat[15];
- }
- } else {
- dest = mat;
- }
- dest[0] = g * s + k * t + o * u;
- dest[1] = h * s + l * t + p * u;
- dest[2] = i * s + m * t + q * u;
- dest[3] = j * s + n * t + r * u;
- dest[4] = g * v + k * w + o * x;
- dest[5] = h * v + l * w + p * x;
- dest[6] = i * v + m * w + q * x;
- dest[7] = j * v + n * w + r * x;
- dest[8] = g * y + k * z + o * A;
- dest[9] = h * y + l * z + p * A;
- dest[10] = i * y + m * z + q * A;
- dest[11] = j * y + n * z + r * A;
- return dest;
- };
- this.lookAt = function(eye, center, up, dest){
- var eyeX = eye[0], eyeY = eye[1], eyeZ = eye[2];
- var centerX = center[0], centerY = center[1], centerZ = center[2];
- var upX = up[0], upY = up[1], upZ = up[2];
- if(eyeX == centerX && eyeY == centerY && eyeZ == centerZ){
- return this.identity(dest);
- }
- var x0, x1, x2, y0, y1, y2, z0, z1, z2, l;
- z0 = eyeX - centerX; z1 = eyeY - centerY; z2 = eyeZ - centerZ;
- l = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
- z0 *= l; z1 *= l; z2 *= l;
- x0 = upY * z2 - upZ * z1; x1 = upZ * z0 - upX * z2; x2 = upX * z1 - upY * z0;
- l = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
- if(!l){
- x0 = 0; x1 = 0; x2 = 0;
- } else {
- l = 1 / l;
- x0 *= l; x1 *= l; x2 *= l;
- }
- y0 = z1 * x2 - z2 * x1; y1 = z2 * x0 - z0 * x2; y2 = z0 * x1 - z1 * x0;
- l = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
- if(!l){
- y0 = 0; y1 = 0; y2 = 0;
- } else {
- l = 1 / l;
- y0 *= l; y1 *= l; y2 *= l;
- }
- dest[0] = x0; dest[1] = y0; dest[2] = z0; dest[3] = 0;
- dest[4] = x1; dest[5] = y1; dest[6] = z1; dest[7] = 0;
- dest[8] = x2; dest[9] = y2; dest[10] = z2; dest[11] = 0;
- dest[12] = -(x0 * eyeX + x1 * eyeY + x2 * eyeZ);
- dest[13] = -(y0 * eyeX + y1 * eyeY + y2 * eyeZ);
- dest[14] = -(z0 * eyeX + z1 * eyeY + z2 * eyeZ);
- dest[15] = 1;
- return dest;
- };
- this.view = function(eye, at, up, dest){
- var forward = [];
- forward[0] = at[0] - eye[0];
- forward[1] = at[1] - eye[1];
- forward[2] = at[2] - eye[2];
- var l = Math.sqrt(forward[0]*forward[0] + forward[1]*forward[1] + forward[2]*forward[2]);
- forward[0] = forward[0]/l; forward[1] = forward[1]/l; forward[2] = forward[2]/l;
- var side = [];
- side[0] = forward[2]*up[1] - up[2]*forward[1];
- side[1] = forward[0]*up[2] - up[0]*forward[2];
- side[2] = forward[1]*up[0] - up[1]*forward[0];
- l = Math.sqrt(side[0]*side[0] + side[1]*side[1] + side[2]*side[2]);
- side[0] = side[0]/l; side[1] = side[1]/l; side[2] = side[2]/l;
- up[0] = side[2]*forward[1] - forward[2]*side[1];
- up[1] = side[0]*forward[2] - forward[0]*side[2];
- up[2] = side[1]*forward[0] - forward[1]*side[0];
- var dest = [];
- dest[0] = side[0]; dest[1] = up[0]; dest[2] = -forward[0]; dest[3] = 0;
- dest[4] = side[1]; dest[5] = up[1]; dest[6] = -forward[1]; dest[7] = 0;
- dest[8] = side[2]; dest[9] = up[2]; dest[10]= -forward[2]; dest[11]= 0;
- dest[12]= 0; dest[13]= 0; dest[14]= 0; dest[15]= 1;
- dest[0] = dest[0]; dest[1] = dest[1]; dest[2] = dest[2]; dest[3] = dest[3];
- dest[4] = dest[4]; dest[5] = dest[5]; dest[6] = dest[6]; dest[7] = dest[7];
- dest[8] = dest[8]; dest[9] = dest[9]; dest[10] = dest[10]; dest[11] = dest[11];
- dest[12] = dest[0] * (-eye[0]) + dest[4] * (-eye[1]) + dest[8] * (-eye[2]) + dest[12];
- dest[13] = dest[1] * (-eye[0]) + dest[5] * (-eye[1]) + dest[9] * (-eye[2]) + dest[13];
- dest[14] = dest[2] * (-eye[0]) + dest[6] * (-eye[1]) + dest[10] * (-eye[2]) + dest[14];
- dest[15] = dest[3] * (-eye[0]) + dest[7] * (-eye[1]) + dest[11] * (-eye[2]) + dest[15];
- return dest;
- }
- /**
- * 正交投影
- */
- this.ortho = function(left, right, bottom, top, near, far, dest){
- var a = 2/(right-left);
- var b = -(right+left)/(right-left);
- var c = 2/(top-bottom);
- var d = -(top+bottom)/(top-bottom);
- var e = 2/(far-near);
- var f = -(far+near)/(far-near);
- dest[0] = a; dest[1] = 0; dest[2] = 0; dest[3] = b;
- dest[4] = 0; dest[5] = c; dest[6] = 0; dest[7] = d;
- dest[8] = 0; dest[9] = 0; dest[10]= e; dest[11]= f;
- dest[12]= 0; dest[13]= 0; dest[14]= 0; dest[15]= 1;
- return dest;
- }
- /**
- * 透视投影
- */
- this.perspective = function(fovy, aspect, near, far, dest){
- var t = near * Math.tan(fovy * Math.PI / 360);
- var r = t * aspect;
- var a = r * 2, b = t * 2, c = far - near;
- dest[0] = near * 2 / a;
- dest[1] = 0;
- dest[2] = 0;
- dest[3] = 0;
- dest[4] = 0;
- dest[5] = near * 2 / b;
- dest[6] = 0;
- dest[7] = 0;
- dest[8] = 0;
- dest[9] = 0;
- dest[10] = -(far + near) / c;
- dest[11] = -1;
- dest[12] = 0;
- dest[13] = 0;
- dest[14] = -(far * near * 2) / c;
- dest[15] = 0;
- return dest;
- };
- this.transpose = function(mat, dest){
- dest[0] = mat[0]; dest[1] = mat[4];
- dest[2] = mat[8]; dest[3] = mat[12];
- dest[4] = mat[1]; dest[5] = mat[5];
- dest[6] = mat[9]; dest[7] = mat[13];
- dest[8] = mat[2]; dest[9] = mat[6];
- dest[10] = mat[10]; dest[11] = mat[14];
- dest[12] = mat[3]; dest[13] = mat[7];
- dest[14] = mat[11]; dest[15] = mat[15];
- return dest;
- };
- this.inverse = function(mat, dest){
- var a = mat[0], b = mat[1], c = mat[2], d = mat[3],
- e = mat[4], f = mat[5], g = mat[6], h = mat[7],
- i = mat[8], j = mat[9], k = mat[10], l = mat[11],
- m = mat[12], n = mat[13], o = mat[14], p = mat[15],
- q = a * f - b * e, r = a * g - c * e,
- s = a * h - d * e, t = b * g - c * f,
- u = b * h - d * f, v = c * h - d * g,
- w = i * n - j * m, x = i * o - k * m,
- y = i * p - l * m, z = j * o - k * n,
- A = j * p - l * n, B = k * p - l * o,
- ivd = 1 / (q * B - r * A + s * z + t * y - u * x + v * w);
- dest[0] = ( f * B - g * A + h * z) * ivd;
- dest[1] = (-b * B + c * A - d * z) * ivd;
- dest[2] = ( n * v - o * u + p * t) * ivd;
- dest[3] = (-j * v + k * u - l * t) * ivd;
- dest[4] = (-e * B + g * y - h * x) * ivd;
- dest[5] = ( a * B - c * y + d * x) * ivd;
- dest[6] = (-m * v + o * s - p * r) * ivd;
- dest[7] = ( i * v - k * s + l * r) * ivd;
- dest[8] = ( e * A - f * y + h * w) * ivd;
- dest[9] = (-a * A + b * y - d * w) * ivd;
- dest[10] = ( m * u - n * s + p * q) * ivd;
- dest[11] = (-i * u + j * s - l * q) * ivd;
- dest[12] = (-e * z + f * x - g * w) * ivd;
- dest[13] = ( a * z - b * x + c * w) * ivd;
- dest[14] = (-m * t + n * r - o * q) * ivd;
- dest[15] = ( i * t - j * r + k * q) * ivd;
- return dest;
- };
- this.rotateByAnyAxis = function(RawMat, axis, rad, destMat){
- };
- }
接下来就要贴出几何体生成工具 polyhedron.js,我们用到的几何体是其中的圆锥 coneGeo和圆柱 cylinderGeo,这两个类都是PolyhedronGeometry的子类,几何体都包含顶点成员this.vertices,法向成员this.normals,索引成员this.faces。具体构造详见代码如下
- /**
- * Created by ccentry on 2018/10/15.
- */
- /**
- * 圆锥
- * radius:底面半径
- * height:圆锥高度
- * meshDensity:网格密度
- * */
- var coneGeo = function(radius, height, segment){
- //锥顶
- var top = [0, height, 0];
- //锥底,锥底半径radius
- //根据segment来切割锥底圆
- var sliceNum = segment || 3;
- var rad = Math.PI*2/sliceNum;
- var bottom = [];
- for(var i=0; i<sliceNum; i++){
- bottom[i*3] = radius*Math.cos(rad*i);
- bottom[i*3 + 1] = 0;
- bottom[i*3 + 2] = radius*Math.sin(rad*i);
- }
- //圆锥的顶点
- this.vertices = [];
- //顶点法向
- this.normals = [];
- //锥顶
- for(var i=0; i<sliceNum; i++){
- this.vertices[i*3] = top[0];
- this.vertices[i*3+1] = top[1];
- this.vertices[i*3+2] = top[2];
- }
- //锥面圆环
- for(var i=0; i<bottom.length; i++){
- this.vertices[3*sliceNum+i] = bottom[i];
- }
- //锥底圆环
- for(var i=0; i<bottom.length; i++){
- this.vertices[2*3*sliceNum+i] = bottom[i];
- }
- //锥底圆心
- this.vertices.push(0, 0, 0);
- //圆锥面索引
- this.faces = [];
- for(var i=sliceNum; i<2*sliceNum-1; i++){
- //圆锥侧面
- this.faces.push(i, i-sliceNum, i+1);
- //圆锥底面
- this.faces.push(3*sliceNum, sliceNum+i, sliceNum+i+1);
- }
- //补侧面
- this.faces.push(2*sliceNum-1, sliceNum-1, sliceNum);
- //补底面
- this.faces.push(3*sliceNum, 3*sliceNum-1, 2*sliceNum);
- //计算所有顶点法向
- this.computeNormal4EachVertex();
- };
- /**
- * 圆柱
- * radius:底面半径
- * height:圆柱高度
- * meshDensity:网格密度
- * */
- var cylinderGeo = function(radius, height, segment){
- radius = radius || 1;
- height = height || 1;
- //根据网格密度来切割圆柱体底圆
- var sliceNum = segment || 3;
- //底面圆弧度
- var rad = Math.PI*2/sliceNum;
- //底面圆环顶点
- var bottomVertices = [];
- //顶面顶点
- var topVertices = [];
- //切割底面圆和底面圆
- for(var i=0; i<sliceNum; i++){
- bottomVertices[3*i] = radius * Math.cos(rad * i);
- bottomVertices[3*i+1] = 0;
- bottomVertices[3*i+2] = radius * Math.sin(rad * i);
- topVertices[3*i] = radius * Math.cos(rad * i);
- topVertices[3*i+1] = height;
- topVertices[3*i+2] = radius * Math.sin(rad * i);
- }
- //圆柱的顶点
- this.vertices = [];
- for(var i=0; i<bottomVertices.length; i++){
- //底面圆
- this.vertices[i] = bottomVertices[i];
- //顶面圆
- this.vertices[bottomVertices.length + i] = topVertices[i];
- //柱底圈
- this.vertices[2*bottomVertices.length + i] = bottomVertices[i];
- //柱顶圈
- this.vertices[3*bottomVertices.length + i] = topVertices[i];
- }
- //底面圆心;
- this.vertices.push(0, 0, 0);
- //顶面圆心
- this.vertices.push(0, height, 0);
- //圆柱的面
- this.faces = [];
- for(var i=0; i<sliceNum-1; i++){
- //底面圆
- this.faces.push(4*sliceNum, i, i+1);
- //顶面圆
- this.faces.push(4*sliceNum+1, sliceNum+i+1, sliceNum+i);
- //柱身
- this.faces.push(2*sliceNum+i, 3*sliceNum+i, 2*sliceNum+i+1);
- this.faces.push(3*sliceNum+i, 3*sliceNum+i+1, 2*sliceNum+i+1);
- }
- //补底面圆
- this.faces.push(4*sliceNum, sliceNum-1, 0);
- //补顶面圆
- this.faces.push(4*sliceNum+1, sliceNum, 2*sliceNum-1);
- //补柱身
- this.faces.push(3*sliceNum-1, 4*sliceNum-1, 2*sliceNum);
- this.faces.push(4*sliceNum-1, 3*sliceNum, 2*sliceNum);
- //顶点法向
- this.normals = [];
- //计算所有顶点法向
- this.computeNormal4EachVertex();
- };
- /**
- * 球体
- * radius:球体半径
- * meshDensity:网格密度
- * */
- var sphereGeo = function(radius, widthSegments, heightSegments){
- var phiStart = 0;
- var phiLength = Math.PI * 2;
- var thetaStart = 0;
- var thetaLength = Math.PI;
- var thetaEnd = thetaStart + thetaLength;
- var ix, iy;
- var index = 0;
- var grid = [];
- var vertex = {};
- var normal = {};
- //存储
- var indices = [];
- var vertices = [];
- var normals = [];
- var uvs = [];
- //生成顶点,法向,uv
- for ( iy = 0; iy <= heightSegments; iy ++ ) {
- var verticesRow = [];
- var v = iy / heightSegments;
- for ( ix = 0; ix <= widthSegments; ix ++ ) {
- var u = ix / widthSegments;
- //顶点
- vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
- vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
- vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
- vertices.push( vertex.x, vertex.y, vertex.z );
- //法向
- normal.x = vertex.x; normal.y = vertex.y; normal.z = vertex.z;
- //单位化
- this.normalize([normal.x, normal.y, normal.z]);
- normals.push( normal.x, normal.y, normal.z );
- //uv
- uvs.push( u, 1 - v );
- verticesRow.push( index ++ );
- }
- grid.push( verticesRow );
- }
- //索引数组
- for ( iy = 0; iy < heightSegments; iy ++ ) {
- for ( ix = 0; ix < widthSegments; ix ++ ) {
- var a = grid[ iy ][ ix + 1 ];
- var b = grid[ iy ][ ix ];
- var c = grid[ iy + 1 ][ ix ];
- var d = grid[ iy + 1 ][ ix + 1 ];
- if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
- if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
- }
- }
- //构造geometry
- this.faces = indices;
- this.vertices = vertices;
- this.normals = normals;
- //this.uv = uvs;
- };
- var cubeGeo = function(width, height, depth){
- this.vertices = [];
- this.faces = [];
- var bottom = [];
- bottom[0] = [width/2, 0, depth/2];
- bottom[1] = [-width/2, 0, depth/2];
- bottom[2] = [-width/2, 0, -depth/2];
- bottom[3] = [width/2, 0, -depth/2];
- var top = [];
- top[0] = [width/2, height, depth/2];
- top[1] = [-width/2, height, depth/2];
- top[2] = [-width/2, height, -depth/2];
- top[3] = [width/2, height, -depth/2];
- for(var i=0; i<4; i++){
- for(var j=0; j<3; j++){
- this.vertices.push(bottom[i][j]);
- }
- }
- for(var i=0; i<4; i++){
- for(var j=0; j<3; j++){
- this.vertices.push(top[i][j]);
- }
- }
- for(var i=0; i<3; i++){
- this.faces.push(i, i+4, i+1);
- this.faces.push(i+4, i+5, i+1);
- }
- //补面
- this.faces.push(3, 7, 0);
- this.faces.push(7, 4, 0);
- //补底面
- this.faces.push(0, 1, 2, 2, 3, 0);
- //补底面
- this.faces.push(4, 7, 6, 6, 5, 4);
- };
- var PolyhedronGeometry = function(){
- this.type = "PolyhedronGeometry";
- };
- PolyhedronGeometry.prototype = {
- //坐标单位话
- normalize : function(arr){
- if(arr instanceof Array){
- var sum = 0;
- for(var i=0; i<arr.length; i++){
- sum += arr[i]*arr[i];
- }
- for(var i=0; i<arr.length; i++){
- arr[i] = arr[i]/sum;
- }
- }
- },
- //计算顶点法向
- computeVertexNormal: function(face3){
- //顶点逆时针绕向
- //向量v1-v0
- var v1_0 = {};
- v1_0.x = face3[1][0] - face3[0][0];
- v1_0.y = face3[1][1] - face3[0][1];
- v1_0.z = face3[1][2] - face3[0][2];
- //向量v2-v1
- var v2_1 = {};
- v2_1.x = face3[2][0] - face3[1][0];
- v2_1.y = face3[2][1] - face3[1][1];
- v2_1.z = face3[2][2] - face3[1][2];
- //v1_0 叉乘 v2_1
- var normal = {};
- normal.x = v1_0.y * v2_1.z - v2_1.y * v1_0.z;
- normal.y = v1_0.z * v2_1.x - v2_1.z * v1_0.x;
- normal.z = v1_0.x * v2_1.y - v2_1.x * v1_0.y;
- var normalArray = [normal.x, normal.y, normal.z];
- this.normalize(normalArray);
- return normalArray;
- },
- computeNormal4EachVertex:function(){
- //遍历索引,通过hash插值构造normals数组
- var normalList = [];
- for(var i=0; i<this.faces.length; i=i+3){
- //顶点索引
- var vertex0 = this.faces[i];
- var vertex1 = this.faces[i+1];
- var vertex2 = this.faces[i+2];
- //顶点
- var v0 = [this.vertices[3*vertex0], this.vertices[3*vertex0+1], this.vertices[3*vertex0+2]];
- var v1 = [this.vertices[3*vertex1], this.vertices[3*vertex1+1], this.vertices[3*vertex1+2]];
- var v2 = [this.vertices[3*vertex2], this.vertices[3*vertex2+1], this.vertices[3*vertex2+2]];
- //取出索引指向的顶点坐标
- var face3 = [v0, v1, v2];
- var normalArray = this.computeVertexNormal(face3);
- var normal0 = {index:vertex0, normal:normalArray};
- var normal1 = {index:vertex1, normal:normalArray};
- var normal2 = {index:vertex2, normal:normalArray};
- normalList.push(normal0, normal1, normal2);
- }
- //根据index属性排序
- var sortedNormalList = [];
- var total = normalList.length;
- for(var i=0; i<total; i++){
- for(var j=0; j<normalList.length; j++){
- if(normalList[j].index === i){
- sortedNormalList[i] = {index:normalList[j].index, normal:normalList[j].normal};
- //删掉该normal节点
- normalList.splice(j, 1);
- break;
- }
- }
- }
- for(var i=0; i<sortedNormalList.length; i++){
- var normal = sortedNormalList[i].normal;
- this.normals.push(normal[0], normal[1], normal[2]);
- }
- }
- };
- coneGeo.prototype = new PolyhedronGeometry();
- cylinderGeo.prototype = new PolyhedronGeometry();
- sphereGeo.prototype = new PolyhedronGeometry();
- cubeGeo.prototype = new PolyhedronGeometry();
以上就是几何体的构造函数,我们的圆锥和圆柱即将由此生成。接下来进入我们今天的重点,如何将多个圆锥圆柱绘制进一个场景中去,直接上html代码,场景代码如下
- <html>
- <head>
- <meta http-equiv="content-type" content="text/html; charset=gb2312">
- <script type="text/JavaScript" src="minMatrix.js"></script>
- <script type="text/JavaScript" src="jquery-2.1.4.min.js"></script>
- <script type="text/javascript" src="polyhedron.js"></script>
- <script id="vs" type="x-shader/x-vertex">
- attribute vec3 position;
- attribute vec3 normal;
- attribute vec4 color;
- uniform mat4 mvpMatrix;
- uniform mat4 invMatrix;
- uniform vec3 lightDirection;
- uniform vec4 ambientColor;
- varying vec4 vColor;
- uniform float lightS;
- void main(void){
- vec3 invLight = normalize(invMatrix * vec4(lightDirection, 0)).xyz;
- float diffuse = clamp(dot(normal, invLight), 0.0, 1.0) * lightS;
- vColor = color * vec4(vec3(diffuse), 1.0) + ambientColor;
- gl_Position = mvpMatrix * vec4(position, 1.0);
- }
- </script>
- <script id="fs" type="x-shader/x-fragment">
- precision mediump float;
- varying vec4 vColor;
- void main(void){
- gl_FragColor = vColor;
- }
- </script>
- <script>
- onload = function(){
- // canvas对象获取
- var c = document.getElementById('canvas');
- c.width = 1000;
- c.height = 800;
- // webgl的context获取
- var gl = c.getContext('webgl') || c.getContext('experimental-webgl');
- //初始化gl
- initGL(gl);
- // 顶点着色器和片段着色器的生成
- var v_shader = create_shader('vs');
- var f_shader = create_shader('fs');
- // 程序对象的生成和连接
- var prg = create_program(v_shader, f_shader);
- // attributeLocation的获取
- var attLocation = new Array(2);
- attLocation[0] = gl.getAttribLocation(prg, 'position');
- attLocation[1] = gl.getAttribLocation(prg, 'normal');
- attLocation[2] = gl.getAttribLocation(prg, 'color');
- // 将元素数attribute保存到数组中
- var attStride = new Array(2);
- attStride[0] = 3;
- attStride[1] = 3;
- attStride[2] = 4;
- /**
- * 光
- * */
- // 环境光,漫反射光
- var ambientColor = [0.2, 0.2, 0.2, 1.0];
- // 光照强度
- var lightS = 1.6;
- // 平行光源的方向
- var lightDirection = [1, 1, 1];
- /**
- * 视图矩阵
- */
- // matIV对象生成
- var m = new matIV();
- // 画布的宽高比
- var aspect = c.width / c.height;
- var mMatrix = m.identity(m.create());
- var invMatrix = m.identity(m.create());
- var tmpMatrix = m.identity(m.create());
- var mvpMatrix = m.identity(m.create());
- // 将视图矩阵根据宽高比进行反比,避免X/Y平面内出现变形
- tmpMatrix[0] = 1/aspect;
- // 得到mvpMatrix定位坐标矩阵
- //m.multiply(tmpMatrix, mMatrix, mvpMatrix);
- // mMatrix的逆矩阵
- //m.inverse(mMatrix, invMatrix);
- /**
- * 绑定shader的uniform
- * */
- // 取得uniformLocation
- var uniLocation = new Array();
- uniLocation[0] = gl.getUniformLocation(prg, 'mvpMatrix');
- uniLocation[1] = gl.getUniformLocation(prg, 'invMatrix');
- uniLocation[2] = gl.getUniformLocation(prg, 'lightDirection');
- uniLocation[3] = gl.getUniformLocation(prg, 'ambientColor');
- uniLocation[4] = gl.getUniformLocation(prg, 'lightS');
- // 向uniformLocation中传入坐标变换矩阵
- gl.uniformMatrix4fv(uniLocation[0], false, mvpMatrix);
- gl.uniformMatrix4fv(uniLocation[1], false, invMatrix);
- gl.uniform3fv(uniLocation[2], lightDirection);
- gl.uniform4fv(uniLocation[3], ambientColor);
- gl.uniform1f(uniLocation[4], lightS);
- //绘制坐标系
- drawCoordinates(0, 1, 0, 0);
- // 清理gl
- gl.flush();
- /**
- * 交互
- * */
- //判断是否鼠标左键按下
- var mouseLeftKeyDown = false;
- //判断是否鼠标右键按下
- var mouseRightKeyDown = false;
- //标记鼠标x坐标
- var mouseX;
- //标记鼠标y坐标
- var mouseY;
- //标记鼠标z坐标
- var mouseZ;
- //旋转球的半径
- var R = 250;
- $('#canvas').mousedown(function(e){
- var inCircle = false;
- if(e.which == 1){
- mouseLeftKeyDown = true;
- mouseRightKeyDown = false;
- mouseX = e.clientX - 0.5*c.width;
- mouseY = -(e.clientY - 0.5*c.height);
- if(R*R - mouseX*mouseX - mouseY*mouseY > 0){
- mouseZ = Math.sqrt(R*R - mouseX*mouseX - mouseY*mouseY);
- } else {
- mouseLeftKeyDown = false;
- }
- //转动前向量坐标
- $('#cordX').val(mouseX);
- $('#cordY').val(mouseY);
- $('#cordZ').val(mouseZ);
- } else if(e.which == 3){
- mouseRightKeyDown = true;
- mouseLeftKeyDown = false;
- }
- });
- $('#canvas').mouseup(function(e){
- if(e.which == 1){
- mouseLeftKeyDown = false;
- } else if(e.which == 3){
- mouseRightKeyDown = false;
- }
- });
- $('#canvas').mouseout(function(e){
- mouseLeftKeyDown = false;
- mouseRightKeyDown = false;
- });
- $('#canvas').mousemove(function(e){
- if(mouseLeftKeyDown){//鼠标左键按下
- var X_1 = e.clientX - 0.5*c.width;
- var Y_1 = -(e.clientY - 0.5*c.height);
- if(R*R - X_1*X_1 - Y_1*Y_1 > 0){
- var Z_1 = Math.sqrt(R*R - X_1*X_1 - Y_1*Y_1);
- } else {
- mouseLeftKeyDown = false;
- }
- //转动前向量坐标
- $('#cordX').val(mouseX);
- $('#cordY').val(mouseY);
- $('#cordZ').val(mouseZ);
- //转动后向量坐标
- $('#cordX1').val(X_1);
- $('#cordY1').val(Y_1);
- $('#cordZ1').val(Z_1);
- //先算出转动轴向量
- var axisX = -(Z_1*mouseY-mouseZ*Y_1);
- var axisY = -(X_1*mouseZ-mouseX*Z_1);
- var axisZ = +(Y_1*mouseX-mouseY*X_1);
- //轴向量单位化
- var mod_axis = Math.sqrt(axisX*axisX + axisY*axisY + axisZ*axisZ);
- axisX = axisX/mod_axis;
- axisY = axisY/mod_axis;
- axisZ = axisZ/mod_axis;
- var a1 = mMatrix[0]*axisX + mMatrix[1]*axisY + mMatrix[2]*axisZ + mMatrix[3]*0;
- var a2 = mMatrix[4]*axisX + mMatrix[5]*axisY + mMatrix[6]*axisZ + mMatrix[7]*0;
- var a3 = mMatrix[8]*axisX + mMatrix[9]*axisY + mMatrix[10]*axisZ + mMatrix[11]*0;
- var a4 = mMatrix[12]*axisX + mMatrix[13]*axisY + mMatrix[14]*axisZ + mMatrix[15]*0;
- axisX = a1;
- axisY = a2;
- axisZ = a3;
- //轴向量单位化
- mod_axis = Math.sqrt(axisX*axisX + axisY*axisY + axisZ*axisZ);
- axisX = axisX/mod_axis;
- axisY = axisY/mod_axis;
- axisZ = axisZ/mod_axis;
- //法向坐标
- $('#axisX').val(axisX);
- $('#axisY').val(axisY);
- $('#axisZ').val(axisZ);
- //计算转轴向量和转前向量的点积
- $('#00').val(axisX*mouseX + axisY*mouseY + axisZ*mouseZ);
- //计算转轴向量和转后向量的点积
- $('#01').val(axisX*X_1 + axisY*Y_1 + axisZ*Z_1);
- //再计算转动角弧度
- //a=(x1,y1,z1),b=(x2,y2,z2) a*b=x1x2+y1y2+z1z2 |a|=√(x1^2+y1^2+z1^2).|b|=√(x2^2+y2^2+z2^2)
- //cosθ=a*b/(|a|*|b|) 角θ=arccosθ
- //Math.acos(x) 反余弦函数
- var ab = X_1*mouseX + Y_1*mouseY + Z_1*mouseZ;
- var mod_a = Math.sqrt(X_1*X_1 + Y_1*Y_1 + Z_1*Z_1);
- var mod_b = Math.sqrt(mouseX*mouseX + mouseY*mouseY + mouseZ*mouseZ);
- var cosθ = ab/(mod_a*mod_b);
- var rad = Math.acos(cosθ);
- //转角弧度
- $('#rad').val(rad);
- rotateModel(axisX, axisY, axisZ, rad);
- mouseX = X_1;
- mouseY = Y_1;
- mouseZ = Z_1;
- }
- });
- $('#rotate').click(function(){
- var axisX = $('.axisX').val();
- var axisY = $('.axisY').val();
- var axisZ = $('.axisZ').val();
- var rad = $('.rad').val();
- rad = rad * Math.PI / 180;
- var a1 = mMatrix[0]*axisX + mMatrix[1]*axisY + mMatrix[2]*axisZ + mMatrix[3]*0;
- var a2 = mMatrix[4]*axisX + mMatrix[5]*axisY + mMatrix[6]*axisZ + mMatrix[7]*0;
- var a3 = mMatrix[8]*axisX + mMatrix[9]*axisY + mMatrix[10]*axisZ + mMatrix[11]*0;
- var a4 = mMatrix[12]*axisX + mMatrix[13]*axisY + mMatrix[14]*axisZ + mMatrix[15]*0;
- axisX = a1;
- axisY = a2;
- axisZ = a3;
- //轴向量单位化
- mod_axis = Math.sqrt(axisX*axisX + axisY*axisY + axisZ*axisZ);
- axisX = axisX/mod_axis;
- axisY = axisY/mod_axis;
- axisZ = axisZ/mod_axis;
- rotateModel(axisX, axisY, axisZ, rad);
- });
- /**
- * 模型旋转函数
- * x:旋转轴向量的x轴分量
- * y:旋转轴向量的y轴分量
- * z:旋转轴向量的z轴分量
- * rad:绕旋转轴旋转的弧度
- */
- function rotateModel(x, y, z, rad){
- initGL(gl);
- // 模型旋转6度
- //var rad = 1 * Math.PI / 180;
- // 模型坐标变换矩阵的生成(沿着Y轴旋转)
- //m.rotate(mMatrix, rad, [x, y, z], mMatrix);
- //m.multiply(tmpMatrix, mMatrix, mvpMatrix);
- // mMatrix的逆矩阵
- //m.inverse(mMatrix, invMatrix);
- // 向uniformLocation中传入坐标变换矩阵
- //gl.uniformMatrix4fv(uniLocation[0], false, mvpMatrix);
- //gl.uniformMatrix4fv(uniLocation[1], false, invMatrix);
- // 使用索引进行绘图,画三角面
- //gl.drawElements(gl.TRIANGLES, index.length, gl.UNSIGNED_SHORT, 0);
- drawCoordinates(x, y, z, rad);
- // context刷新
- gl.flush();
- }
- /**
- * 生成着色器的函数
- */
- function create_shader(id){
- // 用来保存着色器的变量
- var shader;
- // 根据id从HTML中获取指定的script标签
- var scriptElement = document.getElementById(id);
- // 如果指定的script标签不存在,则返回
- if(!scriptElement){return;}
- // 判断script标签的type属性
- switch(scriptElement.type){
- // 顶点着色器的时候
- case 'x-shader/x-vertex':
- shader = gl.createShader(gl.VERTEX_SHADER);
- break;
- // 片段着色器的时候
- case 'x-shader/x-fragment':
- shader = gl.createShader(gl.FRAGMENT_SHADER);
- break;
- default :
- return;
- }
- // 将标签中的代码分配给生成的着色器
- gl.shaderSource(shader, scriptElement.text);
- // 编译着色器
- gl.compileShader(shader);
- // 判断一下着色器是否编译成功
- if(gl.getShaderParameter(shader, gl.COMPILE_STATUS)){
- // 编译成功,则返回着色器
- return shader;
- }else{
- // 编译失败,弹出错误消息
- alert(gl.getShaderInfoLog(shader));
- }
- }
- /**
- * 程序对象的生成和着色器连接的函数
- */
- function create_program(vs, fs){
- // 程序对象的生成
- var program = gl.createProgram();
- // 向程序对象里分配着色器
- gl.attachShader(program, vs);
- gl.attachShader(program, fs);
- // 将着色器连接
- gl.linkProgram(program);
- // 判断着色器的连接是否成功
- if(gl.getProgramParameter(program, gl.LINK_STATUS)){
- // 成功的话,将程序对象设置为有效
- gl.useProgram(program);
- // 返回程序对象
- return program;
- }else{
- // 如果失败,弹出错误信息
- alert(gl.getProgramInfoLog(program));
- }
- }
- /**
- * 生成VBO的函数
- */
- function create_vbo(data){
- // 生成缓存对象
- var vbo = gl.createBuffer();
- // 绑定缓存
- gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
- // 向缓存中写入数据
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);
- // 将绑定的缓存设为无效
- gl.bindBuffer(gl.ARRAY_BUFFER, null);
- // 返回生成的VBO
- return vbo;
- }
- /**
- * 绑定VBO相关的函数
- */
- function set_attribute(vbo, attL, attS){
- // 处理从参数中得到的数组
- for(var i in vbo){
- // 绑定缓存
- gl.bindBuffer(gl.ARRAY_BUFFER, vbo[i]);
- // 将attributeLocation设置为有效
- gl.enableVertexAttribArray(attL[i]);
- //通知并添加attributeLocation
- gl.vertexAttribPointer(attL[i], attS[i], gl.FLOAT, false, 0, 0);
- }
- }
- /**
- * IBO的生成函数
- */
- function create_ibo(data){
- // 生成缓存对象
- var ibo = gl.createBuffer();
- // 绑定缓存
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo);
- // 向缓存中写入数据
- gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Int16Array(data), gl.STATIC_DRAW);
- // 将缓存的绑定无效化
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
- // 返回生成的IBO
- return ibo;
- }
- /**
- * 初始化gl
- * */
- function initGL(gl){
- // 设定canvas初始化的颜色
- gl.clearColor(0.0, 0.0, 0.0, 1.0);
- // 设定canvas初始化时候的深度
- gl.clearDepth(1.0);
- // canvas的初始化
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
- // 将深度测试设置为有效
- gl.enable(gl.DEPTH_TEST);
- // 指定一般深度测试的评价方法
- gl.depthFunc(gl.LEQUAL);
- // 将遮挡剔除设置为有效
- gl.enable(gl.CULL_FACE);
- }
- /**
- * bindBuffer
- * */
- function bindBuffer(vertexArray, normalArray, colorArray, indices){
- /**
- * 三角面
- */
- // 生成VBO
- var position_vbo = create_vbo(vertexArray);
- var normal_vbo = create_vbo(normalArray);
- var color_vbo = create_vbo(colorArray);
- // 将VBO进行绑定并添加
- set_attribute([position_vbo, normal_vbo, color_vbo], attLocation, attStride);
- // 生成IBO
- var ibo = create_ibo(indices);
- // IBO进行绑定并添加
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo);
- }
- /**
- * 画坐标系
- **/
- function drawCoordinates(x, y, z, rad){
- /**
- * y轴
- * */
- //空间变换
- mMatrix = m.identity(m.create());
- m.rotate(mMatrix, rad, [x, y, z], mMatrix);
- // 得到mvpMatrix定位坐标矩阵
- m.multiply(tmpMatrix, mMatrix, mvpMatrix);
- // mMatrix的逆矩阵
- m.inverse(mMatrix, invMatrix);
- // 向uniformLocation中传入坐标变换矩阵
- gl.uniformMatrix4fv(uniLocation[0], false, mvpMatrix);
- gl.uniformMatrix4fv(uniLocation[1], false, invMatrix);
- //圆柱模型
- var cylinder = new cylinderGeo(0.03, 0.5, 15);
- var cylinderPositionY = cylinder.vertices;
- var cylinderNormalY = cylinder.normals;
- var cylinderColor = [];
- for(var i=0; i<cylinderPositionY.length/3; i++){
- cylinderColor.push(0.6, 1.0, 0.0, 1.0);
- }
- var cylinderIndexY = cylinder.faces;
- //写缓存绑定vertex-shader
- bindBuffer(cylinderPositionY, cylinderNormalY, cylinderColor, cylinderIndexY);
- // 使用索引进行绘图,画三角面
- gl.drawElements(gl.TRIANGLES, cylinderIndexY.length, gl.UNSIGNED_SHORT, 0);
- //空间变换
- mMatrix = m.identity(m.create());
- m.translate(mMatrix, [0, 0.5, 0], mMatrix);
- m.rotate(mMatrix, rad, [x, y, z], mMatrix);
- // 得到mvpMatrix定位坐标矩阵
- m.multiply(tmpMatrix, mMatrix, mvpMatrix);
- // mMatrix的逆矩阵
- m.inverse(mMatrix, invMatrix);
- // 向uniformLocation中传入坐标变换矩阵
- gl.uniformMatrix4fv(uniLocation[0], false, mvpMatrix);
- gl.uniformMatrix4fv(uniLocation[1], false, invMatrix);
- //圆锥模型
- var cone = new coneGeo(0.05, 0.25, 15);
- var conePositionY = cone.vertices;
- var coneNormalY = cone.normals;
- var coneColorY = [];
- for(var i=0; i<conePositionY.length/3; i++){
- coneColorY.push(0.6, 1.0, 0.0, 1.0);
- }
- var coneIndexY = cone.faces;
- bindBuffer(conePositionY, coneNormalY, coneColorY, coneIndexY);
- // 使用索引进行绘图,画三角面
- gl.drawElements(gl.TRIANGLES, coneIndexY.length, gl.UNSIGNED_SHORT, 0);
- /**
- * x轴
- * */
- //空间变换
- mMatrix = m.identity(m.create());
- m.rotate(mMatrix, -90*Math.PI/180, [0, 0, 1], mMatrix);
- m.rotate(mMatrix, rad, [x, y, z], mMatrix);
- // 得到mvpMatrix定位坐标矩阵
- m.multiply(tmpMatrix, mMatrix, mvpMatrix);
- // mMatrix的逆矩阵
- m.inverse(mMatrix, invMatrix);
- // 向uniformLocation中传入坐标变换矩阵
- gl.uniformMatrix4fv(uniLocation[0], false, mvpMatrix);
- gl.uniformMatrix4fv(uniLocation[1], false, invMatrix);
- //圆柱模型
- var cylinderPositionX = cylinder.vertices;
- var cylinderNormalX = cylinder.normals;
- var cylinderColorX = [];
- for(var i=0; i<cylinderPositionX.length/3; i++){
- cylinderColorX.push(0.6, 0.1, 0.0, 1.0);
- }
- var cylinderIndexX = cylinder.faces;
- //写缓存绑定vertex-shader
- bindBuffer(cylinderPositionX, cylinderNormalX, cylinderColorX, cylinderIndexX);
- // 使用索引进行绘图,画三角面
- gl.drawElements(gl.TRIANGLES, cylinderIndexX.length, gl.UNSIGNED_SHORT, 0);
- //空间变换
- mMatrix = m.identity(m.create());
- m.translate(mMatrix, [0.5, 0, 0], mMatrix);
- m.rotate(mMatrix, -90*Math.PI/180, [0, 0, 1], mMatrix);
- m.rotate(mMatrix, rad, [x, y, z], mMatrix);
- // 得到mvpMatrix定位坐标矩阵
- m.multiply(tmpMatrix, mMatrix, mvpMatrix);
- // mMatrix的逆矩阵
- m.inverse(mMatrix, invMatrix);
- // 向uniformLocation中传入坐标变换矩阵
- gl.uniformMatrix4fv(uniLocation[0], false, mvpMatrix);
- gl.uniformMatrix4fv(uniLocation[1], false, invMatrix);
- //圆锥模型
- var conePositionX = cone.vertices;
- var coneNormalX = cone.normals;
- var coneColorX = [];
- for(var i=0; i<conePositionX.length/3; i++){
- coneColorX.push(0.6, 0.1, 0.0, 1.0);
- }
- var coneIndexX = cone.faces;
- bindBuffer(conePositionX, coneNormalX, coneColorX, coneIndexX);
- // 使用索引进行绘图,画三角面
- gl.drawElements(gl.TRIANGLES, coneIndexX.length, gl.UNSIGNED_SHORT, 0);
- /**
- * z轴
- * */
- //空间变换
- mMatrix = m.identity(m.create());
- m.rotate(mMatrix, 90*Math.PI/180, [1, 0, 0], mMatrix);
- //圆锥姿态
- m.rotate(mMatrix, rad, [x, y, z], mMatrix);
- // 得到mvpMatrix定位坐标矩阵
- m.multiply(tmpMatrix, mMatrix, mvpMatrix);
- // mMatrix的逆矩阵
- m.inverse(mMatrix, invMatrix);
- // 向uniformLocation中传入坐标变换矩阵
- gl.uniformMatrix4fv(uniLocation[0], false, mvpMatrix);
- gl.uniformMatrix4fv(uniLocation[1], false, invMatrix);
- //圆柱模型
- var cylinderPositionZ = cylinder.vertices;
- var cylinderNormalZ = cylinder.normals;
- var cylinderColorZ = [];
- for(var i=0; i<cylinderPositionZ.length/3; i++){
- cylinderColorZ.push(0.0, 0.1, 0.6, 1.0);
- }
- var cylinderIndexZ = cylinder.faces;
- //写缓存绑定vertex-shader
- bindBuffer(cylinderPositionZ, cylinderNormalZ, cylinderColorZ, cylinderIndexZ);
- // 使用索引进行绘图,画三角面
- gl.drawElements(gl.TRIANGLES, cylinderIndexZ.length, gl.UNSIGNED_SHORT, 0);
- //空间变换
- mMatrix = m.identity(m.create());
- m.translate(mMatrix, [0, 0, 0.5], mMatrix);
- m.rotate(mMatrix, 90*Math.PI/180, [1, 0, 0], mMatrix);
- m.rotate(mMatrix, rad, [x, y, z], mMatrix);
- // 得到mvpMatrix定位坐标矩阵
- m.multiply(tmpMatrix, mMatrix, mvpMatrix);
- // mMatrix的逆矩阵
- m.inverse(mMatrix, invMatrix);
- // 向uniformLocation中传入坐标变换矩阵
- gl.uniformMatrix4fv(uniLocation[0], false, mvpMatrix);
- gl.uniformMatrix4fv(uniLocation[1], false, invMatrix);
- //圆锥模型
- var conePositionZ = cone.vertices;
- var coneNormalZ = cone.normals;
- var coneColorZ = [];
- for(var i=0; i<conePositionZ.length/3; i++){
- coneColorZ.push(0.0, 0.1, 0.6, 1.0);
- }
- var coneIndexZ = cone.faces;
- bindBuffer(conePositionZ, coneNormalZ, coneColorZ, coneIndexZ);
- // 使用索引进行绘图,画三角面
- gl.drawElements(gl.TRIANGLES, coneIndexZ.length, gl.UNSIGNED_SHORT, 0);
- }
- };
- </script>
- <script src="polyhedron.js"></script>
- </head>
- <body>
- <canvas id="canvas"></canvas>
- <br/>
- 转动前X坐标:<input id="cordX">转动前Y坐标:<input id="cordY">转动前Z坐标:<input id="cordZ">和转轴的点积:<input id="00">
- <br/>
- 转动后X坐标:<input id="cordX1">转动后Y坐标:<input id="cordY1">转动后Z坐标:<input id="cordZ1">和转轴的点积:<input id="01">
- <br/>
- 旋转轴X坐标分量:<input id="axisX">旋转轴Y坐标分量:<input id="axisY">旋转轴Z坐标分量:<input id="axisZ">
- <br/>
- 旋转角度:<input id="rad">
- <br/>
- ===============================================旋转操作参数===============================================
- <br/>
- 旋转轴X坐标分量:<input class='axisX'>旋转轴Y坐标分量:<input class="axisY">旋转轴Z坐标分量:<input class="axisZ">
- 旋转角度:<input class="rad">
- <button id="rotate">旋转</button>
- </body>
- </html>
以上是渲染场景的html代码,我们先来看一下最终结果,如下图
如图可以看到,我们成功将3个圆柱,3个圆锥绘制到场景中去了,那么这个实现的核心部分在哪里呢,我们来分析一下,其中绘图是采用索引缓存的方式写入的,而和顶点着色器attribute类型的变量进行传值的数组每次绘制一个几何体对象都会被覆写,然后重新写入索引缓存,然后重新gl.drawElements绘制。这就是向一个场景中绘入多个模型的核心思想,每次要写入一个几何体,就重新向顶点着色器的attribute变量传值,重新写入索引缓存,重新绘图,而每次绘图都不会将之前绘制完成的几何体从场景中擦除(这就是增量渲染)。
通过记录这个工程案例,对gl的缓存机制又有新的认识。引用本文请注明出处https://www.cnblogs.com/ccentry/p/9864847.html
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