<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <title>Title</title> <style> body { margin: 0; text-align: center; } #canvas { margin: 0; } </style> </head> <body οnlοad="main()"> <canvas id="canvas" height="800" width="1200"></canvas> </body> <script src="lib/webgl-utils.js"></script> <script src="lib/webgl-debug.js"></script> <script src="lib/cuon-utils.js"></script> <script src="lib/cuon-matrix.js"></script> <script> //頂點着色器 var VSHADER_SOURCE = "" + "attribute vec4 a_Position;\n" + "attribute vec4 a_Color;\n" + "uniform mat4 u_ModelViewMatrix;\n" + "varying vec4 v_Color;\n" + "void main(){" + " gl_Position = u_ModelViewMatrix * a_Position;\n" + " v_Color = a_Color;\n" + "}\n"; //片元着色器 var FSHADER_SOURCE = "" + "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n" + "varying vec4 v_Color;\n" + "void main(){" + " gl_FragColor = v_Color;\n" + "}\n"; //聲明js須要的相關變量 var canvas = document.getElementById("canvas"); var gl = getWebGLContext(canvas); function main() { if (!gl) { console.log("你的瀏覽器不支持WebGL"); return; } //初始化着色器 if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) { console.log("沒法初始化着色器"); return; } var n = initVertexBuffers(gl); if (n < 0) { console.log("沒法建立緩衝區"); return; } //設置視角矩陣的相關信息 var u_ModelViewMatrix = gl.getUniformLocation(gl.program, "u_ModelViewMatrix"); if (u_ModelViewMatrix < 0) { console.log("沒法獲取矩陣變量的存儲位置"); return; } //設置底色 gl.clearColor(0.0, 0.0, 0.0, 1.0); //進入場景初始化 draw(gl, n, u_ModelViewMatrix); } function draw(gl, n, u_ModelViewMatrix) { //設置視角矩陣的相關信息(視點,視線,上方向) var viewMatrix = new Matrix4(); viewMatrix.setLookAt(3,3,7,0,0,0,0,1,0); //設置模型矩陣的相關信息 var modelMatrix = new Matrix4(); modelMatrix.setRotate(0, 0, 0, 1); //設置透視投影矩陣 var projMatrix = new Matrix4(); projMatrix.setPerspective(30,canvas.width/canvas.height,1,100); //計算出模型視圖矩陣 viewMatrix.multiply(modelMatrix)至關於在着色器裏面u_ViewMatrix * u_ModelMatrix var modeViewMatrix = projMatrix.multiply(viewMatrix.multiply(modelMatrix)); //將試圖矩陣傳給u_ViewMatrix變量 gl.uniformMatrix4fv(u_ModelViewMatrix, false, modeViewMatrix.elements); //開啓隱藏面清除 gl.enable(gl.DEPTH_TEST); //清空顏色和深度緩衝區 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); //繪製圖形 gl.drawElements(gl.TRIANGLES,n,gl.UNSIGNED_BYTE,0); } function initVertexBuffers(gl) { // 建立一個立方體 // v6----- v5 // /| /| // v1------v0| // | | | | // | |v7---|-|v4 // |/ |/ // v2------v3 var verticesColors = new Float32Array([ // 設置頂點和顏色(偷的頂點代碼位置) 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, // v0 White -1.0, 1.0, 1.0, 1.0, 0.0, 1.0, // v1 Magenta -1.0, -1.0, 1.0, 1.0, 0.0, 0.0, // v2 Red 1.0, -1.0, 1.0, 1.0, 1.0, 0.0, // v3 Yellow 1.0, -1.0, -1.0, 0.0, 1.0, 0.0, // v4 Green 1.0, 1.0, -1.0, 0.0, 1.0, 1.0, // v5 Cyan -1.0, 1.0, -1.0, 0.0, 0.0, 1.0, // v6 Blue -1.0, -1.0, -1.0, 0.0, 0.0, 0.0 // v7 Black ]); //頂點索引 var indices = new Uint8Array([ 0, 1, 2, 0, 2, 3, // 前 0, 3, 4, 0, 4, 5, // 右 0, 5, 6, 0, 6, 1, // 上 1, 6, 7, 1, 7, 2, // 左 7, 4, 3, 7, 3, 2, // 下 4, 7, 6, 4, 6, 5 // 後 ]); //建立緩衝區對象 var vertexColorBuffer = gl.createBuffer(); var indexBuffer = gl.createBuffer(); if (!vertexColorBuffer || !indexBuffer) { console.log("沒法建立緩衝區對象"); return -1; } //綁定緩衝區對象並寫入數據 gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer); gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW); //獲取數組中一個元素所佔的字節數 var fsize = verticesColors.BYTES_PER_ELEMENT; //獲取頂點位置變量位置 var a_Position = gl.getAttribLocation(gl.program, "a_Position"); if (a_Position < 0) { console.log("沒法獲取頂點位置的存儲變量"); return -1; } //對位置的頂點數據進行分配,並開啓 gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, fsize * 6, 0); gl.enableVertexAttribArray(a_Position); //獲取頂點顏色的變量 var a_Color = gl.getAttribLocation(gl.program, "a_Color"); if (a_Color < 0) { console.log("沒法獲取頂點位置的存儲變量"); return -1; } //對位置的頂點數據進行分配,並開啓 gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, fsize * 6, fsize * 3); gl.enableVertexAttribArray(a_Color); //將頂點索引數據寫入緩衝區對象 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,indices,gl.STATIC_DRAW); return indices.length; } </script> </html>