寫在前面html
建議先閱讀下前面個人三篇文章。web
webgl學習筆記一-繪圖單點canvas
webgl學習筆記三-平移旋轉縮放webgl
下面咱們將講解下如何讓一個正方形動起來~不斷擦除和重繪正方形,而且每次重繪時輕微地改變其角度。this
democode
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Title</title> </head> <script src="../../lib/cuon-matrix.js"></script> <body> <canvas id="canvas" width="200px" height="200px"></canvas> </body> </html>
<script> // 頂點着色器程序 var VSHADER_SOURCE = 'attribute vec4 a_Position;\n' + 'uniform mat4 u_ModelMatrix;\n' + 'void main() {\n' + ' gl_Position = u_ModelMatrix * a_Position;\n' + '}\n'; // 片元着色器程序 var FSHADER_SOURCE = 'void main() {\n' + ' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n' + '}\n'; // Rotation angle (degrees/second) var ANGLE_STEP = 45.0; function main() { // init gl var gl = initCanvas(); // Initialize shaders var shaderProgram = initShader(gl, VSHADER_SOURCE, FSHADER_SOURCE).program; // Write the positions of vertices to a vertex shader var n = initVertexBuffers(gl, shaderProgram); if (n < 0) { console.log('Failed to set the positions of the vertices'); return; } // Specify the color for clearing <canvas> gl.clearColor(0, 0, 0, 1); // Get storage location of u_ModelMatrix var u_ModelMatrix = gl.getUniformLocation(shaderProgram, 'u_ModelMatrix'); if (!u_ModelMatrix) { console.log('Failed to get the storage location of u_ModelMatrix'); return; } // Current rotation angle var currentAngle = 0.0; // Model matrix var modelMatrix = new Matrix4(); // Start drawing var tick = function () { currentAngle = animate(currentAngle); // Update the rotation angle draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix); // Draw the triangle requestAnimationFrame(tick, canvas); // Request that the browser ?calls tick }; tick(); } // init cavas webgl context function initCanvas() { //獲取canvas元素 var canvas = document.getElementById('canvas'); //獲取繪製二維上下文 var gl = canvas.getContext('webgl'); if (!gl) { console.log("Failed"); return null; } return gl; } // init shader function initShader(gl, vshader_source, fshader_source) { //編譯着色器 var vertShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertShader, vshader_source); gl.compileShader(vertShader); var fragShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragShader, fshader_source); gl.compileShader(fragShader); //合併程序 var program = gl.createProgram(); gl.attachShader(program, vertShader); gl.attachShader(program, fragShader); gl.linkProgram(program); gl.useProgram(program); return { program: program } } function initVertexBuffers(gl, shaderProgram) { var vertices = new Float32Array([ -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, -0.5 ]); var n = 4; // The number of vertices // Create a buffer object var vertexBuffer = gl.createBuffer(); if (!vertexBuffer) { console.log('Failed to create the buffer object'); return -1; } // Bind the buffer object to target gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); // Write date into the buffer object gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // Assign the buffer object to a_Position variable var a_Position = gl.getAttribLocation(shaderProgram, 'a_Position'); if (a_Position < 0) { console.log('Failed to get the storage location of a_Position'); return -1; } gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); // Enable the assignment to a_Position variable gl.enableVertexAttribArray(a_Position); return n; } function draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix) { // Set the rotation matrix modelMatrix.setRotate(currentAngle, 0, 0, 1); modelMatrix.translate(0.35, 0, 0); // Pass the rotation matrix to the vertex shader gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements); // Clear <canvas> gl.clear(gl.COLOR_BUFFER_BIT); // Draw the rectangle gl.drawArrays(gl.TRIANGLE_STRIP, 0, n); } // Last time that this function was called var g_last = Date.now(); function animate(angle) { // Calculate the elapsed time var now = Date.now(); var elapsed = now - g_last; g_last = now; // Update the current rotation angle (adjusted by the elapsed time) var newAngle = angle + (ANGLE_STEP * elapsed) / 1000.0; return newAngle %= 360; } main(); </script>