2022-10-28 webgl操作地球

2022-10-28  本文已影响0人  MrSwilder

一、原理

1.在canvas上鼠标拖拽时,根据距离设置相对于初始化的x和y角度
2.在每一帧绘制时,根据角度生成旋转矩阵,用视图矩阵乘以旋转矩阵

二、效果

20221028_233523.gif

三、代码

<!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>地球</title>
    <style>
        body {
            margin: 0;
            text-align: center;
        }

        #canvas {
            margin: 0;
        }
    </style>
</head>

<body onload="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 src="/lib/helper.js"></script>
<script src="/geometry/SphereGeometry.js"></script>
<script src="/texture/Texture2D.js"></script>
<script>
    //顶点着色器
    var VSHADER_SOURCE = /*glsl*/`
        attribute vec2 a_Uv;
        attribute vec4 a_Position;
        uniform mat4 u_MvpMatrix; 
        varying vec2 v_Uv;
        void main(){ 
           gl_Position = u_MvpMatrix*a_Position;
            v_Uv=a_Uv;
        }`;

    //片元着色器
    var FSHADER_SOURCE = /*glsl*/`
        #ifdef GL_ES
        precision mediump float;
        #endif
        uniform sampler2D u_Texture;
        varying vec2 v_Uv;
        void main(){
        
           gl_FragColor = texture2D(u_Texture,vec2(v_Uv.x,1.0-v_Uv.y));
        // gl_FragColor=vec4(1.0);
        }`;

    //声明js需要的相关变量
    var canvas = document.getElementById("canvas");
    var gl = getWebGLContext(canvas);
     //设置视角矩阵的相关信息(视点,视线,上方向)
    var viewMatrix = new Matrix4();



    //设置透视投影矩阵
    var projMatrix = new Matrix4();
    projMatrix.setPerspective(30, canvas.width / canvas.height, 0.1, 100);

    const rotateViewMatrix=new Matrix4()


    var currentAngle = [0,0]
    async function main() {
        if (!gl) {
            console.log("你的浏览器不支持WebGL");
            return;
        }

        const program=createProgram(gl,VSHADER_SOURCE,FSHADER_SOURCE)

        if(!program){
            console.error('创建着色器程序失败')
            return
        }

        gl.program=program
        gl.useProgram(program)

        getVariableLocation()

        //绘制球形
        const sphereGeometry=new SphereGeometry(gl,1,30,30)
        const sphere= sphereGeometry.create()
        //绘制纹理
        const texture=Texture2D.initTexture(gl,'./image/earth.jpg', 0)
        //设置底色
        gl.clearColor(0.0, 0.0, 0.0, 1.0);
       
        var tick = function () {
            viewMatrix.setLookAt(0, 0, 5, 0, 0, 0, 0, 1, 0);
            rotateViewMatrix.setRotate(currentAngle[1],1,0,0)
            rotateViewMatrix.rotate(currentAngle[0],0,1,0)
            viewMatrix.multiply(rotateViewMatrix)

            draw(gl, sphere)
            requestAnimationFrame(tick)
        }
        tick()
        

        registerMouseEvent()
    }

    /**
     * 
     * 注册鼠标事件
     * */
    function registerMouseEvent(){
        //是否按下
        let isDown=false
        let last_X=0,last_Y=0
        canvas.onmousedown=function(e){
            //获取当前鼠标位置
            const x=e.clientX,y=e.clientY
            //获取canvas边界范围
            const bound=e.target.getBoundingClientRect()

            if(bound.left<x&&bound.right>x&&bound.top<y&&bound.bottom>y){

                last_X=x
                last_Y=y
                isDown=true
            }   
           
        }

        canvas.onmousemove=function(e){
            // console.log('鼠标移动',e)
            const x=e.clientX,y=e.clientY
            if(isDown){
               
                const offset_X=x-last_X
                const offset_Y=y-last_Y
                currentAngle[0]+=offset_X/10
                currentAngle[1]+=offset_Y/10
        
             

            }
            last_X=x
            last_Y=y
        }


        canvas.onmouseup=function(e){
            isDown=false
           
        }
    }

    function draw(gl, sphere) {
       

        //设置模型矩阵的相关信息
        var modelMatrix = new Matrix4();

        var mvpMatrix=new Matrix4()
        mvpMatrix.set(projMatrix)
       
        mvpMatrix.multiply(viewMatrix.multiply(modelMatrix));


        //将试图矩阵传给u_ViewMatrix变量
        gl.uniformMatrix4fv(gl.program.mvpMatrix, false, mvpMatrix.elements);

        //开启隐藏面清除
        gl.enable(gl.DEPTH_TEST);

        //清空颜色和深度缓冲区
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

        const length=sphere.length

        //绘制图形
        gl.drawElements(gl.TRIANGLES, length, gl.UNSIGNED_SHORT, 0);



    }





</script>

</html>
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