08.缩放

2020-03-20  本文已影响0人  cmd_ts
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顶点着色器需要加上 uniform mat4 u_xformMatrix, 存储缩放因子的坐标矢量。

顶点坐标位置 : gl_Position = u_xformMatrix * a_Position

缩放API : gl.uniformMatrix4fv(u_xformMatrix, false, xformMatrix);

u_xformMatrix : 缩放因子

xformMatrix : 原始坐标

<script type="shader" id="vertex">
        attribute vec4 a_Position;
        uniform mat4 u_xformMatrix;
        void main(){
            gl_PointSize = 2.0;
            gl_Position = a_Position * u_xformMatrix;
        }
</script>

var Sx = 2, Sy = 2, Sz = 1.0;
var xformMatrix = new Float32Array([
    Sx,   0.0,  0.0,  0.0,
    0.0,  Sy,   0.0,  0.0,
    0.0,  0.0,  Sz,   0.0,
    0.0,  0.0,  0.0,  1.0
]);

gl.uniformMatrix4fv(u_xformMatrix, false, xformMatrix);
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <meta http-equiv="X-UA-Compatible" content="ie=edge">
    <title>cmd_webgl_study3</title>
</head>
<body>
<!-- 1.创建webgl标签 -->
<canvas id="webgl" width="500" height="500"></canvas>
<script type="shader" id="vertex">
        attribute vec4 a_Position;
        uniform mat4 u_xformMatrix;
        void main(){
            gl_PointSize = 2.0;
            gl_Position = a_Position * u_xformMatrix;
        }
</script>
<script type="shader" id="fragment">
        precision mediump float;
        uniform vec4 vColor;
        void main(){
            gl_FragColor = vec4(0.0,1.0,0.0,1.0);
        }
    </script>
<script src="./libs/webgl_libs.js"></script>
<script>
    // 2.得到canvas element
    let canvas = document.getElementById('webgl');
    // 3.得到上下文对象 context
    let gl = canvas.getContext('webgl');

    //4.编写顶点着色器源代码、实际绘制的代码,GPU:描述一个顶点的大小、位置(3d坐标) 顶点着色器
    let vertex_shader_source = document.getElementById("vertex").innerHTML;

    //5.片元着色器源代码:描述一个点的颜色 片元着色器
    let fragment_shader_source = document.getElementById("fragment").innerHTML;



    let program = create_program(gl,vertex_shader_source,fragment_shader_source);
    //获取坐标点
    let apos = gl.getAttribLocation(program,'a_Position');
    let u_xformMatrix = gl.getUniformLocation(program, 'u_xformMatrix');

    var test = new Float32Array([
        .5,.3,
        .8,.3
    ]);
    console.log('test:',test);

    let asd = test*2;
    console.log('asd:',asd);

    var Sx = 2, Sy = 2, Sz = 1.0;
    var xformMatrix = new Float32Array([
        Sx,   0.0,  0.0,  0.0,
        0.0,  Sy,   0.0,  0.0,
        0.0,  0.0,  Sz,   0.0,
        0.0,  0.0,  0.0,  1.0
    ]);

    gl.uniformMatrix4fv(u_xformMatrix, false, xformMatrix);

    // 1.创建buf
    let buffer = gl.createBuffer();
    //2.绑定buf
    gl.bindBuffer(gl.ARRAY_BUFFER,buffer);
    //3.
    let data = new Float32Array([
        0.0,0.5,
        -0.5,0.0,
        0.5,0.0
    ]);

    //向缓冲区写入数据
    gl.bufferData(gl.ARRAY_BUFFER,data,gl.STATIC_DRAW);
    //将缓冲区对象分配给a_Position变量
    gl.vertexAttribPointer(apos,2,gl.FLOAT,false,0,0);
    gl.enableVertexAttribArray(apos);

    // 13.设置背景色
    gl.clearColor(1.0,0.0,0.0,1.0);
    gl.clear(gl.COLOR_BUFFER_BIT);
    // 14.绘制
    gl.drawArrays(gl.TRIANGLES,0,3);

</script>
</body>
</html>
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