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WebGL自学教程——WebGL示例:6. 第一个三维的物体:立方体

2011-10-23 19:59 525 查看
 
6. 第一个三维的物体:立方体
 

    前面几章都在讲二维的三角形,本章开始接触真正的3D物体。我们从一个简单的立方体开始。

    立方体有六个面;每个面分为两个三角形,每个三角形3个顶点;就是说,每个面需要6个顶点才能绘画出来,而一个立方体总共需要36个顶点。但是,实际上,立方体的顶点只有8个。在表达立方体的36个顶点当中,有很多是重复的。这造成了严重的内存的浪费。我们可以使用元素索引数组来改善这种情况,不过这是下一章的内容。本章暂时就直接使用24个顶点数据。为了WebGL能够分清立方体的里面和外面,我们对组成六个面的三角形使用相同的绕向:顺时针。由于总共有36个顶点要绘画,所以在调用WebGL函数drawArrays时,第三个参数要修改为36,而不是前几章中的3。

    注:在WebGL的3D坐标系中的,x轴向右为正向,y轴向上为正向,z轴垂直于屏幕、以指向观察者的方向为正向。

    我们保留前章中的贴图和按键控制旋转的功能,并扩展了按键控制:增加对上、下按键的响应处理(绕x轴旋转),并且,上下键和左右键可同时按下、同时生效。

    我们需要改变原先的贴图方法,因为立方体的六个面到图片的映射已经不再是简单的2D坐标变换。我们当然可以使用3D纹理,但这是后面章节的内容。现在,我只是演示如何使用2D纹理,将图像贴到立方体上。在着色器中,我们无法直接判断所处理的顶点来自哪个面,那我们就告诉它,通过顶点属性;或者,我们直接通过顶点属性,指定每个顶点的纹理坐标。本章示例中,使用的是后者。具体点,就是在顶点着色器中定义的一个vec2类型的属性变量v2CubeTexST。

完整代码如下:

<html>

<head>

<meta http-equiv="content-type" content="text/html; charset=gb2312">

<script type="text/javascript" src="glMatrix-0.9.5.js"></script>

<script id="shader-vs" type="x-shader/x-vertex">

attribute vec3 v3Position;
attribute vec2 v2CubeTexST;

uniform mat4 um4Rotate;

varying vec2 v_texCoord;

void main(void)

{

    v_texCoord = vec2((v2CubeTexST.x+1.0)/2.0, 1.0-(v2CubeTexST.y+1.0)/2.0);

    gl_Position = um4Rotate * vec4(v3Position, 1.0);

}

</script>

<script id="shader-fs" type="x-shader/x-fragment">

#ifdef GL_FRAGMENT_PRECISION_HIGH

    precision highp float;

#else

    precision mediump float;

#endif

uniform sampler2D s_texture;

varying vec2 v_texCoord;

void main(void)

{

    gl_FragColor = texture2D(s_texture, v_texCoord);

}

</script>

<script>

function ShaderSourceFromScript(scriptID)

{

    var shaderScript = document.getElementById(scriptID);

    if (shaderScript == null) return "";

    var sourceCode = "";

    var child = shaderScript.firstChild;

    while (child)

    {

        if (child.nodeType == child.TEXT_NODE ) sourceCode += child.textContent;

        child = child.nextSibling;

    }

    return sourceCode;

}

var webgl = null;

var vertexShaderObject = null;

var fragmentShaderObject = null;

var programObject = null;

var cubeBuffer = null;

var v3PositionIndex = 0;

var textureObject = null;

var samplerIndex = -1;

var interval = 300;

var angle = 0;

var um4RotateIndex = -1;

var leftKeyDown = false;

var rightKeyDown = false;
var cubeTexSTBuffer = null;

var cubeTexSTIndex = 1;

var angleX = 0;

var upKeyDown = false;

var downKeyDown = false;

function LoadData()

{

    var jsCubeData = [

        //前

        0.5, 0.5, 0.5, 

        0.5, -0.5, 0.5, 

        -0.5, -0.5, 0.5, 

  

        -0.5, -0.5, 0.5, 

        -0.5, 0.5, 0.5,

        0.5, 0.5, 0.5, 

  

        //后

        0.5, 0.5, -0.5,

        -0.5, 0.5, -0.5,

        -0.5, -0.5, -0.5,

  

        -0.5, -0.5, -0.5,

        0.5, -0.5, -0.5, 

        0.5, 0.5, -0.5, 

  

        //左

        -0.5, 0.5, 0.5,

        -0.5, -0.5, 0.5, 

        -0.5, -0.5, -0.5, 

  

        -0.5, -0.5, -0.5, 

        -0.5, 0.5, -0.5,

        -0.5, 0.5, 0.5,

  

        //右

        0.5, 0.5, -0.5, 

        0.5, -0.5, -0.5, 

        0.5, -0.5, 0.5, 

  

        0.5, -0.5, 0.5, 

        0.5, 0.5, 0.5, 

        0.5, 0.5, -0.5, 

  

        //上

        0.5, 0.5, -0.5, 

        0.5, 0.5, 0.5, 

        -0.5, 0.5, 0.5,

  

        -0.5, 0.5, 0.5,

        -0.5, 0.5, -0.5,

        0.5, 0.5, -0.5, 

  

        //下

        0.5, -0.5, 0.5, 

        0.5, -0.5, -0.5, 

        -0.5, -0.5, -0.5, 

  

        -0.5, -0.5, -0.5, 

        -0.5, -0.5, 0.5, 

        0.5, -0.5, 0.5

    ];

    cubeBuffer = webgl.createBuffer();

    webgl.bindBuffer(webgl.ARRAY_BUFFER, cubeBuffer);

    webgl.bufferData(webgl.ARRAY_BUFFER, new Float32Array(jsCubeData), webgl.STATIC_DRAW);

    var jsCubeTexST = [

        //前

        0.5, 0.5, 

        0.5, -0.5,

        -0.5, -0.5,

  

        -0.5, -0.5,

        -0.5, 0.5,

        0.5, 0.5,

  

        //后

        0.5, 0.5,

        -0.5, 0.5,

        -0.5, -0.5,

  

        -0.5, -0.5,

        0.5, -0.5,

        0.5, 0.5,

  

        //左

        0.5, 0.5,

        -0.5, 0.5, 

        -0.5, -0.5, 

  

        -0.5, -0.5, 

        0.5, -0.5,

        0.5, 0.5,

  

        //右

        0.5, -0.5, 

        -0.5, -0.5, 

        -0.5, 0.5, 

  

        -0.5, 0.5, 

        0.5, 0.5, 

        0.5, -0.5, 

  

        //上

        0.5, -0.5, 

        0.5, 0.5, 

        -0.5, 0.5,

  

        -0.5, 0.5,

        -0.5, -0.5,

        0.5, -0.5, 

  

        //下

        0.5, 0.5, 

        0.5, -0.5, 

        -0.5, -0.5, 

  

        -0.5, -0.5, 

        -0.5, 0.5, 

        0.5, 0.5

    ];

    cubeTexSTBuffer = webgl.createBuffer();

    webgl.bindBuffer(webgl.ARRAY_BUFFER, cubeTexSTBuffer);

    webgl.bufferData(webgl.ARRAY_BUFFER, new Float32Array(jsCubeTexST), webgl.STATIC_DRAW);

 

 

    textureObject = webgl.createTexture();

    webgl.bindTexture(webgl.TEXTURE_2D, textureObject);

    var img = document.getElementById('myTexture');

    webgl.texImage2D(webgl.TEXTURE_2D, 0, webgl.RGB, webgl.RGB, webgl.UNSIGNED_BYTE, img);

 

    return 0;

}

function RenderScene()

{

    webgl.clearColor(0.0, 0.0, 0.0, 1.0);

    webgl.clear(webgl.COLOR_BUFFER_BIT);

    webgl.bindBuffer(webgl.ARRAY_BUFFER, cubeBuffer);

    webgl.enableVertexAttribArray(v3PositionIndex);

    webgl.vertexAttribPointer(v3PositionIndex, 3, webgl.FLOAT, false, 0, 0);

    webgl.bindBuffer(webgl.ARRAY_BUFFER, cubeTexSTBuffer);

    webgl.enableVertexAttribArray(cubeTexSTIndex);

    webgl.vertexAttribPointer(cubeTexSTIndex, 2, webgl.FLOAT, false, 0, 0);

 

    webgl.texParameteri(webgl.TEXTURE_2D, webgl.TEXTURE_MIN_FILTER, webgl.NEAREST);

    webgl.texParameteri(webgl.TEXTURE_2D, webgl.TEXTURE_MAG_FILTER, webgl.NEAREST);

    webgl.texParameteri(webgl.TEXTURE_2D, webgl.TEXTURE_WRAP_S, webgl.CLAMP_TO_EDGE);

    webgl.texParameteri(webgl.TEXTURE_2D, webgl.TEXTURE_WRAP_T, webgl.CLAMP_TO_EDGE);

    webgl.activeTexture(webgl.TEXTURE0);

    webgl.bindTexture(webgl.TEXTURE_2D, textureObject);

    webgl.uniform1i(samplerIndex, 0);

 

    var m4Rotate = mat4.create();

    mat4.identity(m4Rotate);

    mat4.rotateZ(m4Rotate, angle*Math.PI/180);

    mat4.rotateX(m4Rotate, angleX*Math.PI/180);

    webgl.uniformMatrix4fv(um4RotateIndex, false, m4Rotate);

    webgl.drawArrays(webgl.TRIANGLES, 0, 36);

}

function RotateTriangle()

{

    if(leftKeyDown) angle += 10;

    if(rightKeyDown) angle -= 10;

    if(angle >= 360) angle -= 360;

    if(angle < 0) angle += 360;

 

    if(upKeyDown) angleX += 10;

    if(downKeyDown) angleX -= 10;

    if(angleX >= 360) angleX -= 360;

    if(angleX < 0) angleX += 360;

    RenderScene();

}

document.onkeydown = function(e)

{

    if(e.keyCode == 37) leftKeyDown = true;

    if(e.keyCode == 39) rightKeyDown = true;

    if(e.keyCode == 38) upKeyDown = true;

    if(e.keyCode == 40) downKeyDown = true;

}

document.onkeyup = function(e)

{

    if(e.keyCode == 37) leftKeyDown = false;

    if(e.keyCode == 39) rightKeyDown = false;

    if(e.keyCode == 38) upKeyDown = false;

    if(e.keyCode == 40) downKeyDown = false;

}

function Init()

{

    var myCanvasObject = document.getElementById('myCanvas');

    webgl = myCanvasObject.getContext("experimental-webgl");

    webgl.viewport(0, 0, myCanvasObject.clientWidth, myCanvasObject.clientHeight);

    vertexShaderObject = webgl.createShader(webgl.VERTEX_SHADER);

    fragmentShaderObject = webgl.createShader(webgl.FRAGMENT_SHADER);

    webgl.shaderSource(vertexShaderObject, ShaderSourceFromScript("shader-vs"));

    webgl.shaderSource(fragmentShaderObject, ShaderSourceFromScript("shader-fs"));

    webgl.compileShader(vertexShaderObject);

    webgl.compileShader(fragmentShaderObject);

    if(!webgl.getShaderParameter(vertexShaderObject, webgl.COMPILE_STATUS)){alert(webgl.getShaderInfoLog(vertexShaderObject));return;}

    if(!webgl.getShaderParameter(fragmentShaderObject, webgl.COMPILE_STATUS)){alert(webgl.getShaderInfoLog(fragmentShaderObject));return;}

    programObject = webgl.createProgram();

    webgl.attachShader(programObject, vertexShaderObject);

    webgl.attachShader(programObject, fragmentShaderObject);

    webgl.bindAttribLocation(programObject, v3PositionIndex, "v3Position");

    webgl.bindAttribLocation(programObject, cubeTexSTIndex, "v2CubeTexST");

    webgl.linkProgram(programObject);

    if(!webgl.getProgramParameter(programObject, webgl.LINK_STATUS)){alert(webgl.getProgramInfoLog(programObject));return;}

    samplerIndex = webgl.getUniformLocation(programObject, "s_texture");

    um4RotateIndex = webgl.getUniformLocation(programObject, "um4Rotate");

    webgl.useProgram(programObject);

    if(LoadData() != 0){alert("error:LoadData()!");return;}

    window.setInterval("RotateTriangle()", interval);

}

</script>

</head>

<body onload='Init()'>

<canvas id="myCanvas" style="border:1px solid red;" width='600px' height='450px'></canvas>

<img id="myTexture" src='texture.bmp'>

</body>

</html>

    运行看看,厄,虽然程序上没有问题,但旋转起来之后,感觉怪怪的,因为我们分不清立方体的这个面和那个面。这是因为我们没有使用深度测试,导致本该被遮挡的内容被绘画到了前面。于是,我修改了一下代码:

<html>

<head>

<meta http-equiv="content-type" content="text/html; charset=gb2312">

<script type="text/javascript" src="glMatrix-0.9.5.js"></script>

<script id="shader-vs" type="x-shader/x-vertex">

attribute vec3 v3Position;

attribute vec2 v2CubeTexST;

uniform mat4 um4Rotate;

varying vec2 v_texCoord;

void main(void)

{

    v_texCoord = vec2((v2CubeTexST.x+1.0)/2.0, 1.0-(v2CubeTexST.y+1.0)/2.0);

    gl_Position = um4Rotate * vec4(v3Position, 1.0);

}

</script>

<script id="shader-fs" type="x-shader/x-fragment">

#ifdef GL_FRAGMENT_PRECISION_HIGH

    precision highp float;

#else

    precision mediump float;

#endif

uniform sampler2D s_texture;

varying vec2 v_texCoord;

void main(void)

{

    gl_FragColor = texture2D(s_texture, v_texCoord);

}

</script>

<script>

function ShaderSourceFromScript(scriptID)

{

    var shaderScript = document.getElementById(scriptID);

    if (shaderScript == null) return "";

    var sourceCode = "";

    var child = shaderScript.firstChild;

    while (child)

    {

        if (child.nodeType == child.TEXT_NODE ) sourceCode += child.textContent;

        child = child.nextSibling;

    }

    return sourceCode;

}

var webgl = null;

var vertexShaderObject = null;

var fragmentShaderObject = null;

var programObject = null;

var cubeBuffer = null;

var v3PositionIndex = 0;

var textureObject = null;

var samplerIndex = -1;

var interval = 300;

var angle = 0;

var um4RotateIndex = -1;

var leftKeyDown = false;

var rightKeyDown = false;

var cubeTexSTBuffer = null;

var cubeTexSTIndex = 1;

var angleX = 0;

var upKeyDown = false;

var downKeyDown = false;

function LoadData()

{

    var jsCubeData = [

        //前

        0.5, 0.5, 0.5,

        0.5, -0.5, 0.5,

        -0.5, -0.5, 0.5,

 

        -0.5, -0.5, 0.5,

        -0.5, 0.5, 0.5,

        0.5, 0.5, 0.5,

 

        //后

        0.5, 0.5, -0.5,

        -0.5, 0.5, -0.5,

        -0.5, -0.5, -0.5,

 

        -0.5, -0.5, -0.5,

        0.5, -0.5, -0.5,

        0.5, 0.5, -0.5,

 

        //左

        -0.5, 0.5, 0.5,

        -0.5, -0.5, 0.5,

        -0.5, -0.5, -0.5,

 

        -0.5, -0.5, -0.5,

        -0.5, 0.5, -0.5,

        -0.5, 0.5, 0.5,

 

        //右

        0.5, 0.5, -0.5,

        0.5, -0.5, -0.5,

        0.5, -0.5, 0.5,

 

        0.5, -0.5, 0.5,

        0.5, 0.5, 0.5,

        0.5, 0.5, -0.5,

 

        //上

        0.5, 0.5, -0.5,

        0.5, 0.5, 0.5,

        -0.5, 0.5, 0.5,

 

        -0.5, 0.5, 0.5,

        -0.5, 0.5, -0.5,

        0.5, 0.5, -0.5,

 

        //下

        0.5, -0.5, 0.5,

        0.5, -0.5, -0.5,

        -0.5, -0.5, -0.5,

 

        -0.5, -0.5, -0.5,

        -0.5, -0.5, 0.5,

        0.5, -0.5, 0.5

    ];

    cubeBuffer = webgl.createBuffer();

    webgl.bindBuffer(webgl.ARRAY_BUFFER, cubeBuffer);

    webgl.bufferData(webgl.ARRAY_BUFFER, new Float32Array(jsCubeData), webgl.STATIC_DRAW);

    var jsCubeTexST = [

        //前

        0.5, 0.5,

        0.5, -0.5,

        -0.5, -0.5,

 

        -0.5, -0.5,

        -0.5, 0.5,

        0.5, 0.5,

 

        //后

        0.5, 0.5,

        -0.5, 0.5,

        -0.5, -0.5,

 

        -0.5, -0.5,

        0.5, -0.5,

        0.5, 0.5,

 

        //左

        0.5, 0.5,

        -0.5, 0.5,

        -0.5, -0.5,

 

        -0.5, -0.5,

        0.5, -0.5,

        0.5, 0.5,

 

        //右

        0.5, -0.5,

        -0.5, -0.5,

        -0.5, 0.5,

 

        -0.5, 0.5,

        0.5, 0.5,

        0.5, -0.5,

 

        //上

        0.5, -0.5,

        0.5, 0.5,

        -0.5, 0.5,

 

        -0.5, 0.5,

        -0.5, -0.5,

        0.5, -0.5,

 

        //下

        0.5, 0.5,

        0.5, -0.5,

        -0.5, -0.5,

 

        -0.5, -0.5,

        -0.5, 0.5,

        0.5, 0.5

    ];

    cubeTexSTBuffer = webgl.createBuffer();

    webgl.bindBuffer(webgl.ARRAY_BUFFER, cubeTexSTBuffer);

    webgl.bufferData(webgl.ARRAY_BUFFER, new Float32Array(jsCubeTexST), webgl.STATIC_DRAW);

 

 

    textureObject = webgl.createTexture();

    webgl.bindTexture(webgl.TEXTURE_2D, textureObject);

    var img = document.getElementById('myTexture');

    webgl.texImage2D(webgl.TEXTURE_2D, 0, webgl.RGB, webgl.RGB, webgl.UNSIGNED_BYTE, img);

 

    return 0;

}

function RenderScene()

{

    webgl.clearColor(0.0, 0.0, 0.0, 1.0);

    webgl.clearDepth(1.0);

    webgl.clear(webgl.COLOR_BUFFER_BIT | webgl.DEPTH_BUFFER_BIT);

   

    webgl.bindBuffer(webgl.ARRAY_BUFFER, cubeTexSTBuffer);

    webgl.enableVertexAttribArray(cubeTexSTIndex);

    webgl.vertexAttribPointer(cubeTexSTIndex, 2, webgl.FLOAT, false, 0, 0);

 

    webgl.texParameteri(webgl.TEXTURE_2D, webgl.TEXTURE_MIN_FILTER, webgl.NEAREST);

    webgl.texParameteri(webgl.TEXTURE_2D, webgl.TEXTURE_MAG_FILTER, webgl.NEAREST);

    webgl.texParameteri(webgl.TEXTURE_2D, webgl.TEXTURE_WRAP_S, webgl.CLAMP_TO_EDGE);

    webgl.texParameteri(webgl.TEXTURE_2D, webgl.TEXTURE_WRAP_T, webgl.CLAMP_TO_EDGE);

    webgl.activeTexture(webgl.TEXTURE0);

    webgl.bindTexture(webgl.TEXTURE_2D, textureObject);

    webgl.uniform1i(samplerIndex, 0);

    var m4Rotate = mat4.create();

    mat4.identity(m4Rotate);

    mat4.rotateZ(m4Rotate, angle*Math.PI/180);

    mat4.rotateX(m4Rotate, angleX*Math.PI/180);

    webgl.uniformMatrix4fv(um4RotateIndex, false, m4Rotate);

   

    webgl.enable(webgl.DEPTH_TEST);

    webgl.frontFace(webgl.CW);

    webgl.bindBuffer(webgl.ARRAY_BUFFER, cubeBuffer);

    webgl.enableVertexAttribArray(v3PositionIndex);

    webgl.vertexAttribPointer(v3PositionIndex, 3, webgl.FLOAT, false, 0, 0);

   

    webgl.drawArrays(webgl.TRIANGLES, 0, 36);

}

function RotateTriangle()

{

    if(leftKeyDown) angle += 10;

    if(rightKeyDown) angle -= 10;

    if(angle >= 360) angle -= 360;

    if(angle < 0) angle += 360;

 

    if(upKeyDown) angleX += 10;

    if(downKeyDown) angleX -= 10;

    if(angleX >= 360) angleX -= 360;

    if(angleX < 0) angleX += 360;

    RenderScene();

}

document.onkeydown = function(e)

{

    if(e.keyCode == 37) leftKeyDown = true;

    if(e.keyCode == 39) rightKeyDown = true;

    if(e.keyCode == 38) upKeyDown = true;

    if(e.keyCode == 40) downKeyDown = true;

}

document.onkeyup = function(e)

{

    if(e.keyCode == 37) leftKeyDown = false;

    if(e.keyCode == 39) rightKeyDown = false;

    if(e.keyCode == 38) upKeyDown = false;

    if(e.keyCode == 40) downKeyDown = false;

}

function Init()

{

    var myCanvasObject = document.getElementById('myCanvas');

    webgl = myCanvasObject.getContext("experimental-webgl");

    webgl.viewport(0, 0, myCanvasObject.clientWidth, myCanvasObject.clientHeight);

    vertexShaderObject = webgl.createShader(webgl.VERTEX_SHADER);

    fragmentShaderObject = webgl.createShader(webgl.FRAGMENT_SHADER);

    webgl.shaderSource(vertexShaderObject, ShaderSourceFromScript("shader-vs"));

    webgl.shaderSource(fragmentShaderObject, ShaderSourceFromScript("shader-fs"));

    webgl.compileShader(vertexShaderObject);

    webgl.compileShader(fragmentShaderObject);

    if(!webgl.getShaderParameter(vertexShaderObject, webgl.COMPILE_STATUS)){alert(webgl.getShaderInfoLog(vertexShaderObject));return;}

    if(!webgl.getShaderParameter(fragmentShaderObject, webgl.COMPILE_STATUS)){alert(webgl.getShaderInfoLog(fragmentShaderObject));return;}

    programObject = webgl.createProgram();

    webgl.attachShader(programObject, vertexShaderObject);

    webgl.attachShader(programObject, fragmentShaderObject);

    webgl.bindAttribLocation(programObject, v3PositionIndex, "v3Position");

    webgl.bindAttribLocation(programObject, cubeTexSTIndex, "v2CubeTexST");

    webgl.linkProgram(programObject);

    if(!webgl.getProgramParameter(programObject, webgl.LINK_STATUS)){alert(webgl.getProgramInfoLog(programObject));return;}

    samplerIndex = webgl.getUniformLocation(programObject, "s_texture");

    um4RotateIndex = webgl.getUniformLocation(programObject, "um4Rotate");

    webgl.useProgram(programObject);

    if(LoadData() != 0){alert("error:LoadData()!");return;}

    window.setInterval("RotateTriangle()", interval);

}

</script>

</head>

<body onload='Init()'>

<canvas id="myCanvas" style="border:1px solid red;" width='600px' height='450px'></canvas>

<img id="myTexture" src='texture.bmp'>

</body>

</html>

    现在,运行起来之后,虽然还是有点分不清立方体的面,但这是贴图的原因,也能凑合着看。如果你不愿意凑合着看,可以自行将立方体的12条边画出来。
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