所以,这是在不使用矩阵变换的情况下尝试旋转三角形的结果,我的任务需要将浮点数传递给顶点着色器,然后在着色器中进行转换数学运算。
我使用旋转顶点
uPosition.x = (cos(fRotation)*uPosition.x)-(sin(fRotation)*uPosition.y);
uPosition.y = (cos(fRotation)*uPosition.y)+(sin(fRotation)*uPosition.x);
从我所看到的任何地方都可以执行与矩阵相同的数学运算,但我不想使用矩阵来执行它。
Webgl 代码下方的完整代码:
var gl;
var points;
var colours;
var fRotation;
var program;
window.onload = function init()
{
canvas = document.getElementById( "gl-canvas" );
gl = WebGLUtils.setupWebGL( canvas );
if ( !gl ) { alert( "WebGL isn't available" ); }
fRotation = 1;
//
// Initialize our data for the Triangle
//
// First, initialize the corners of our triangle with three points.
points = [
vec2( 0, 0.6 ),
vec2( -0.5, -0.3 ),
vec2( 0.5, -0.3 )
];
//Next, initialize the colours for each corner in Red,Green,Blue
colours = [
vec3( 1, 0,0 ),
vec3( 0, 1,0 ),
vec3( 0, 0,1 )
];
//
// Configure WebGL
//
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
// Load shaders and initialize attribute buffers
program = initShaders( gl, vBasicShaderCode,
fBasicShaderCode );
gl.useProgram( program );
// Load the positional data into the GPU
var posBufferId = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, posBufferId );
gl.bufferData( gl.ARRAY_BUFFER, flatten(points), gl.STATIC_DRAW );
// Associate out shader variables with our data buffer
var vPos = gl.getAttribLocation( program, "aPosition" );
gl.vertexAttribPointer( vPos, 2, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vPos );
// Load the colour data into the GPU
var colBufferId = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, colBufferId );
gl.bufferData( gl.ARRAY_BUFFER, flatten(colours), gl.STATIC_DRAW );
// Associate out shader variables with our data buffer
var vCol = gl.getAttribLocation( program, "aColour" );
gl.vertexAttribPointer( vCol, 3, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vCol );
render();
};
function render()
{
gl.uniform1f(gl.getUniformLocation(program, "fRotation"), fRotation );
gl.clear( gl.COLOR_BUFFER_BIT );
gl.drawArrays( gl.TRIANGLES, 0, 3 ); //Draw a single triangle (3 points)
fRotation += 0.1;
}
顶点着色器
var vBasicShaderCode =`
attribute vec2 aPosition;
attribute vec3 aColour;
uniform float fRotation;
varying vec3 vColour;
void
main()
{
vColour=aColour;
vec2 uPosition = vec2(0.0,0.0);
//translate
uPosition.x = aPosition.x;
uPosition.y = aPosition.y;
uPosition.x = (cos(fRotation)*uPosition.x)-(sin(fRotation)*uPosition.y);
uPosition.y = (cos(fRotation)*uPosition.y)+(sin(fRotation)*uPosition.x);
gl_Position = vec4(uPosition.x,uPosition.y,0.0,1.0);
}`;
您正在更改uPosition.x
着色器代码中的变量,然后再将其用于计算uPosition.y
.
uPosition.x = (cos(fRotation)*uPosition.x)-(sin(fRotation)*uPosition.y);
uPosition.y = (cos(fRotation)*uPosition.y)+(sin(fRotation)*uPosition.x);
使用属性aPosition
进行计算uPosition
:
uPosition.x = (cos(fRotation)*aPosition.x)-(sin(fRotation)*aPosition.y);
uPosition.y = (cos(fRotation)*aPosition.y)+(sin(fRotation)*aPosition.x);
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我来说两句