将着色器矩阵从着色器移动到Javascript应用程序

时间:2018-04-11 12:14:14

标签: javascript html webgl homogenous-transformation

我必须解决许多家庭作业的任务。我必须构建一个带有一些按钮的旋转立方体来应用更改和转换。有一个任务要求我“将转换矩阵从着色器移动到js应用程序”。我知道如何在着色器中构建旋转,平移和缩放矩阵,但是在js应用程序中移动它们意味着什么。我用来在html文件中指定着色器。

这是我的代码:

HTML

<!DOCTYPE html>
<html>

<button id = "ButtonX">Rotate X</button>
<button id = "ButtonY">Rotate Y</button>
<button id = "ButtonZ">Rotate Z</button>
<button id = "ButtonT">Toggle Rotation</button>


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

attribute  vec4 vPosition;
attribute  vec4 vColor;

varying vec4 fColor;

uniform vec3 theta;

void main()
{
    // Compute the sines and cosines of theta for each of
    //   the three axes in one computation.
    vec3 angles = radians( theta );
    vec3 c = cos( angles );
    vec3 s = sin( angles );

    // Remember: the matrices are column-major
    mat4 rx = mat4( 1.0,  0.0,  0.0, 0.0,
            0.0,  c.x,  s.x, 0.0,
            0.0, -s.x,  c.x, 0.0,
            0.0,  0.0,  0.0, 1.0 );

    mat4 ry = mat4( c.y, 0.0, -s.y, 0.0,
            0.0, 1.0,  0.0, 0.0,
            s.y, 0.0,  c.y, 0.0,
            0.0, 0.0,  0.0, 1.0 );


    mat4 rz = mat4( c.z, s.z, 0.0, 0.0,
            -s.z,  c.z, 0.0, 0.0,
            0.0,  0.0, 1.0, 0.0,
            0.0,  0.0, 0.0, 1.0 );

    fColor = vColor;
    gl_Position = rz * ry * rx * vPosition;
    gl_Position.z = -gl_Position.z;
}
</script>

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

precision mediump float;

varying vec4 fColor;

void
main()
{
    gl_FragColor = fColor;

}
</script>

<script type="text/javascript" src="../Common/webgl-utils.js"></script>
<script type="text/javascript" src="../Common/initShaders.js"></script>
<script type="text/javascript" src="../Common/MV.js"></script>
<script type="text/javascript" src="Homework1.js"></script>

<button id="Direction">Change Direction</button>

<body>
<canvas id="gl-canvas" width="1024" height="1024">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>
</body>
</html>

JS

"use strict";

var canvas;
var gl;

var numVertices  = 36;

var numChecks = 8;

var program;

var c;

var flag = true;

var direction = true;

var pointsArray = [];
var colorsArray = [];

var vertices = [
    vec4( -0.5, -0.5,  0.5, 1.0 ),
    vec4( -0.5,  0.5,  0.5, 1.0 ),
    vec4( 0.5,  0.5,  0.5, 1.0 ),
    vec4( 0.5, -0.5,  0.5, 1.0 ),
    vec4( -0.5, -0.5, -0.5, 1.0 ),
    vec4( -0.5,  0.5, -0.5, 1.0 ),
    vec4( 0.5,  0.5, -0.5, 1.0 ),
    vec4( 0.5, -0.5, -0.5, 1.0 )
];

var vertexColors = [
    vec4( 0.0, 0.0, 0.0, 1.0 ),  // black
    vec4( 1.0, 0.0, 0.0, 1.0 ),  // red
    vec4( 1.0, 1.0, 0.0, 1.0 ),  // yellow
    vec4( 0.0, 1.0, 0.0, 1.0 ),  // green
    vec4( 0.0, 0.0, 1.0, 1.0 ),  // blue
    vec4( 1.0, 0.0, 1.0, 1.0 ),  // magenta
    vec4( 0.0, 1.0, 1.0, 1.0 ),  // white
    vec4( 0.0, 1.0, 1.0, 1.0 )   // cyan
];

var xAxis = 0;
var yAxis = 1;
var zAxis = 2;
var axis = xAxis;

var theta = [45.0, 45.0, 45.0];

var thetaLoc;

function quad(a, b, c, d) {
     pointsArray.push(vertices[a]);
     colorsArray.push(vertexColors[a]);

     pointsArray.push(vertices[b]);
     colorsArray.push(vertexColors[a]);

     pointsArray.push(vertices[c]);
     colorsArray.push(vertexColors[a]);

     pointsArray.push(vertices[a]);
     colorsArray.push(vertexColors[a]);

     pointsArray.push(vertices[c]);
     colorsArray.push(vertexColors[a]);

     pointsArray.push(vertices[d]);
     colorsArray.push(vertexColors[a]);
}

function colorCube()
{
    quad( 1, 0, 3, 2 );
    quad( 2, 3, 7, 6 );
    quad( 3, 0, 4, 7 );
    quad( 6, 5, 1, 2 );
    quad( 4, 5, 6, 7 );
    quad( 5, 4, 0, 1 );
}


window.onload = function init() {

    canvas = document.getElementById( "gl-canvas" );

    gl = WebGLUtils.setupWebGL( canvas );
    if ( !gl ) { alert( "WebGL isn't available" ); }

    gl.viewport( 0, 0, canvas.width, canvas.height );
    gl.clearColor( 1.0, 1.0, 1.0, 1.0 );

    gl.enable(gl.DEPTH_TEST);

    //
    //  Load shaders and initialize attribute buffers
    //
    program = initShaders( gl, "vertex-shader", "fragment-shader" );
    gl.useProgram( program );

    colorCube();

    var cBuffer = gl.createBuffer();
    gl.bindBuffer( gl.ARRAY_BUFFER, cBuffer );
    gl.bufferData( gl.ARRAY_BUFFER, flatten(colorsArray), gl.STATIC_DRAW );

    var vColor = gl.getAttribLocation( program, "vColor" );
    gl.vertexAttribPointer( vColor, 4, gl.FLOAT, false, 0, 0 );
    gl.enableVertexAttribArray( vColor );

    var vBuffer = gl.createBuffer();
    gl.bindBuffer( gl.ARRAY_BUFFER, vBuffer);
    gl.bufferData( gl.ARRAY_BUFFER, flatten(pointsArray), gl.STATIC_DRAW );

    var vPosition = gl.getAttribLocation( program, "vPosition" );
    gl.vertexAttribPointer( vPosition, 4, gl.FLOAT, false, 0, 0 );
    gl.enableVertexAttribArray( vPosition );

    thetaLoc = gl.getUniformLocation(program, "theta");


 document.getElementById("ButtonX").onclick = function(){axis = xAxis;};
 document.getElementById("ButtonY").onclick = function(){axis = yAxis;};
 document.getElementById("ButtonZ").onclick = function(){axis = zAxis;};
 document.getElementById("ButtonT").onclick = function(){flag = !flag;};
 document.getElementById("Direction").onclick = function() { direction = !direction;};

    render();
}

var render = function() {
    gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    // Point 1 --> Change and Toggle Rotation
    if((direction)&&(!flag)) theta[axis] += -2.0;
    if((!direction)&&(!flag)) theta[axis] += +2.0;

    if(!direction) {theta[axis] += -2.0; }
    if(direction) {theta[axis] += 2.0 ; }
    //

    gl.uniform3fv(thetaLoc, theta);
    gl.drawArrays( gl.TRIANGLES, 0, numVertices );
    requestAnimFrame(render);
}

1 个答案:

答案 0 :(得分:0)

  

我知道如何在着色器中构建旋转,平移和缩放矩阵,但在js应用程序中移动它们意味着什么。

您必须在着色器程序中创建类型为mat4的统一变量:

uniform mat4 rx;

在js应用程序中,您可以使用数组来设置矩阵。矩阵必须按列主要顺序构建(或者在设置为统一时必须进行转置):

var theta_x_degree  = theta[0];
var theta_x_radians = theta_x_degree * Math.PI / 180;
var s_x = Math.sin(theta_x_radians );
var c_x = Math.cos(theta_x_radians );

var rx = [
    1.0,  0.0,  0.0, 0.0,
    0.0,  c_x,  s_x, 0.0,
    0.0, -s_x,  c_x, 0.0,
    0.0,  0.0,  0.0, 1.0
];

着色器程序链接后(gl.linkProgram),矩阵统一的统一位置可以得到:

var rx_loc = gl.getUniformLocation(program, "rx");

最后,在着色器程序成为当前程序(gl.useProgram)后,可以设置制服:

gl.uniformMatrix4fv(rx_loc, false, rx); // false means "not transpose"