38 WebGL针对单独的顶点坐标绘制组成模型

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这一节和上一节绘制的模型是一模一样的效果,就是区别是这一节,对每个模型都定义了单独的一组顶点数据,并存储在了一个单独的缓存区中。通常,一个部件的顶点数据包括坐标、法向量、索引值等,但是这里的每个部件都是立方体,所以你可以让各部件共享法向量和索引值,而仅仅为各个部件单独定义顶点坐标。


<!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>Title</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>    // 顶点着色器    var VSHADER_SOURCE = "" +        "attribute vec4 a_Position;\n" + //顶点位置变量        "attribute vec4 a_Normal;\n" + //顶点法向量变量        "uniform mat4 u_MvpMatrix;\n" + //视图模板射影矩阵        "uniform mat4 u_NormalMatrix;\n" + //逆转置矩阵        "varying vec4 v_Color;\n" + //顶点颜色        "void main(){\n" +        "   gl_Position = u_MvpMatrix * a_Position;\n" +        "   vec3 lightDirection = normalize(vec3(0.0,0.5,0.7));\n" +        "   vec4 color = vec4(1.0,0.4,0.0,1.0);\n" +        "   vec3 normal = normalize((u_NormalMatrix * a_Normal).xyz);\n" +        "   float nDotL = max(dot(normal, lightDirection), 0.0);\n" +        "   v_Color = vec4(color.rgb * nDotL + vec3(0.1), color.a);\n" +        "}";    // 片元着色器    var FSHADER_SOURCE = "" +        "#ifdef GL_ES\n" +        "precision mediump float;\n" +        "#endif\n" +        "varying vec4 v_Color;\n" +        "void main () {" +        "   gl_FragColor = v_Color;\n" +        "}\n";    //主函数,页面加载完成触发    function main() {        //获取canvas对象        var canvas = document.getElementById("canvas");        //获取WebGL上下文        var gl = getWebGLContext(canvas);        if (!gl) {            console("您的浏览器不支持WebGL");            return;        }        //初始化着色器        if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {            console.log("无法初始化着色器");            return;        }        //通过创建缓冲区并赋值数据给attribute变量 并返回绘制次数        var n = initVertexBuffers(gl);        if (n < 0) {            console.log("无法设置缓冲区的相关信息");            return;        }        //初始化底色和开启隐藏面消除        gl.clearColor(0.0, 0.0, 0.0, 1.0);        gl.enable(gl.DEPTH_TEST);        //获取相关的attribute变量的存储位置        var a_Position = gl.getAttribLocation(gl.program, "a_Position");        //获取相关的uniform变量的存储位置        var u_MvpMatrix = gl.getUniformLocation(gl.program, "u_MvpMatrix");        var u_NormalMatrix = gl.getUniformLocation(gl.program, "u_NormalMatrix");        if (!u_NormalMatrix || !u_MvpMatrix || a_Position < 0) {            console.log("无法获取到相关的存储位置");            return;        }        //创建一个视点(view) 射影(projection) 矩阵(matrix)        var viewProjMatrix = new Matrix4();        viewProjMatrix.setPerspective(50.0, canvas.width / canvas.height, 1.0, 100.0);        viewProjMatrix.lookAt(20.0, 10.0, 30.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);        //添加键盘按键交互事件        document.onkeydown = function (e) {            keydown(e, gl, n, viewProjMatrix, a_Position, u_MvpMatrix, u_NormalMatrix);        };        //绘制两节胳膊        draw(gl, n, viewProjMatrix, a_Position, u_MvpMatrix, u_NormalMatrix);    }    //声明全局变量    var angle_step = 3.0;   //每一次点击触发事件旋转角度(度)的增量    var g_arm1Angle = -90.0;//arm1的旋转角度(度)    var g_joint1Angle = -45.0;//joint1的旋转角度(度    var g_joint2Angle = 0.0; //joint2的当前角度    var g_joint3Angle = 0.0; //joint3的当前角度    //顶点坐标数据缓冲区变量    var g_baseBuffer, g_arm1Buffer, g_arm2Buffer, g_palmBuffer, g_fingerBuffer;    function keydown(event, gl, n, viewProjMatrix, a_Position, u_MvpMatrix, u_NormalMatrix) {        switch (event.keyCode) {            case 38: // 上键 -> 以joint1为中心沿着z轴旋转(增量)                if (g_joint1Angle < 135.0) g_joint1Angle += angle_step;                break;            case 40: // 下键 -> 以joint1为中心沿着z轴旋转(减量)                if (g_joint1Angle > -135.0) g_joint1Angle -= angle_step;                break;            case 39: // 右键 -> 以y轴进行水平旋转(增量)                g_arm1Angle = (g_arm1Angle + angle_step) % 360;                break;            case 37: // 左键 -> 以y轴进行水平旋转(减量)                g_arm1Angle = (g_arm1Angle - angle_step) % 360;                break;            case 90: // Z键 -> 使joint2正向转动                g_joint2Angle = (g_joint2Angle + angle_step) % 360;                break;            case 88: // X键 -> 使joint2负向转动                g_joint2Angle = (g_joint2Angle - angle_step) % 360;                break;            case 86: // V键 -> 使joint3正向转动                if (g_joint3Angle < 60.0) {                    g_joint3Angle = (g_joint3Angle + angle_step) % 360;                }                break;            case 67: // C键 -> 使joint3负向转动                if (g_joint3Angle > -60.0) {                    g_joint3Angle = (g_joint3Angle - angle_step) % 360;                }                break;            default:                return; // 其他按键没作用        }        draw(gl, n, viewProjMatrix, a_Position, u_MvpMatrix, u_NormalMatrix);    }    function initVertexBuffers(gl) {        // 每一个模型的顶点坐标数据        var vertices_base = new Float32Array([ // 基座(10x2x10)            5.0, 2.0, 5.0, -5.0, 2.0, 5.0, -5.0, 0.0, 5.0, 5.0, 0.0, 5.0, // v0-v1-v2-v3 front            5.0, 2.0, 5.0, 5.0, 0.0, 5.0, 5.0, 0.0, -5.0, 5.0, 2.0, -5.0, // v0-v3-v4-v5 right            5.0, 2.0, 5.0, 5.0, 2.0, -5.0, -5.0, 2.0, -5.0, -5.0, 2.0, 5.0, // v0-v5-v6-v1 up            -5.0, 2.0, 5.0, -5.0, 2.0, -5.0, -5.0, 0.0, -5.0, -5.0, 0.0, 5.0, // v1-v6-v7-v2 left            -5.0, 0.0, -5.0, 5.0, 0.0, -5.0, 5.0, 0.0, 5.0, -5.0, 0.0, 5.0, // v7-v4-v3-v2 down            5.0, 0.0, -5.0, -5.0, 0.0, -5.0, -5.0, 2.0, -5.0, 5.0, 2.0, -5.0  // v4-v7-v6-v5 back        ]);        var vertices_arm1 = new Float32Array([  // 第一节胳膊Arm1(3x10x3)            1.5, 10.0, 1.5, -1.5, 10.0, 1.5, -1.5, 0.0, 1.5, 1.5, 0.0, 1.5, // v0-v1-v2-v3 front            1.5, 10.0, 1.5, 1.5, 0.0, 1.5, 1.5, 0.0, -1.5, 1.5, 10.0, -1.5, // v0-v3-v4-v5 right            1.5, 10.0, 1.5, 1.5, 10.0, -1.5, -1.5, 10.0, -1.5, -1.5, 10.0, 1.5, // v0-v5-v6-v1 up            -1.5, 10.0, 1.5, -1.5, 10.0, -1.5, -1.5, 0.0, -1.5, -1.5, 0.0, 1.5, // v1-v6-v7-v2 left            -1.5, 0.0, -1.5, 1.5, 0.0, -1.5, 1.5, 0.0, 1.5, -1.5, 0.0, 1.5, // v7-v4-v3-v2 down            1.5, 0.0, -1.5, -1.5, 0.0, -1.5, -1.5, 10.0, -1.5, 1.5, 10.0, -1.5  // v4-v7-v6-v5 back        ]);        var vertices_arm2 = new Float32Array([  // 第二节胳膊Arm2(4x10x4)            2.0, 10.0, 2.0, -2.0, 10.0, 2.0, -2.0, 0.0, 2.0, 2.0, 0.0, 2.0, // v0-v1-v2-v3 front            2.0, 10.0, 2.0, 2.0, 0.0, 2.0, 2.0, 0.0, -2.0, 2.0, 10.0, -2.0, // v0-v3-v4-v5 right            2.0, 10.0, 2.0, 2.0, 10.0, -2.0, -2.0, 10.0, -2.0, -2.0, 10.0, 2.0, // v0-v5-v6-v1 up            -2.0, 10.0, 2.0, -2.0, 10.0, -2.0, -2.0, 0.0, -2.0, -2.0, 0.0, 2.0, // v1-v6-v7-v2 left            -2.0, 0.0, -2.0, 2.0, 0.0, -2.0, 2.0, 0.0, 2.0, -2.0, 0.0, 2.0, // v7-v4-v3-v2 down            2.0, 0.0, -2.0, -2.0, 0.0, -2.0, -2.0, 10.0, -2.0, 2.0, 10.0, -2.0  // v4-v7-v6-v5 back        ]);        var vertices_palm = new Float32Array([  // 手掌Palm(2x2x6)            1.0, 2.0, 3.0, -1.0, 2.0, 3.0, -1.0, 0.0, 3.0, 1.0, 0.0, 3.0, // v0-v1-v2-v3 front            1.0, 2.0, 3.0, 1.0, 0.0, 3.0, 1.0, 0.0, -3.0, 1.0, 2.0, -3.0, // v0-v3-v4-v5 right            1.0, 2.0, 3.0, 1.0, 2.0, -3.0, -1.0, 2.0, -3.0, -1.0, 2.0, 3.0, // v0-v5-v6-v1 up            -1.0, 2.0, 3.0, -1.0, 2.0, -3.0, -1.0, 0.0, -3.0, -1.0, 0.0, 3.0, // v1-v6-v7-v2 left            -1.0, 0.0, -3.0, 1.0, 0.0, -3.0, 1.0, 0.0, 3.0, -1.0, 0.0, 3.0, // v7-v4-v3-v2 down            1.0, 0.0, -3.0, -1.0, 0.0, -3.0, -1.0, 2.0, -3.0, 1.0, 2.0, -3.0  // v4-v7-v6-v5 back        ]);        var vertices_finger = new Float32Array([  // 手指Fingers(1x2x1)            0.5, 2.0, 0.5, -0.5, 2.0, 0.5, -0.5, 0.0, 0.5, 0.5, 0.0, 0.5, // v0-v1-v2-v3 front            0.5, 2.0, 0.5, 0.5, 0.0, 0.5, 0.5, 0.0, -0.5, 0.5, 2.0, -0.5, // v0-v3-v4-v5 right            0.5, 2.0, 0.5, 0.5, 2.0, -0.5, -0.5, 2.0, -0.5, -0.5, 2.0, 0.5, // v0-v5-v6-v1 up            -0.5, 2.0, 0.5, -0.5, 2.0, -0.5, -0.5, 0.0, -0.5, -0.5, 0.0, 0.5, // v1-v6-v7-v2 left            -0.5, 0.0, -0.5, 0.5, 0.0, -0.5, 0.5, 0.0, 0.5, -0.5, 0.0, 0.5, // v7-v4-v3-v2 down            0.5, 0.0, -0.5, -0.5, 0.0, -0.5, -0.5, 2.0, -0.5, 0.5, 2.0, -0.5  // v4-v7-v6-v5 back        ]);        // 模型的通用法向量        var normals = new Float32Array([            0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, // v0-v1-v2-v3 front            1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, // v0-v3-v4-v5 right            0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, // v0-v5-v6-v1 up            -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, // v1-v6-v7-v2 left            0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, // v7-v4-v3-v2 down            0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0  // v4-v7-v6-v5 back        ]);        // 模型的通用的索引数据        var indices = new Uint8Array([            0, 1, 2, 0, 2, 3,    // front            4, 5, 6, 4, 6, 7,    // right            8, 9, 10, 8, 10, 11,    // up            12, 13, 14, 12, 14, 15,    // left            16, 17, 18, 16, 18, 19,    // down            20, 21, 22, 20, 22, 23     // back        ]);        //将坐标值写入缓冲区对象,单不分配给attribute变量        g_baseBuffer = initArrayBufferForlaterUse(gl, vertices_base, 3, gl.FLOAT);        g_arm1Buffer = initArrayBufferForlaterUse(gl, vertices_arm1, 3, gl.FLOAT);        g_arm2Buffer = initArrayBufferForlaterUse(gl, vertices_arm2, 3, gl.FLOAT);        g_palmBuffer = initArrayBufferForlaterUse(gl, vertices_palm, 3, gl.FLOAT);        g_fingerBuffer = initArrayBufferForlaterUse(gl, vertices_finger, 3, gl.FLOAT);        if (!g_baseBuffer || !g_arm1Buffer || !g_arm2Buffer || !g_palmBuffer || !g_fingerBuffer) return -1;        //将法线坐标写入缓冲区,分配给a_Normal并开启之        if (!initArrayBuffer(gl, "a_Normal", normals, gl.FLOAT, 3)) return -1;        //取消缓冲区buffer绑定        gl.bindBuffer(gl.ARRAY_BUFFER, null);        //创建一个缓冲区对象,并将索引绑定到缓冲区        var indexBuffer = gl.createBuffer();        if (!indexBuffer) {            console.log("无法创建索引缓冲区");            return -1;        }        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);        gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);        return indices.length;    }    function initArrayBufferForlaterUse(gl, data, num, type) {        var buffer = gl.createBuffer();        if (!buffer) {            console.log("无法创建缓冲区");            return false;        }        //将数据写入缓冲区        gl.bindBuffer(gl.ARRAY_BUFFER, buffer);        gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);        //保存一些数据在将来供attribute变量使用        buffer.num = num;        buffer.type = type;        return buffer;    }    function initArrayBuffer(gl, attribute, data, type, num) {        //创建缓冲区        var buffer = gl.createBuffer();        if (!buffer) {            console.log("无法创建缓冲区");            return false;        }        //将数据写入缓冲区        gl.bindBuffer(gl.ARRAY_BUFFER, buffer);        gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);        //获取到attribute变量的存储位置,并将变量绑定缓冲区        var a_attribute = gl.getAttribLocation(gl.program, attribute);        if (a_attribute < 0) {            console.log("无法获取到变量的" + attribute + "存储位置");            return false;        }        gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);        //开启缓冲区        gl.enableVertexAttribArray(a_attribute);        return true;    }    //声明两个全局的变换矩阵(模型变换矩阵和模型视图射影矩阵)    var g_modelMatrix = new Matrix4(), g_mvpMatrix = new Matrix4();    //绘制图形    function draw(gl, n, viewProjMatrix, a_Position, u_MvpMatrix, u_NormalMatrix) {        //绘制底色        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);        //绘制基座        var baseHeight = 2.0;//基座的高度        g_modelMatrix.setTranslate(0.0, -12.0, 0.0);//设置为平移矩阵,并沿y轴向下移动12        drawSegment(gl, n, g_baseBuffer, viewProjMatrix, a_Position, u_MvpMatrix, u_NormalMatrix);        //arm1 第一节胳膊        var arm1Length = 10.0;//第一节胳膊的长度        g_modelMatrix.translate(0.0, baseHeight, 0.0);//移至基座        g_modelMatrix.rotate(g_arm1Angle, 0.0, 1.0, 0.0);//沿y轴旋转        drawSegment(gl, n, g_arm1Buffer, viewProjMatrix, a_Position, u_MvpMatrix, u_NormalMatrix);        //arm2 第二节胳膊        var arm2Length = 10.0;//        g_modelMatrix.translate(0.0, arm1Length, 0.0);//移至joint1        g_modelMatrix.rotate(g_joint1Angle, 0.0, 0.0, 1.0);//沿z轴旋转        drawSegment(gl, n, g_arm2Buffer, viewProjMatrix, a_Position, u_MvpMatrix, u_NormalMatrix);        //机器人手掌的制作        var palmLength = 2.0;        g_modelMatrix.translate(0.0, arm2Length, 0.0);//移至joint2        g_modelMatrix.rotate(g_joint2Angle, 0.0, 1.0, 0.0);//沿y轴旋转        drawSegment(gl, n, g_palmBuffer, viewProjMatrix, a_Position, u_MvpMatrix, u_NormalMatrix);        //移至手掌一端的中点        g_modelMatrix.translate(0.0, palmLength, 0.0);        //绘制finger1 第一个手指头        pushMatrix(g_modelMatrix);//将当前的g_modelMatrix的值保存        g_modelMatrix.translate(0.0, 0.0, 2.0);//沿z轴移动        g_modelMatrix.rotate(g_joint3Angle, 1.0, 0.0, 0.0);//沿x轴旋转        drawSegment(gl, n, g_fingerBuffer, viewProjMatrix, a_Position, u_MvpMatrix, u_NormalMatrix);        g_modelMatrix = popMatrix();//获取到压入时的g_modelMatrix矩阵的值        //绘制finger2 第二个手指头        g_modelMatrix.translate(0.0, 0.0, -2.0);//沿z轴负方向移动        g_modelMatrix.rotate(-g_joint3Angle, 1.0, 0.0, 0.0);//沿x轴旋转        drawSegment(gl, n, g_fingerBuffer, viewProjMatrix, a_Position, u_MvpMatrix, u_NormalMatrix);    }    var g_matrixStack = []; //存储矩阵的值    function pushMatrix(m) {//将矩阵压入栈        var m2 = new Matrix4(m);        g_matrixStack.push(m2);    }    function popMatrix() {//从栈中弹出矩阵        return g_matrixStack.pop();    }    var g_normalMatrix = new Matrix4(); //法线坐标变换矩阵    //每个模型单独绘制    function drawSegment(gl, n, buffer, viewProjMatrix, a_Position, u_MvpMatrix, u_NormalMatrix) {        gl.bindBuffer(gl.ARRAY_BUFFER, buffer);        //将缓冲区对象分配给attribute变量        gl.vertexAttribPointer(a_Position, buffer.num, buffer.type, false, 0, 0);        //开启变量        gl.enableVertexAttribArray(a_Position);        //计算出计算模型视图矩阵,并赋值给u_MvpMatrix变量        g_mvpMatrix.set(viewProjMatrix);        g_mvpMatrix.multiply(g_modelMatrix);        gl.uniformMatrix4fv(u_MvpMatrix, false, g_mvpMatrix.elements);        //获取模型矩阵的逆转置矩阵,并赋值u_NormalMatrix        g_normalMatrix.setInverseOf(g_modelMatrix);        g_normalMatrix.transpose();        gl.uniformMatrix4fv(u_NormalMatrix, false, g_normalMatrix.elements);        //绘制        gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);    }</script></html>
示例程序的关键点:

(1)为每个部件单独创建一个缓冲区,在其中存储顶点的坐标数据。

(2)绘制部件之前,将相应缓冲区对象分配给a_Position变量

(3)开启a_Position变量并绘制改部件