用webgl绘制一个彩色旋转立方体

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用webgl绘制一个旋转立方体

今天给大家分享一个用webgl写的简单的三维场景:转动的交互式彩色立方体,其六个面的颜色都不一样。
上次绘制二维彩色矩形时讲到,二维是三维场景的特殊情况,所以由二维向三维拓展也并不难,webgl里面提供了画三角形的方法,立方体有6个面,一个面由两个三角形组成,共计需要12个三角形,每个三角形又有3个顶点,故绘制立方体需要36个点,而实际上立方体只有8个顶点,这8个顶点有序组合成6个矩形面,如下图所示:

立方体顶点示意图

在程序里面有一个quad(a,b,c,d),表示一个矩形面,例如quad(v0,v1,v2,v3),表示第一个矩形面,其实为两个三角形构成,分别为(v1,v0,v3), (v1, v3,v2),按照这样的顶点索引顺序来画三角形,并最终构成整个立方体。
最终程序运行如下图:在最底下的三个按钮是用于控制立方体绕坐标轴旋转的交互式按钮。

demo截图

下面是本例的代码:(如果大家需本例完整文件,可联系我,完全开源,用于交流学习)
cube.js:

/** * Created by wjh on 2017/6/27. */"use strict";var canvas;var gl;var points = [];//顶点容器var colors = [];//颜色容器var control;var u_control=[0,0,0];var xAxis = 0;var yAxis = 1;var zAxis = 2;var axis = 0;umVertices = 36;//立方体需要12个三角形,共36个顶点function init(){    canvas = document.getElementById("cube");    gl=WebGLUtils.setupWebGL(canvas);    if(!gl){alert("您的浏览器不支持WebGL!");}   gl.viewport(0,0,canvas.width,canvas.height);//设置视口大小    gl.clearColor(0.0,0.0,0.0,1.0);//设置背景颜色    colorCube();//彩色立方体    gl.enable(gl.DEPTH_TEST);//消除隐藏面    //初始化着色器    var program = initShaders(gl,"v-shader","f-shader");    gl.useProgram(program);   //创建缓冲区,并向缓冲区写入立方体每个面的颜色信息    var cBuffer = gl.createBuffer();    gl.bindBuffer( gl.ARRAY_BUFFER, cBuffer );    gl.bufferData( gl.ARRAY_BUFFER, flatten(colors), gl.STATIC_DRAW );   //获取着色器中a_Color变量,并向其传递数据    var a_Color = gl.getAttribLocation( program, "a_Color" );    gl.vertexAttribPointer( a_Color, 4, gl.FLOAT, false, 0, 0 );    gl.enableVertexAttribArray( a_Color );   //创建缓冲区,并向缓冲区写入立方体的顶点左边信息    var vBuffer = gl.createBuffer();    gl.bindBuffer( gl.ARRAY_BUFFER, vBuffer );    gl.bufferData( gl.ARRAY_BUFFER, flatten(points), gl.STATIC_DRAW );    //获取着色器中a_Position变量,并向其传递数据    var a_Position = gl.getAttribLocation(program,"a_Position");    gl.vertexAttribPointer(a_Position,4,gl.FLOAT,false,0,0);    gl.enableVertexAttribArray(a_Position);    //设置正射投影,即盒状空间,获取着色器变量u_Matrix,并传递数据    var u_Matrix = gl.getUniformLocation(program,"u_Matrix");    if(!u_Matrix){alert("获取u_Matrix位置失败!")}    var iMatrix = new Matrix4();    iMatrix.setOrtho(3,-3,-3,3,5,-5);    gl.uniformMatrix4fv(u_Matrix,false,iMatrix.elements);    control = gl.getUniformLocation(program,"u_control");   //添加窗口监听事件,在窗口底下的三个按钮,用于控制立方体绕坐标轴转动    document.getElementById( "xButton" ).onclick = function () {        axis = xAxis;    };    document.getElementById( "yButton" ).onclick = function () {        axis = yAxis;    };    document.getElementById( "zButton" ).onclick = function () {        axis = zAxis;    };   render();//执行绘图函数}//彩色立方体的顶点索引function colorCube(){    quad( 1, 0, 3, 2 );//第一个面    quad( 2, 3, 7, 6 );//第二个面    quad( 3, 0, 4, 7 );//第三个面    quad( 6, 5, 1, 2 );//第四个面    quad( 4, 5, 6, 7 );//第五个面    quad( 5, 4, 0, 1 );//第六个面}function quad(a,b,c,d){    //立方体的八个顶点(x,y,z,a)    var vertices=[        vec4( -1.0, -1.0,  1.0, 1.0 ),        vec4( -1.0,  1.0,  1.0, 1.0 ),        vec4(  1.0,  1.0,  1.0, 1.0 ),        vec4(  1.0, -1.0,  1.0, 1.0 ),        vec4( -1.0, -1.0, -1.0, 1.0 ),        vec4( -1.0,  1.0, -1.0, 1.0 ),        vec4(  1.0,  1.0, -1.0, 1.0 ),        vec4(  1.0, -1.0, -1.0, 1.0 )    ];    //立方体面的颜色信息(r,g,b,a)    var cubeColors = [        [ 0.0, 0.0, 0.0, 1.0 ],  // 黑        [ 1.0, 0.0, 0.0, 1.0 ],  // 红        [ 1.0, 1.0, 0.0, 1.0 ],  // 黄        [ 0.0, 1.0, 0.0, 1.0 ],  // 绿        [ 0.0, 0.0, 1.0, 1.0 ],  // 蓝        [ 1.0, 0.0, 1.0, 1.0 ],  // 品红        [ 0.0, 1.0, 1.0, 1.0 ],  // 青色        [ 1.0, 1.0, 1.0, 1.0 ]  //白色    ];    var indices = [ a, b, c, a, c, d ];//顶点索引顺序    //存取顶点余顶点索引信息算法    for ( var i = 0; i < indices.length; ++i ) {        points.push( vertices[indices[i]] );        //quad(1,0,3,2)按照indice的索引,另points.push(vertices[1],vertices[0],        // vertices[3],vertices[1],vertices[3],vertices[2]);        //再执行quad()......,直到六个quad()全执行完        colors.push(cubeColors[a]);    }}//绘制立方体function render(){    //清除缓存和深度清除    gl.clear(gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT);    //控制立方体旋转    u_control[axis] += 2.0;    //获取顶点着色器中u_control的位置    gl.uniform3fv(control, u_control);    //画立方体    gl.drawArrays(gl.TRIANGLES,0,NumVertices);    //循环函数,用于无限执行和渲染动画,让立方体一直转动    requestAnimationFrame(render);}window.onload = init;//窗口加载init函数,使立方体最终显示在屏幕上

cube.html:

<!DOCTYPE html><html lang="en"><head>    <meta charset="UTF-8">    <title>cube</title>    <!--顶点着色器-->    <script id="v-shader" type="x-shader/x-vertex">        attribute vec4 a_Position;        attribute vec4 a_Color;        uniform   mat4 u_Matrix;        uniform   vec3 u_control;        varying   vec4 v_Color;        void main()        {          vec3 angles = radians(u_control);          vec3 c = cos(angles);          vec3 s = sin(angles);          <!--旋转矩阵-->          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);          gl_Position =  u_Matrix * rz * ry * rx * a_Position;          gl_Position.z = -gl_Position.z;          v_Color = a_Color;        }    </script>    <!--片元着色器-->    <script id="f-shader" type="x-shader/x-fragment">        precision mediump float;        varying vec4 v_Color;        void main()        {          gl_FragColor = v_Color;        }    </script>   <!--调用js文件-->    <script type="text/javascript" src="../../libs/webgl-utils.js"></script>    <script type="text/javascript" src="../../libs/MV.js"></script>    <script type="text/javascript" src="../../libs/initShaders.js"></script>    <script type="text/javascript" src="../../libs/cuon-matrix.js"></script>    <script type="text/javascript" src="cube.js"></script></head><body><canvas id="cube" width="618" height="618"></canvas><br/><!--在界面添加操作按钮--><button id="xButton">Rotate X</button><button id="yButton">Rotate Y</button><button id="zButton">Rotate Z</button></body></html>

好了,今天就给大家分享到这里,请大家多多支持和交流。

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