WebGL自学教程——WebGL示例:5. 用键盘控制三角形的旋转

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5. 用键盘控制三角形的旋转

 

    本章学习一个简单交互:用键盘的左右键控制三角形向左或向右旋转。

    WebGL本身并没有输入相关的API,我们需要借助于浏览器的力量。

    我使用HTML文档对象的onkeydown和onkeyup事件。在事件处理函数中,我首先判断被按下或弹起的键是否是左或右,如果是,就设置相应键的状态为按下或弹起。我把左或右这两个按键的状态分开保存,而不是用一个统一的标记值标记它们。这允许我们处理左右键被同时按下的情况(虽然目前看起来有点没有必要,但以后会用得到)。

    注意,我使用的事件处理函数用document.onkeydown = function(e)这种格式定义。如果你用的不是FF浏览器,该函数可能不会正确执行,请自行修改。

    在某个按键被按下的情况下,三角形就不停地向左或向右旋转,直到该按键被松开。

    我仍然用一个js变量来记录当前三角形要旋转的角度;左转角度加10,右转角度减10。

    整合的源码如下:

<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;
uniform mat4 um4Rotate;
varying vec2 v_texCoord;
void main(void)
{
    //vec4 v4pos = um4Rotate * vec4(v3Position, 1.0);
    //v_texCoord = vec2((v4pos.x+1.0)/2.0, 1.0-(v4pos.y+1.0)/2.0);
    //gl_Position = v4pos;
    v_texCoord = vec2((v3Position.x+1.0)/2.0, 1.0-(v3Position.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 triangleBuffer = 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;

function LoadData()
{
    var jsArrayData = [
        0.0, 0.5, 0.0,//上顶点
        -0.5, -0.5, 0.0,//左顶点
        0.5, 0.0, 0.0];//右顶点

    triangleBuffer = webgl.createBuffer();
    webgl.bindBuffer(webgl.ARRAY_BUFFER, triangleBuffer);
    webgl.bufferData(webgl.ARRAY_BUFFER, new Float32Array(jsArrayData), 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, triangleBuffer);
    webgl.enableVertexAttribArray(v3PositionIndex);
    webgl.vertexAttribPointer(v3PositionIndex, 3, 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);
    webgl.uniformMatrix4fv(um4RotateIndex, false, m4Rotate);

    webgl.drawArrays(webgl.TRIANGLES, 0, 3);
}

function RotateTriangle()
{
    if(leftKeyDown) angle += 10;
    if(rightKeyDown) angle -= 10;
    if(angle >= 360) angle -= 360;
    if(angle < 0) angle += 360;


    RenderScene();
}

document.onkeydown = function(e)
{
    if(e.keyCode == 37) leftKeyDown = true;
    if(e.keyCode == 39) rightKeyDown = true;
}
document.onkeyup = function(e)
{
    if(e.keyCode == 37) leftKeyDown = false;
    if(e.keyCode == 39) rightKeyDown = 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.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>

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