WEBGL学习【九】立方体贴不同的纹理

本文深入探讨了WEBGL中的立方体贴图技术,详细解释如何为不同的几何体应用独特的纹理,同时提供了前端学习的相关视频教程链接。

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<html>
<!--开始实现一个三维街景的渲染效果-->
<head>
    <meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
    <title>NeHeWebGL----环境光(光照模型)</title>
    <meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">

    <script type="text/javascript" src="Oak3D_v_0_5.js"></script>

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

    precision mediump float;


    varying vec2 vTextureCoord;
    varying vec3 vLightWeighting;

    uniform sampler2D uSampler;

    void main(void) {
        vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
        gl_FragColor = vec4(textureColor.rgb * vLightWeighting, textureColor.a);
    }

    </script>

    <script id="shader-vs" type="x-shader/x-vertex">
    attribute vec3 aVertexPosition;
    attribute vec3 aVertexNormal;
    attribute vec2 aTextureCoord;

    uniform mat4 uMVMatrix;
    uniform mat4 uPMatrix;
    uniform mat4 uNMatrix;

    uniform vec3 uAmbientColor;

    uniform vec3 uLightingDirection;
    uniform vec3 uDirectionalColor;

    uniform bool uUseLighting;

    varying vec2 vTextureCoord;
    varying vec3 vLightWeighting;

    void main(void) {
        gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
        vTextureCoord = aTextureCoord;

        if (!uUseLighting) {
            vLightWeighting = vec3(1.0, 1.0, 1.0);
        } else {
            vec3 transformedNormal = (uNMatrix * vec4(aVertexNormal, 1.0)).xyz;
            float directionalLightWeighting = max(dot(transformedNormal, uLightingDirection), 0.0);
            vLightWeighting = uAmbientColor + uDirectionalColor * directionalLightWeighting;
        }
    }

    </script>


    <script type="text/javascript">

        var gl;

        //初始化WEBGL上下文
        function initGL(canvas) {
            try {
                gl = canvas.getContext("experimental-webgl");
                gl.viewportWidth = canvas.width;
                gl.viewportHeight = canvas.height;
            } catch (e) {
            }
            if (!gl) {
                alert("Could not initialise WebGL, sorry :-(");
            }
        }


        //获取着色器
        function getShader(gl, id) {
            var shaderScript = document.getElementById(id);
            if (!shaderScript) {
                return null;
            }

            var str = "";
            var k = shaderScript.firstChild;
            while (k) {
                if (k.nodeType == 3) {
                    str += k.textContent;
                }
                k = k.nextSibling;
            }

            var shader;
            if (shaderScript.type == "x-shader/x-fragment") {
                shader = gl.createShader(gl.FRAGMENT_SHADER);
            } else if (shaderScript.type == "x-shader/x-vertex") {
                shader = gl.createShader(gl.VERTEX_SHADER);
            } else {
                return null;
            }

            gl.shaderSource(shader, str);
            gl.compileShader(shader);

            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                alert(gl.getShaderInfoLog(shader));
                return null;
            }

            return shader;
        }


        //初始化着色器
        var shaderProgram;

        function initShaders() {
            var fragmentShader = getShader(gl, "shader-fs");
            var vertexShader = getShader(gl, "shader-vs");

            shaderProgram = gl.createProgram();
            gl.attachShader(shaderProgram, vertexShader);
            gl.attachShader(shaderProgram, fragmentShader);
            gl.linkProgram(shaderProgram);

            if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
                alert("Could not initialise shaders");
            }

            gl.useProgram(shaderProgram);


            //获取顶点着色器中的aVertexPosition变量,并开启
            shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
            gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);

            //获取顶点着色器中的aVertexNormal法向量变量,并开启
            shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
            gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);

            //获取顶点着色器中的aTextureCoord纹理坐标的存储位置,并且开启
            shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
            gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);

            //获取模型居住,取样器,光照等参数信息的存储位置
            shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
            shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
            shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, "uNMatrix");
            shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
            shaderProgram.useLightingUniform = gl.getUniformLocation(shaderProgram, "uUseLighting");
            shaderProgram.ambientColorUniform = gl.getUniformLocation(shaderProgram, "uAmbientColor");
            shaderProgram.lightingDirectionUniform = gl.getUniformLocation(shaderProgram, "uLightingDirection");
            shaderProgram.directionalColorUniform = gl.getUniformLocation(shaderProgram, "uDirectionalColor");
        }


        //处理已经加载的纹理图片
        /*function handleLoadedTexture(texture) {
            gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
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