读书不觉已春深,一寸光阴一寸金。
三维看物
三维就是现在生活的世界,举个例子,如图所示。当人在路上看前面房子
我们首先要知道
- 人在哪里看【视点】
- 人沿着观察方向的射线【视线】
- 房子的位置【目标点】
- 人是站着看(三角形下面是长发形),还是倒立看(长方形下面是三角形),还是左/右边侧着看–【上方向:目的就是将人固定住,不然看出来的效果不一样。】
我们可以通过一个视图矩阵,表示观察者的状态。包括了人的视点,目标点,上方向等信息。而cuon-matrix.js中提供函数函数
原理
当人从A走到A‘在看物体,和人不动,物体从B移动到B’的效果是一样的。
实际上,现实生活中,人会动,物体不会动。但放在三维中,物体可以移动的话,那么也就等价三维对象的平移旋转等变化。只不过它两个的方向是相反的!
问题一:既然等价,为啥不直接写选择就行?
因为看的地方不一定是一个地方,而且可能物体还旋转了再看。
所有用公式:
某点看旋转后的顶点坐标 = 视图矩阵旋转矩阵原顶点矩阵。
void main() {
gl_Position = u_ViewMatrix * u_ModelMatrix * a_Position;
v_Color = a_Color;
}
这种写法虽然可以,但顶点数量很多的时候,程序需要额外开销去计算,不然直接写一个与原顶点坐标相乘,其他在JS中处理
void main() {
gl_Position = u_ModelViewMatrix * a_Position;
v_Color = a_Color;
}
原理都知道了,上代码,为了看起来简单不加model旋转了
上代码
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
</head>
<body onload="main()">
<canvas id="webgl" width="400" height="400">
Please use a browser that supports "canvas"
</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>
function initShaders(gl, vshader, fshader) {
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(vertexShader, vshader);
gl.shaderSource(fragmentShader, fshader);
gl.compileShader(vertexShader);
gl.compileShader(fragmentShader);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
gl.program = program;
return true;
}
</script>
<script>
var VSHADER_SOURCE =
`
attribute vec4 a_Position;
attribute vec4 a_Color;
uniform mat4 u_ViewMatrix;
varying vec4 v_Color;
void main() {
gl_Position = u_ViewMatrix * a_Position;
v_Color = a_Color;
}
`
var FSHADER_SOURCE =
`
precision mediump float;
varying vec4 v_Color;
void main() {
gl_FragColor = v_Color;
}
`
function main() {
const canvas = document.getElementById('webgl');
const gl = canvas.getContext('webgl');
initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)
let n = initVertexBuffers(gl)
gl.clearColor(0, 0, 0, 1)
var u_ViewMatrix = gl.getUniformLocation(gl.program, 'u_ViewMatrix');
var viewMatrix = new Matrix4();
// 设置人和看物体的坐标
viewMatrix.setLookAt(0.25, 0.25, 0.25, 0, 0, 0, 0, 1, 0)
gl.uniformMatrix4fv(u_ViewMatrix, false, viewMatrix.elements);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, n);
}
function initVertexBuffers(gl) {
var verticesColors = new Float32Array([
// 放三个三角形,只是Z坐标不同
0.0, 0.5, -0.4, 0.4, 1.0, 0.4, // The back green one
-0.5, -0.5, -0.4, 0.4, 1.0, 0.4,
0.5, -0.5, -0.4, 0.4, 1.0, 0.4,
0.0, 0.5, -0.2, 1.0, 0.4, 0.4, // The middle red one
-0.5, -0.5, -0.2, 1.0, 0.4, 0.4,
0.5, -0.5, -0.2, 1.0, 0.4, 0.4,
0.0, 0.5, 0.0, 0.4, 0.4, 1.0, // The front blue one
-0.5, -0.5, 0.0, 0.4, 0.4, 1.0,
0.5, -0.5, 0.0, 0.4, 0.4, 1.0,
]);
var n = 9;
var vertexColorbuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorbuffer);
gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW);
var FSIZE = verticesColors.BYTES_PER_ELEMENT;
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, FSIZE * 6, 0);
gl.enableVertexAttribArray(a_Position);
var a_Color = gl.getAttribLocation(gl.program, 'a_Color');
gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, FSIZE * 6, FSIZE * 3);
gl.enableVertexAttribArray(a_Color);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
return n;
}
</script>
</html>
键盘控制旋转
我们可以设置键盘事件,当点击左右键的时候,控制人的X坐标
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
</head>
<body onload="main()">
<canvas id="webgl" width="400" height="400">
Please use a browser that supports "canvas"
</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>
function initShaders(gl, vshader, fshader) {
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(vertexShader, vshader);
gl.shaderSource(fragmentShader, fshader);
gl.compileShader(vertexShader);
gl.compileShader(fragmentShader);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
gl.program = program;
return true;
}
</script>
<script>
var VSHADER_SOURCE =
`
attribute vec4 a_Position;
attribute vec4 a_Color;
uniform mat4 u_ViewMatrix;
varying vec4 v_Color;
void main() {
gl_Position = u_ViewMatrix * a_Position;
v_Color = a_Color;
}
`
var FSHADER_SOURCE =
`
precision mediump float;
varying vec4 v_Color;
void main() {
gl_FragColor = v_Color;
}
`
function main() {
const canvas = document.getElementById('webgl');
const gl = canvas.getContext('webgl');
initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)
let n = initVertexBuffers(gl)
gl.clearColor(0, 0, 0, 1)
var u_ViewMatrix = gl.getUniformLocation(gl.program, 'u_ViewMatrix');
var viewMatrix = new Matrix4();
// 设置人和看物体的坐标
// viewMatrix.setLookAt(0.25, 0.25, 0.25, 0, 0, 0, 0, 1, 0)
// gl.uniformMatrix4fv(u_ViewMatrix, false, viewMatrix.elements);
// gl.clear(gl.COLOR_BUFFER_BIT);
// gl.drawArrays(gl.TRIANGLES, 0, n);
document.onkeydown = function(ev){ keydown(ev, gl, n, u_ViewMatrix, viewMatrix); };
draw(gl, n, u_ViewMatrix, viewMatrix); // Draw the triangles
}
function initVertexBuffers(gl) {
var verticesColors = new Float32Array([
// 放三个三角形,只是Z坐标不同
0.0, 0.5, -0.4, 0.4, 1.0, 0.4, // The back green one
-0.5, -0.5, -0.4, 0.4, 1.0, 0.4,
0.5, -0.5, -0.4, 0.4, 1.0, 0.4,
0.0, 0.5, -0.2, 1.0, 0.4, 0.4, // The middle red one
-0.5, -0.5, -0.2, 1.0, 0.4, 0.4,
0.5, -0.5, -0.2, 1.0, 0.4, 0.4,
0.0, 0.5, 0.0, 0.4, 0.4, 1.0, // The front blue one
-0.5, -0.5, 0.0, 0.4, 0.4, 1.0,
0.5, -0.5, 0.0, 0.4, 0.4, 1.0,
]);
var n = 9;
var vertexColorbuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorbuffer);
gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW);
var FSIZE = verticesColors.BYTES_PER_ELEMENT;
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, FSIZE * 6, 0);
gl.enableVertexAttribArray(a_Position);
// Assign the buffer object to a_Color and enable the assignment
var a_Color = gl.getAttribLocation(gl.program, 'a_Color');
gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, FSIZE * 6, FSIZE * 3);
gl.enableVertexAttribArray(a_Color);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
return n;
}
var g_EyeX = 0.20, g_EyeY = 0, g_EyeZ = 0.2; // Eye position
function keydown(ev, gl, n, u_ViewMatrix, viewMatrix) {
if(ev.keyCode == 39) { // The right arrow key was pressed
g_EyeX += 0.01;
} else
if (ev.keyCode == 37) { // The left arrow key was pressed
g_EyeX -= 0.01;
} else { return; } // Prevent the unnecessary drawing
draw(gl, n, u_ViewMatrix, viewMatrix);
}
function draw(gl, n, u_ViewMatrix, viewMatrix) {
viewMatrix.setLookAt(g_EyeX, g_EyeY, g_EyeZ, 0, 0, 0, 0, 1, 0);
gl.uniformMatrix4fv(u_ViewMatrix, false, viewMatrix.elements);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, n);
}
</script>
</html>
试试效果吧~