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123 lines (99 loc) · 3.46 KB
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8"/>
<title>正交投影</title>
</head>
<body>
<canvas id="canvas" width="400" height="400">
Please use a browser that supports "canvas"
</canvas>
<p id="nearfar"></p>
<script id="vertex-shader" type="glsl">
attribute vec4 a_Position;
attribute vec4 a_Color;
uniform mat4 u_ProjMatrix;
varying vec4 v_Color;
void main() {
gl_Position = u_ProjMatrix * a_Position;
v_Color = a_Color;
}
</script>
<script id="fragment-shader" type="glsl">
precision mediump float;
varying vec4 v_Color;
void main() {
gl_FragColor = v_Color;
}
</script>
<script src="lib/cuon-matrix.js"></script>
<script src="lib/myutils.js"></script>
<script>
var VERTEX_SHADER_SOURCE = document.getElementById('vertex-shader').text;
var FRAGMENT_SHADER_SOURCE = document.getElementById('fragment-shader').text;
var canvas = document.getElementById("canvas");
var gl = canvas.getContext('webgl');
if (!initShaders(gl, VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE)) {
alert('Failed to init shaders');
}
var vertices = new Float32Array([
0.0, 0.6, -0.4, 0.4, 1.0, 0.4, // The back green one
-0.5, -0.4, -0.4, 0.4, 1.0, 0.4,
0.5, -0.4, -0.4, 1.0, 0.4, 0.4,
0.5, 0.4, -0.2, 1.0, 0.4, 0.4, // The middle yellow one
-0.5, 0.4, -0.2, 1.0, 1.0, 0.4,
0.0, -0.6, -0.2, 1.0, 1.0, 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, 1.0, 0.4, 0.4
]);
initVertexBuffers(gl, vertices);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
var u_projMatrix = gl.getUniformLocation(gl.program, 'u_ProjMatrix');
var g_near = 0.0, g_far = 0.5;
var projMatrix = new Matrix4();
var nf = document.getElementById('nearfar');
function draw() {
nf.innerHTML = 'near: ' + Math.round(g_near * 100) / 100 + ', far: ' + Math.round(g_far * 100) / 100;
projMatrix.setOrtho(-1, 1, -1, 1, g_near, g_far);
gl.uniformMatrix4fv(u_projMatrix, false, projMatrix.elements);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 9);
}
document.onkeydown = function (ev) {
switch (ev.keyCode) {
case 39:
g_near += 0.01;
break; // 右方向箭头
case 37:
g_near -= 0.01;
break; // 左方向箭头
case 38:
g_far += 0.01;
break;//上方向箭头
case 40:
g_far -= 0.01;
break;// 左方向箭头
}
draw();
};
draw();
function initVertexBuffers(gl, vertices) {
var vertexBuffer = gl.createBuffer();
if (!vertexBuffer) {
console.log('Failed to create buffer object');
return -1;
}
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
var FSIZE = vertices.BYTES_PER_ELEMENT;
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, 6 * FSIZE, 0);
gl.enableVertexAttribArray(a_Position);
var a_Color = gl.getAttribLocation(gl.program, 'a_Color');
gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, 6 * FSIZE, 3 * FSIZE);
gl.enableVertexAttribArray(a_Color);
}
</script>
</body>
</html>