webgl繪製球體
阿新 • • 發佈:2018-11-01
首先這裡要熟悉一下模型矩陣具體請參考https://blog.csdn.net/baidu_38766085/article/details/79722222
這裡給出一份演示
<!DOCTYPE html> <html> <head lang="en"> <meta charset="UTF-8"> <title></title> <style> body{ margin: 0; padding: 0; } </style> </head> <body> <canvas id="cvs" width="800" height="800"></canvas> <div></div> <script id="vertex" type="text/v-shader"> precision highp float; attribute vec3 position; uniform mat4 mat; varying vec4 color; void main(){ gl_Position=mat*vec4(position,1.0); color=vec4(gl_Position.x,gl_Position.y,gl_Position.z,0.8);} </script> <script id="fragment" type="text/f-shader"> #ifdef GL_ES precision mediump float; #endif varying vec4 color; void main(){ gl_FragColor=color; } </script> <script type="text/javascript"> (function(global){ var cvs = document.getElementById("cvs"); var gl = cvs.getContext("experimental-webgl"); var vertex = gl.createShader(gl.VERTEX_SHADER); var fragment = gl.createShader(gl.FRAGMENT_SHADER); var paogram = gl.createProgram(); gl.shaderSource(vertex,document.getElementById("vertex").text); gl.shaderSource(fragment,document.getElementById("fragment").text); gl.compileShader(vertex); gl.compileShader(fragment); gl.attachShader(paogram,vertex); gl.attachShader(paogram,fragment); gl.linkProgram(paogram); gl.useProgram(paogram); var drawQiu02=function(rX,rY,rZ,r,m){ var arr= new Array(); var bufR=-r; function getMaxY(a,z,r){ var angle=0; var addAng=360/a; var d=new Array(); for(var i =0;i<a;i++){ d.push(Math.sin(Math.PI/180*angle)*r,Math.cos(Math.PI/180*angle)*r,z); angle+=addAng; } return d; } var addAng=360/m; var angle=0; var bufR = r; var angle02=0; var addAng02=addAng; for(var i = 0;i<m/2;i++){ if(i>=m/4){ var z =Math.sin(Math.PI/180*angle)*-r; }else{ var z =Math.sin(Math.PI/180*angle)*-r; } console.log(z); angle+=addAng; var arr1=getMaxY(m,z,bufR); if(i>=m/4){ z=Math.sin(Math.PI/180*angle)*-r }else{ z=-Math.sin(Math.PI/180*angle)*-r; } bufR=Math.sqrt(r*r-r*Math.sin(Math.PI/180*angle)*r*Math.sin(Math.PI/180*angle)); var arr2=getMaxY(m,z,bufR); for(var q=0;q<arr1.length;q+=3){ if(q==0){ arr.push(arr1[q],arr1[q+1],arr1[q+2]); arr.push(arr2[q],arr2[q+1],arr2[q+2]); arr.push(arr1[arr1.length-3],arr1[arr1.length-2],arr1[arr1.length-1]); arr.push(arr1[q],arr1[q+1],arr1[q+2]); arr.push(arr2[q],arr2[q+1],arr2[q+2]); arr.push(arr2[q+3],arr2[q+4],arr2[q+5]); }else if(q==arr1.length-3){ arr.push(arr1[q],arr1[q+1],arr1[q+2]); arr.push(arr2[q],arr2[q+1],arr2[q+2]); arr.push(arr1[q-3],arr1[q-2],arr1[q-1]); arr.push(arr1[q],arr1[q+1],arr1[q+2]); arr.push(arr2[q],arr2[q+1],arr2[q+2]); arr.push(arr2[0],arr2[1],arr2[2]); }else{ arr.push(arr1[q],arr1[q+1],arr1[q+2]); arr.push(arr2[q],arr2[q+1],arr2[q+2]); arr.push(arr1[q-3],arr1[q-2],arr1[q-1]); arr.push(arr1[q],arr1[q+1],arr1[q+2]); arr.push(arr2[q],arr2[q+1],arr2[q+2]); arr.push(arr2[q+3],arr2[q+4],arr2[q+5]); } } } return arr; } data=drawQiu02(0,0,0,0.5,180); var positionIndex = gl.getAttribLocation(paogram,"position"); var matIndex = gl.getUniformLocation(paogram,"mat"); console.log(gl.getShaderInfoLog(vertex)); var mM=[ 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 ]; console.log(gl.getShaderInfoLog(fragment)); global.rotateX=function (angle){ var c = Math.cos(Math.PI/180*angle); var s = Math.sin(Math.PI/180*angle); var mM1=mM[1],mM5=mM[5],mM9=mM[9]; mM[1] = c*mM[1] - s*mM[2]; mM[5] = c*mM[5] - s*mM[6]; mM[9] = c*mM[9] - s*mM[10]; mM[2]=s*mM1+c*mM[2]; mM[6]=s*mM5+c*mM[6]; mM[10]=s*mM9+c*mM[10]; }; global.rotateY=function (angle){ var c = Math.cos(Math.PI/180*angle); var s = Math.sin(Math.PI/180*angle); var mM0=mM[0],mM8=mM[8],mM4=mM[4]; mM[0] = c*mM[0] + s*mM[2]; mM[4] = c*mM[4] + s*mM[6]; mM[8] = c*mM[8] + s*mM[10]; mM[2] = c*mM[2]-s*mM0; mM[6] = c*mM[6]-s*mM4; mM[10] = c*mM[10]-s*mM8; }; global.rotateZ=function (angle){ var c = Math.cos(Math.PI/180*angle); var s = Math.sin(Math.PI/180*angle); var mM0=mM[0],mM4=mM[4],mM8=mM[8]; mM[0] = c*mM[0]-s*mM[1]; mM[4] = c*mM[4]-s*mM[5]; mM[8] = c*mM[8]-s*mM[9]; mM[1]=s*mM0+c*mM[1]; mM[5]=s*mM4+c*mM[5]; mM[9]=s*mM8+c*mM[9]; }; global.moveX= function(distance){ mM[0]=mM[0]+distance*mM[3]; mM[4]=mM[4]+distance*mM[7]; mM[8]=mM[8]+distance*mM[11]; mM[12]=mM[12]+distance*mM[15]; }; global.moveY= function(distance){ mM[1]=distance*mM[3]+mM[1]; mM[5]=distance*mM[7]+mM[5]; mM[9]=distance*mM[11]+mM[9]; mM[13]=distance*mM[15]+mM[13]; }; global.moveZ= function(distance){ mM[2]=distance*mM[3]+mM[2]; mM[6]=distance*mM[7]+mM[6]; mM[10]=distance*mM[11]+mM[10]; mM[14]=distance*mM[15]+mM[14]; }; global.scaleFun=function(scale){ mM[0]=scale*mM[0]; mM[4]=scale*mM[4]; mM[8]=scale*mM[8]; mM[12]=scale*mM[12]; mM[1]=scale*mM[1]; mM[5]=scale*mM[5]; mM[9]=scale*mM[9]; mM[13]=scale*mM[13]; mM[2]=scale*mM[2]; mM[6]=scale*mM[6]; mM[10]=scale*mM[10]; mM[14]=scale*mM[14]; }; var buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER,buffer); gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(data),gl.STATIC_DRAW); gl.vertexAttribPointer(positionIndex,3,gl.FLOAT,false,0,0); gl.enableVertexAttribArray(positionIndex); var dis= 0.05; var angle=0.5; function fun(){ rotateX(angle); rotateY(angle); rotateZ(angle); gl.uniformMatrix4fv(matIndex,false,new Float32Array(mM)); gl.clearColor(0.5, 0.5, 0.5, 1); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.LINE_STRIP,0,data.length/3); requestAnimationFrame(fun); } fun(); })(window); </script> </body> </html>
在這裡編寫了一個方法drawQiu02
該方法支援五個引數 圓心X 圓心Y 圓心z 半徑 面數 不過這裡沒有 對圓心進行解釋了
這裡介紹一些面數 我們繪製模型是採用的三角形進行繪製的所以這裡的圓其實是很多個三角形進行拼接拼上的
具體執行效果