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RotatedTriangle_Matrix.js
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//顶点着色器程序
var VSHADER_SOURCE =
"attribute vec4 a_Position; \n" +
"uniform mat4 u_xformMatrix; \n" +
"void main() { \n" +
"gl_Position = u_xformMatrix * a_Position;\n" +
"}\n";
//片元着色器程序
var FSHADER_SOURCE =
"void main() { \n" + "gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); \n" + "}\n";
//旋转角度
var ANGLE = 90.0;
function main() {
//获取canvas元素
var canvas = document.getElementById("webgl");
//获取WebGL绘图上下文
var gl = getWebGLContext(canvas);
//初始化着色器
initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE);
var n = initVertexBuffers(gl);
//创建旋转矩阵
var radian = Math.PI * ANGLE / 180.0 //转为弧度制
var cosB = Math.cos(radian)
var sinB = Math.sin(radian)
//注意WebGL中矩阵是列主序的
var xformMatrix = new Float32Array([
cosB, sinB, 0.0, 0.0,
-sinB, cosB, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.5, 0.5, 0.0, 1.0
])
//将旋转矩阵输出顶点着色器
var u_xformMatrix = gl.getUniformLocation(gl.program, 'u_xformMatrix');
gl.uniformMatrix4fv(u_xformMatrix, false, xformMatrix)
//设置canvas的背景色
gl.clearColor(0.0, 0.0, 0.0, 1.0);
//清空canvas
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, n);
}
function initVertexBuffers(gl) {
var vertices = new Float32Array([0.0, 0.5, -0.5, -0.5, 0.5, -0.5]);
var n = 3; //点的个数
//创建缓冲区对象
var vertexBuffer = gl.createBuffer();
//将缓冲区对象绑定到目标
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
//向缓冲区对象中写入数据
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
//获取attribute变量a_Position的存储位置
var a_Position = gl.getAttribLocation(gl.program, "a_Position");
//将缓冲区对象分配给a_Position变量
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
//连接a_Position变量与分配给他的缓冲区对象
gl.enableVertexAttribArray(a_Position);
return n;
}