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RotatingTriangles.js
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//顶点着色器程序
var VSHADER_SOURCE =
"attribute vec4 a_Position; \n" +
"uniform mat4 u_ModelMatrix; \n" +
"void main() { \n" +
"gl_Position = u_ModelMatrix * 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_STEP = 45.0;
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);
//设置canvas的背景色
gl.clearColor(0.0, 0.0, 0.0, 1.0);
//获取u_ModelMatrix变量的存储位置
var u_ModelMatrix = gl.getUniformLocation(gl.program, "u_ModelMatrix");
//三角形的当前旋转角度
var currentAngle = 0.0;
//模型矩阵,Matrix4对象
var modelMatrix = new Matrix4();
//开始绘制三角形
var tick = function() {
currentAngle = animate(currentAngle);
draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix)
requestAnimationFrame(tick); //请求浏览器调用tick
}
tick();
}
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;
}
function draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix) {
//设置旋转矩阵
modelMatrix.setRotate(currentAngle, 0, 0, 1);
modelMatrix.translate(0.35, 0 , 0)
//将旋转矩阵传输给顶点着色器
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
//清空canvas
gl.clear(gl.COLOR_BUFFER_BIT);
//绘制三角形
gl.drawArrays(gl.TRIANGLES, 0, n);
}
//记录上一次调用函数的时刻
var g_last = Date.now()
function animate(angle) {
var now = Date.now();
var elapsed = now - g_last; //毫秒
g_last = now;
//根据距离上次调用的时间,更新当前旋转角度
var newAngle = angle + (ANGLE_STEP * elapsed) / 1000.0
return newAngle %= 360;
}