WebGL之二维矩阵变换(高级)

时间:2024-01-26 16:02:03

一, index.html

<body>
	<script src="js/common/shaderUtil.js"></script>
	<script id="vertex-shader-2d" type="notjs">
		attribute vec2 a_position;
		attribute vec2 a_texCoord;
		uniform mat3 u_matrix;//2D变换矩阵
		varying vec2 v_texCoord;
		
		void main(){
			v_texCoord = a_texCoord;
			gl_Position = vec4((u_matrix * vec3(a_position, 1)).xy, 0, 1);
		}


</script>
	<script id="fragment-shader-2d" type="notjs">
		precision mediump float;
		uniform sampler2D u_image;
		varying vec2 v_texCoord;
		void main(){
			gl_FragColor = texture2D(u_image, v_texCoord);
		}
</script>
	
	<script src="js/shader6.js"></script>
</body>

二, shaderUtil.js

window.angle2Radian = (angle) => {
	const angleInRadians = angle * Math.PI / 180;
	return angleInRadians;
}

window.radian2Angle = (radian) => {
	const angle = radian * 180 / Math.PI;
	return angle;
}

window.getCS = (radian) => {
	return {
		cos: Math.cos(radian),
		sin: Math.sin(radian)
	};
}

/**
 * 2D变换
 */
window.m3 = {
	projection: (width, height) => {
		// 注意:这个矩阵翻转了 Y 轴,所以 0 在上方
		return [
			2 / width, 0, 0,
			0, -2 / height, 0,
			-1, 1, 1
		];
	},
	translation: (tx, ty) => {
		return [
			1, 0, 0,
			0, 1, 0,
			tx, ty, 1,
		];
	},

	rotation: (angle) => {
		const data = getCS(angle2Radian(angle));
		return [
			data.cos, -data.sin, 0,
			data.sin, data.cos, 0,
			0, 0, 1,
		];
	},

	scaling: (sx, sy) => {
		return [
			sx, 0, 0,
			0, sy, 0,
			0, 0, 1,
		];
	},

	translate: (m, tx, ty) => {
		return m3.multiply(m, m3.translation(tx, ty));
	},
	rotate: (m, angle) => {
		return m3.multiply(m, m3.rotation(angle));
	},
	scale: (m, sx, sy) => {
		return m3.multiply(m, m3.scaling(sx, sy));
	},

	multiply: (a, b) => {
		const a00 = a[0 * 3 + 0];
		const a01 = a[0 * 3 + 1];
		const a02 = a[0 * 3 + 2];
		const a10 = a[1 * 3 + 0];
		const a11 = a[1 * 3 + 1];
		const a12 = a[1 * 3 + 2];
		const a20 = a[2 * 3 + 0];
		const a21 = a[2 * 3 + 1];
		const a22 = a[2 * 3 + 2];
		const b00 = b[0 * 3 + 0];
		const b01 = b[0 * 3 + 1];
		const b02 = b[0 * 3 + 2];
		const b10 = b[1 * 3 + 0];
		const b11 = b[1 * 3 + 1];
		const b12 = b[1 * 3 + 2];
		const b20 = b[2 * 3 + 0];
		const b21 = b[2 * 3 + 1];
		const b22 = b[2 * 3 + 2];
		return [
			b00 * a00 + b01 * a10 + b02 * a20,
			b00 * a01 + b01 * a11 + b02 * a21,
			b00 * a02 + b01 * a12 + b02 * a22,
			b10 * a00 + b11 * a10 + b12 * a20,
			b10 * a01 + b11 * a11 + b12 * a21,
			b10 * a02 + b11 * a12 + b12 * a22,
			b20 * a00 + b21 * a10 + b22 * a20,
			b20 * a01 + b21 * a11 + b22 * a21,
			b20 * a02 + b21 * a12 + b22 * a22,
		];
	},
};

三, shader.js

/**
 * 加载图片
 * @param imageName
 * @param pork
 * @param callback
 */
function loadImage(imageName, pork, callback) {
    const image = new Image();
    image.src = "http://127.0.0.1:" + pork + "/WebGLDemo/textures/" + imageName;
    image.onload = () => {
        callback(image);
    };
}


function setTexture(gl, image) {
    const texture = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, texture);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); //gl.LINEAR
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); //gl.NEAREST
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
}

function setRectangle(gl, x, y, width, height) {
    const x1 = x;
    const x2 = x + width;
    const y1 = y;
    const y2 = y + height;
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
        x1, y1,
        x2, y1,
        x1, y2,
        x1, y2,
        x2, y1,
        x2, y2,
    ]), gl.STATIC_DRAW);
}


/**
 * 获得绘图上下文gl WebGLRenderingContext
 * @param {Object} width
 * @param {Object} height
 */
function getWebGLRenderingContext(width, height) {
    const canvas = document.createElement("canvas");
    document.getElementsByTagName("body")[0].appendChild(canvas);

    canvas.width = width;
    canvas.height = height;

    const gl = canvas.getContext("webgl");
    if (!gl) {
        console.log("%c不支持webgl", "color:#F00");
        return null;
    }
    return gl;
}

function getShaderSource(isVertex) {
    let source;
    if (isVertex) {
        source = document.querySelector("#vertex-shader-2d").text;
    } else {
        source = document.querySelector("#fragment-shader-2d").text;
    }
    return source;
}

/**
 * @param {Object} gl WebGLReanderingContext
 * @param {Object} type gl.VERTEX_SHADER/gl.FRAGMENT_SHADER
 * @param {Object} source source string
 */
function createShader(gl, type, source) {
    const shader = gl.createShader(type); //创建相关类型的shader
    gl.shaderSource(shader, source); //提供shader的资源
    gl.compileShader(shader); //编译shader
    const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
    if (success) {
        return shader;
    }
    console.log(gl.getShaderInfoLog(shader));
    gl.deleteShader(shader);
}

/**
 * 链接(link)2个shader,得到着色程序program
 * @param {Object} gl WebGLReanderingContext
 * @param {Object} vertexShader 顶点着色器
 * @param {Object} fragmentShader 片段着色器
 */
function createProgram(gl, vertexShader, fragmentShader) {
    const program = gl.createProgram();
    gl.attachShader(program, vertexShader);
    gl.attachShader(program, fragmentShader);
    gl.linkProgram(program);
    const success = gl.getProgramParameter(program, gl.LINK_STATUS);
    if (success) {
        return program;
    }
    console.log(gl.getProgramInfoLog(program));
    gl.deleteProgram(program);
}

function render(gl, program, image) {
    const positionAttributeLocation = gl.getAttribLocation(program, "a_position");
    const texCoordAttributeLocation = gl.getAttribLocation(program, "a_texCoord");
    const matrixUniformLocation = gl.getUniformLocation(program, "u_matrix");

    const positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    setRectangle(gl, 0, 0, image.width, image.height); //矩形(2个三角形)


    const texCoordBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
        0.0, 0.0,
        1.0, 0.0,
        0.0, 1.0,
        0.0, 1.0,
        1.0, 0.0,
        1.0, 1.0
    ]), gl.STATIC_DRAW);

    //开始渲染
    gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
    gl.clearColor(0, 0, 0, 0);
    gl.clear(gl.COLOR_BUFFER_BIT);

    gl.useProgram(program);


    gl.enableVertexAttribArray(positionAttributeLocation);
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    const size = 2; //每次迭代运行提取2个单位数据
    const type = gl.FLOAT; //每个单位数据是32位的浮点数
    const normaliza = false; //不需要归一化数据
    const stride = 0; //0 = 移动单位数量 * 每个单位占用的内存(sizeof(type))
    const offset = 0; //每次迭代运行运动多少内存到下一个数据开始点,从缓冲起始位置开始读取
    gl.vertexAttribPointer(positionAttributeLocation, size, type, normaliza, stride, offset);

    gl.enableVertexAttribArray(texCoordAttributeLocation);
    gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
    gl.vertexAttribPointer(texCoordAttributeLocation, 2, gl.FLOAT, false, 0, 0);


    setTexture(gl, image);//设置贴图


    const primitiveType = gl.TRIANGLES; //绘制三角形
    const pOffset = 0; //从第一个点开始绘制
    const count = 6; //绘制6个点(运行6次)
    let matrix;
    let scale = 0.7;
    let angle = 0;
    let isScaleAdd = true;
    setInterval(() => {
        matrix = m3.projection(gl.canvas.clientWidth, gl.canvas.clientHeight);
        matrix = m3.translate(matrix, 150, 200);
        angle += 10;
        if (angle >= 360) {
            angle = 360 - angle;
        }
        matrix = m3.rotate(matrix, angle);
        if (isScaleAdd) {
            scale += 0.01;
            if (scale >= 1.4) {
                isScaleAdd = false;
            }
        } else {
            scale -= 0.01;
            if (scale <= 0.7) {
                isScaleAdd = true;
            }
        }
        matrix = m3.scale(matrix, scale, scale);
        matrix = m3.translate(matrix, -image.width / 2, -image.height / 2);
        gl.uniformMatrix3fv(matrixUniformLocation, false, matrix);
        gl.drawArrays(primitiveType, pOffset, count);
    }, 15);
}

function main() {
    const WIDTH = 400;
    const HEIGHT = 300;
    const gl = getWebGLRenderingContext(WIDTH, HEIGHT);
    if (!gl) return;
    //#region 构建2个shader
    const vertexShader = createShader(gl, gl.VERTEX_SHADER, getShaderSource(true));
    const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, getShaderSource(false));
    //#endregion

    //#region link2个shader
    const program = createProgram(gl, vertexShader, fragmentShader);
    //#endregiopn
    loadImage("cocos.png", 8848, (image) => {
        render(gl, program, image);
    });
}

main();

matrix = m3.translate(matrix, -image.width / 2, -image.height / 2);  设置锚点:图片中间

四,效果

WebGL之二维矩阵变换(高级)_Cocos