webgl实现画圆

首先这里要熟悉一下模型矩阵具体请参考https://blog.csdn.net/baidu_38766085/article/details/79722222

这里给出一份演示

<!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 drawY=function(rX,rY,r,m){
            var arr= new Array();
            var addAng=360/m;
            var angle=0;
            for(var i = 0;i<m;i++){
                arr.push(Math.sin(Math.PI/180*angle)*r,Math.cos(Math.PI/180*angle)*r,0);
                arr.push(0.0,0.0,0.0);
                angle=angle+addAng;
                arr.push(Math.sin(Math.PI/180*angle)*r,Math.cos(Math.PI/180*angle)*r,0);
            }
            return arr;
        }
       
        var ms = 90;
        data=drawY(0,0,0.5,ms);
        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.TRIANGLES,0,ms*3);
            requestAnimationFrame(fun);
        }
        fun();

    })(window);
</script>
</body>
</html>

在这里编写了一个方法 drawY

该方法支持四个参数 圆心X 圆心Y 半径 面数 不过这里没有 对圆心进行解释了

这里介绍一些面数 我们绘制模型是采用的三角形进行绘制的所以这里的圆其实是很多个三角形进行拼接拼上的

具体运行效果




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转载自blog.csdn.net/baidu_38766085/article/details/79878115