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webgl绘制球体

2018-04-10 15:30 645 查看
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 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);
v
a775
ar 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>在这里编写了一个方法drawQiu02该方法支持五个参数 圆心X 圆心Y 圆心z 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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