所以,这是试图不使用矩阵变换旋转三角形的结果,我的任务需要一个浮动传递到顶点着色器和然后在着色器内进行变换数学运算。
我使用
uPosition.x = (cos(fRotation)*uPosition.x)-(sin(fRotation)*uPosition.y);
uPosition.y = (cos(fRotation)*uPosition.y)+(sin(fRotation)*uPosition.x);
从我所随处可见,做一个矩阵将执行相同的数学旋转顶点,我不想用一个矩阵来执行它。下面 WebGL的代码
全码:
var gl;
var points;
var colours;
var fRotation;
var program;
window.onload = function init()
{
canvas = document.getElementById("gl-canvas");
gl = WebGLUtils.setupWebGL(canvas);
if (!gl) { alert("WebGL isn't available"); }
fRotation = 1;
//
// Initialize our data for the Triangle
//
// First, initialize the corners of our triangle with three points.
points = [
vec2(0, 0.6),
vec2(-0.5, -0.3),
vec2(0.5, -0.3)
];
//Next, initialize the colours for each corner in Red,Green,Blue
colours = [
vec3(1, 0,0),
vec3(0, 1,0),
vec3(0, 0,1)
];
//
// Configure WebGL
//
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// Load shaders and initialize attribute buffers
program = initShaders(gl, vBasicShaderCode,
fBasicShaderCode);
gl.useProgram(program);
// Load the positional data into the GPU
var posBufferId = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, posBufferId);
gl.bufferData(gl.ARRAY_BUFFER, flatten(points), gl.STATIC_DRAW);
// Associate out shader variables with our data buffer
var vPos = gl.getAttribLocation(program, "aPosition");
gl.vertexAttribPointer(vPos, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vPos);
// Load the colour data into the GPU
var colBufferId = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colBufferId);
gl.bufferData(gl.ARRAY_BUFFER, flatten(colours), gl.STATIC_DRAW);
// Associate out shader variables with our data buffer
var vCol = gl.getAttribLocation(program, "aColour");
gl.vertexAttribPointer(vCol, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vCol);
render();
};
function render()
{
gl.uniform1f(gl.getUniformLocation(program, "fRotation"), fRotation);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3); //Draw a single triangle (3 points)
fRotation += 0.1;
}
顶点着色器
var vBasicShaderCode =`
attribute vec2 aPosition;
attribute vec3 aColour;
uniform float fRotation;
varying vec3 vColour;
void
main()
{
vColour=aColour;
vec2 uPosition = vec2(0.0,0.0);
//translate
uPosition.x = aPosition.x;
uPosition.y = aPosition.y;
uPosition.x = (cos(fRotation)*uPosition.x)-(sin(fRotation)*uPosition.y);
uPosition.y = (cos(fRotation)*uPosition.y)+(sin(fRotation)*uPosition.x);
gl_Position = vec4(uPosition.x,uPosition.y,0.0,1.0);
}`;
我说,这是一个任务,这是讲师的意愿。另外为什么我只想跳过这一点,从不发现为什么它不工作,似乎对我来说有点无知。我想学习,我认为这很容易做到,我没有理由不工作。 – Chad
我道歉,我明白了。但是,你的问题到底是什么? – Rabbid76