網(wǎng)站制作論文題目網(wǎng)絡(luò)營(yíng)銷(xiāo)師主要做什么
我會(huì)持續(xù)更新關(guān)于wegl的編程指南中的代碼。
當(dāng)前的代碼不會(huì)使用書(shū)中的縮寫(xiě),每一步都是會(huì)展開(kāi)寫(xiě)。希望能給后來(lái)學(xué)習(xí)的一些幫助
git代碼地址
接著? 上一節(jié)?接著做平移的轉(zhuǎn)化。在本次的案例案例中主要是xy的坐標(biāo)變量相加,同時(shí)傳遞個(gè)給相關(guān)變量
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</head><body><h3>可以按下按鍵ADSW移動(dòng)圖形</h3><canvas id='canvas'></canvas><script>let canvas = document.getElementById('canvas');let gl = canvas.getContext('webgl');let vertexShaderSource = `attribute vec2 a_Position;uniform vec2 u_Translation;void main(){gl_Position = vec4(u_Translation+a_Position,0.0,1.0) ; }`let fragmentShaderSouce = `precision mediump float;void main(){gl_FragColor = vec4(1.0,0.0,0.0,1.0);}`// 創(chuàng)建著色器let vertexShader = gl.createShader(gl.VERTEX_SHADER);// 設(shè)置著色器源代碼gl.shaderSource(vertexShader, vertexShaderSource);// 編譯著色器gl.compileShader(vertexShader)// 創(chuàng)建片段著色器let fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);// 設(shè)置片段著色器源代碼gl.shaderSource(fragmentShader, fragmentShaderSouce);// 編譯片段著色器gl.compileShader(fragmentShader)// 創(chuàng)建渲染程序let program = gl.createProgram();// 附著頂點(diǎn)著色器和片段著色器到渲染程序gl.attachShader(program, vertexShader);gl.attachShader(program, fragmentShader);// 鏈接渲染程序gl.linkProgram(program);//使用當(dāng)前渲染程序gl.useProgram(program)//檢測(cè)上述定點(diǎn)片源著色器鏈接是否正確if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {throw gl.getProgramInfoLog(program);}// x移動(dòng)的增加量let translationX = 0.0;// y移動(dòng)的增加量let translationY = 0.0;// 繪制三角形的頂點(diǎn)let positonArray = new Float32Array([1.0, 0.0, -1.0, 0.0, 0.0, -1.0])// 獲取頂點(diǎn)著色器中的a_Position變量let a_Position = gl.getAttribLocation(program, 'a_Position');//獲取頂點(diǎn)著色器中的u_Translation變量let u_Translation = gl.getUniformLocation(program, 'u_Translation');//創(chuàng)建緩沖區(qū)對(duì)象let buffer = gl.createBuffer();//將緩沖區(qū)對(duì)象綁定到目標(biāo)gl.bindBuffer(gl.ARRAY_BUFFER, buffer);// 向緩沖區(qū)對(duì)象寫(xiě)入數(shù)據(jù)gl.bufferData(gl.ARRAY_BUFFER, positonArray, gl.STATIC_DRAW);// 將緩沖區(qū)對(duì)象分配給a_Position變量gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);// 啟用頂點(diǎn)位置的頂點(diǎn)著色器變量gl.enableVertexAttribArray(a_Position);//繪制gl.clearColor(0.0, 0.0, 0.0, 1.0);const render = function () {// 設(shè)置xy的移動(dòng)增加的量gl.uniform2f(u_Translation, translationX, translationY)// 清除顏色緩沖區(qū)gl.clear(gl.COLOR_BUFFER_BIT);// 繪制三角形gl.drawArrays(gl.TRIANGLES, 0, 3)}render()document.onkeydown = function (e) { //對(duì)整個(gè)頁(yè)面監(jiān)聽(tīng) var keyNum = window.event ? e.keyCode : e.which; //獲取被按下的鍵值 //判斷如果用戶按下了回車(chē)鍵(keycody=13) if (keyNum == 65) {console.log('A');translationX -= 0.1; render()}//判斷如果用戶按下了空格鍵(keycode=32), if (keyNum == 68) {console.log('D');translationX += 0.1; render()}//判斷如果用戶按下了空格鍵(keycode=32), if (keyNum == 83) {console.log('S');translationY -= 0.1; render()}//判斷如果用戶按下了空格鍵(keycode=32), if (keyNum == 87) {console.log('W');translationY += 0.1; render();}}</script>
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