Live Note

Remain optimistic

:class 绑定

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<div id="app">
<h1 :class="['italic', 'red', {'active': flag}]">Test H1 Message</h1>
<h1 :class="classObj">Test H1 Message</h1>
</div>
<script>
var vm = new Vue({
el: "#app",
data: {
flag: true,
classObj: { red: true, thin: true, italic: true, active: false },
},
})
</script>
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filter

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Vue.filter("msgFormat", function (msg, arg) {
return msg.replace(/test/g, arg)
})
Vue.filter("test", function (msg) {
return msg + "===="
})
var vm = new Vue({
el: "#app",
data: { msg: "test1 test2 test3" },
})
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WebGL 中的矩阵是列主序的。

平移变换

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const vShaderSource = `
attribute vec4 a_Position;
uniform mat4 u_xFormMatrix;
void main() {
gl_Position = u_xFormMatrix * a_Position;
}
`

const fShaderSource = `
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`

const Tx = 0.5,
Ty = 0.2,
Tz = 0

function main() {
const gl = document.querySelector("#canvas").getContext("webgl")
if (!initShaders(gl, vShaderSource, fShaderSource)) reutrn

let n = initVertexBuffers(gl)
if (n < 0) return

let xFormMatrix = new Float32Array([
1.0,
0,
0,
0,
0,
1.0,
0,
0,
0,
0,
1.0,
0,
Tx,
Ty,
Tz,
1.0,
])
let u_xFormMatrix = gl.getUniformLocation(gl.program, "u_xFormMatrix")
gl.uniformMatrix4fv(u_xFormMatrix, false, xFormMatrix)

gl.clearColor(0.0, 0.0, 0.0, 1.0)
gl.clear(gl.COLOR_BUFFER_BIT)

gl.drawArrays(gl.TRIANGLES, 0, n)
}
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computed

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<div id="app">
<input type="text" v-model="firstName">+
<input type="text" v-model="lastName">=
<input type="text" v-model="fullName">
</div>
<script>
var vm = new Vue({
el: "#app",
data: {
firstName: "",
lastName: "",
},
computed: {
// 使用计算属性不需要()
// 只要此function中使用的任何数据发生变化,就会重新计算值
fullName: function () {
return this.firstName + "-" + this.lastName
},
},
})
</script>
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绘制流程

  1. 计算变换后的位置坐标。
  2. 清空画板。
  3. 绘制
  4. 循环 1-3 操作。

代码实现

使用库函数简化数学计算

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const vShaderSource = `
attribute vec4 a_Position;
uniform mat4 u_ModelMatrix;
void main() {
gl_Position = u_ModelMatrix * a_Position;
}
`

const fShaderSource = `
void main() {
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
`

const main = () => {
const gl = document.querySelector("#canvas").getContext("webgl")
if (!initShaders(gl, vShaderSource, fShaderSource)) reutrn

let n = initVertexBuffers(gl)
if (n < 0) return

gl.clearColor(0, 0, 0, 1)

rotating(gl, n, 360)
}

const rotating = (gl, n, ANGLE_STEP = 30) => {
let currentAngle = 0
let modelMatrix = new Matrix4()
let u_ModelMatrix = gl.getUniformLocation(gl.program, "u_ModelMatrix")

let tick = function () {
currentAngle = animate(currentAngle, ANGLE_STEP)
draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix)
requestAnimationFrame(tick)
}
tick()
}

const draw = (gl, n, currentAngle, modelMatrix, u_ModelMatrix) => {
modelMatrix.setRotate(currentAngle, 0, 0, 1) // Set rotation matrix.
// modelMatrix.translate(0.5, 0, 0);
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements)
gl.clear(gl.COLOR_BUFFER_BIT) // Clear canvas.
gl.drawArrays(gl.TRIANGLES, 0, n) // Draw triangle.
}

let g_last = Date.now()

/**
* Get the new angle.
* @param currentAngle {number}
* @param ANGLE_STEP {number}
* @returns {number}
*/
const animate = (currentAngle, ANGLE_STEP) => {
let now = Date.now()
let temp = now - g_last
g_last = now
return (currentAngle + (ANGLE_STEP * temp) / 1000) % 360
}