Live Note

Remain optimistic

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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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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Waves

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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位移原理

与在普通的坐标系中一样,只需在需要位移的坐标位置加入相应的矢量即可。
(x1, y1, z1, w1) + (x2, y2, z2, w2) -> (x1 + x2, y1 + y2, z1 + z2, w1 + w2)
平移矩阵:

$$
\begin{bmatrix}
x’ \
y’ \
z’ \
1
\end{bmatrix} =
\begin{bmatrix}
1 & 0 & 0 & Tx \
0 & 1 & 0 & Ty \
0 & 0 & 1 & Tz \
0 & 0 & 0 & 1 \
\end{bmatrix} ×
\begin{bmatrix}
x \
y \
z \
1 \
\end{bmatrix}
$$

代码实现

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// position = P + ▲P
const vShaderSource = `
attribute vec4 a_Position;
uniform vec4 u_Translation;
void main() {
gl_Position = a_Position + u_Translation;
}
`

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

// Displacement
const Tx = 0.4,
Ty = -0.2,
Tz = 0.3
Tw = 0.0

function main() {
const gl = document.querySelector('#canvas').getContext('webgl')

if (!initShaders(gl, vShaderSource, fShaderSource)) return

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

let u_Translation = gl.getUniformLocation(gl.program, 'u_Translation')
gl.uniform4f(u_Translation, Tx, Ty, Tz, Tw)

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

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

function initVertexBuffers(gl) {
let vertices = new Float32Array([0.0, 0.5, -0.5, -0.5, 0.5, -0.5])
let n = vertices.length / 2

let vertexBuffer = gl.createBuffer()
if (!vertexBuffer) {
console.log('failed to create buffer')
return -1
}

gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer)
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW)

let a_Position = gl.getAttribLocation(gl.program, 'a_Position')

gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0)
gl.enableVertexAttribArray(a_Position)

return n
}