Live Note

Remain optimistic

Waves

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
}

旋转原理

将 WebGL 坐标系转为极坐标,然后通过角度计算得出旋转后的左标位置。
旋转矩阵:

$$
\begin{bmatrix}
x’ \
y’ \
z’ \
1 \
\end{bmatrix} =
\begin{bmatrix}
\cos \beta & -\sin \beta & 0 & 0 \
\sin \beta & \cos \beta & 0 & 0 \
0 & 0 & 1 & 0 \
0 & 0 & 0 & 1 \
\end{bmatrix} ×
\begin{bmatrix}
x \
y \
z \
1 \
\end{bmatrix}
$$

代码实现

使用u_SinBCosB存放SinBCosB

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/**
* 2d rotate
* x' = x * cosB - y * sinB
* y' = x * sinB + y * cosB
* z' = z
*/
const vShaderSource = `
attribute vec4 a_Position;
uniform vec2 u_SinBCosB;
void main() {
gl_Position.x = a_Position.x * u_SinBCosB.y - a_Position.y * u_SinBCosB.x;
gl_Position.y = a_Position.x * u_SinBCosB.x + a_Position.y * u_SinBCosB.y;
gl_Position.z = a_Position.z;
gl_Position.w = 1.0;
}
`

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

let ANGLE = 30.0

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

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

let radian = (Math.PI * ANGLE) / 180.0 // Transform to radian.
let SinB = Math.sin(radian)
let CosB = Math.cos(radian)

let u_SinBCosB = gl.getUniformLocation(gl.program, "u_SinBCosB")

gl.uniform2f(u_SinBCosB, SinB, CosB)

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

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

绘制过程

  1. 执行 Vertex Shader,配置顶点。
  2. 调用gl.drawArrays(),装配图形。
  3. 光栅化,将图形转换为 Fragment。
  4. 执行 Fragment Shader。

代码实现

使用varying标识符

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const vShaderSource = `
attribute vec4 a_Position;
attribute vec4 a_Color;
varying vec4 v_Color;
void main() {
gl_Position = a_Position;
gl_PointSize = 10.0;
v_Color = a_Color;
}
`

const fShaderSource = `
precision mediump float;
varying vec4 v_Color;
void main() {
gl_FragColor = v_Color;
}
`

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

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

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

// gl.drawArrays(gl.LINE_LOOP, 0, n);
gl.drawArrays(gl.TRIANGLES, 0, n)
}

const initVertexBuffers = (gl) => {
let verticesColor = new Float32Array([
// [x, y, r, g, b]
0, 0.5, 1, 0, 0, -0.5, -0.5, 0, 1, 0, 0.5, -0.5, 0, 0, 1,
])
let n = 3

let vertexColorBuffer = gl.createBuffer()
if (!vertexColorBuffer) return -1
gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer)
gl.bufferData(gl.ARRAY_BUFFER, verticesColor, gl.STATIC_DRAW)

const SIZE = verticesColor.BYTES_PER_ELEMENT
let a_Position = gl.getAttribLocation(gl.program, "a_Position")
let a_Color = gl.getAttribLocation(gl.program, "a_Color")

gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, SIZE * 5, 0)
gl.enableVertexAttribArray(a_Position)

gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, SIZE * 5, SIZE * 2)
gl.enableVertexAttribArray(a_Color)

return n
}

绘制步骤

  1. 创建顶点数组。
  2. 创建一个 Buffer。
  3. 将 WebGL 的 ARRAY_BUFFER 指向所创建的 Buffer。
  4. 将顶点数组赋值到 Buffer 中。
  5. 将 Buffer 分配给 Vertex Shader 中的 Attribute。
  6. 让 Vertex Shader 访问 Buffer。
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const vShaderSource = `
attribute vec4 a_Position;
void main() {
gl_Position = a_Position;
gl_PointSize = 5.0;
}
`

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

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

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

let n = initVertexBuffers(gl)
if (n < 0) {
console.log("failed to set positions")
return
}

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

gl.drawArrays(gl.POINTS, 0, n) // (type, first, count = n)
}

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

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

gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer) // Bind buffer.
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW) // Draw data into buffer.

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

// size = 2 because of the [x, y] components
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0) // Set data into 'a_Position'.
gl.enableVertexAttribArray(a_Position) // Link attribute and Buffer.

return n
}