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lesson14.html
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<html lang="en"><head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title>环境光照</title>
<link rel="stylesheet" href="../css/common.css">
</head>
<body>
<script src="../utils/common.js"></script>
<script src="../utils/webgl-helper.js"></script>
<script src="../utils/webgl-matrix.js"></script>
<script src="../utils/vector3.js"></script>
<script src="../utils/geometry.js"></script>
<!-- 顶点着色器源码 -->
<script type="shader-source" id="vertexShader">
precision mediump float;
// 接收顶点坐标 (x, y, z)
attribute vec3 a_Position;
// 接收浏览器窗口尺寸(width, height)
attribute vec2 a_Screen_Size;
// 接收顶点颜色
attribute vec4 a_Color;
varying vec4 v_Color;
// 接收模型-视图-投影矩阵。
uniform mat4 u_Matrix;
void main(){
gl_Position = u_Matrix * vec4(a_Position, 1);
v_Color = a_Color;
}
</script>
<!-- 片元着色器源码 -->
<script type="shader-source" id="fragmentShader">
precision mediump float;
// 接收颜色信息
varying vec4 v_Color;
// 接收环境光照颜色
uniform vec3 u_LightColor;
// 接收环境光照强度
uniform float u_AmbientFactor;
void main(){
vec3 ambient = u_AmbientFactor * u_LightColor;
gl_FragColor = v_Color * vec4(ambient, 1);
}
</script>
<canvas id="canvas" width="564" height="662"></canvas>
<div class="operation-container">
<div>
环境光强度:
<input id="ambientFactor" class="range" type="range" min="0" max="1" step="0.01" value="0.5">
<label id="factor">0.5</label>
</div>
<div>
环境光颜色:
<input id="lightColor" class="color" type="color" value="#FFFFFF">
<label id="light" style="width: 200px">r : 255, g : 255, b : 255</label>
</div>
<button id="autoChangeLightButton">启用自动变光</button>
<button id="switchButton">播放</button>
</div>
<script>
var canvas = getCanvas('#canvas');
resizeCanvas(canvas);
var gl = getContext(canvas);
var program = createSimpleProgramFromScript(
gl,
'vertexShader',
'fragmentShader'
);
gl.useProgram(program);
// 屏幕宽高比
var rate = canvas.width / canvas.height;
// 正交投影矩阵
var per = matrix.ortho(-rate * 15, rate * 15, -15, 15, 100, -100);
//椎体
var cone = createCone(6, 3, 12, 12, 6);
//将椎体索引信息转化为无索引形式
cone = transformIndicesToUnIndices(cone);
//为椎体增加随机颜色。
createColorForVertex(cone);
var positions = cone.positions,
indices = cone.indices,
colors = cone.colors;
var a_Position = gl.getAttribLocation(program, 'a_Position');
var a_Color = gl.getAttribLocation(program, 'a_Color');
var u_Matrix = gl.getUniformLocation(program, 'u_Matrix');
var u_Texture = gl.getUniformLocation(program, 'u_Texture');
var u_AmbientFactor = gl.getUniformLocation(program, 'u_AmbientFactor');
var u_LightColor = gl.getUniformLocation(program, 'u_LightColor');
gl.enableVertexAttribArray(a_Position);
gl.enableVertexAttribArray(a_Color);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, 0, 0);
var colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
gl.vertexAttribPointer(a_Color, 4, gl.UNSIGNED_BYTE, true, 0, 0);
function render(gl) {
//用上一步设置的清空画布颜色清空画布。
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
if (positions.length <= 0) {
return;
}
//绘制图元设置为三角形。
var primitiveType = gl.TRIANGLES;
gl.drawArrays(primitiveType, 0, positions.length / 3);
}
//设置清屏颜色
gl.clearColor(0, 0, 0, 1.0);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
var xAngle = 0;
var timer = null;
var autoChangeLight = false;
switchButton.addEventListener('click', animate);
autoChangeLightButton.addEventListener('click', enableChangeLight);
function enableChangeLight() {
autoChangeLight = !autoChangeLight;
autoChangeLightButton.innerText = autoChangeLight
? '禁用自动变光'
: '启用自动变光';
}
function animate(e) {
if (timer) {
clearInterval(timer);
timer = null;
switchButton.innerText = '播放';
} else {
timer = setInterval(() => {
xAngle += 1;
rotateX = matrix.rotationX((Math.PI / 180) * xAngle);
autoChangeLight ? changeFactorAndColor() : void 0;
gl.uniformMatrix4fv(u_Matrix, false, matrix.multiply(per, rotateX));
render(gl);
}, 50);
switchButton.innerText = '暂停';
}
}
gl.uniformMatrix4fv(u_Matrix, false, per);
gl.uniform3f(u_LightColor, 1, 1, 1);
gl.uniform1f(u_AmbientFactor, 0.5);
$$('#factor').innerHTML = $$('#ambientFactor').value;
$$('#ambientFactor').addEventListener('input', function() {
gl.uniform1f(u_AmbientFactor, this.value);
$$('#factor').innerHTML = this.value;
render(gl);
});
$$('#light').innerHTML = 'r : 255, g : 255, b : 255';
$$('#lightColor').addEventListener('input', function() {
var color = getRGBFromColor(this.value);
$$('#light').innerHTML =
'r : ' + color.r + ', g : ' + color.g + ', b : ' + color.b;
gl.uniform3f(u_LightColor, color.r / 255, color.g / 255, color.b / 255);
render(gl);
});
var factor = 1,
color = {
r: 255,
g: 255,
b: 255
};
var colorRStep = 6,
colorGStep = 5,
colorBStep = 4,
factorStep = 0.01;
function changeFactorAndColor() {
if (factor >= 1 || factor <= 0) {
factorStep *= -1;
}
if (color.r >= 255 || color.r <= 0) {
colorRStep *= -1;
}
if (color.g >= 255 || color.g <= 0) {
colorGStep *= -1;
}
if (color.b >= 255 || color.g <= 0) {
colorBStep *= -1;
}
color.r += colorRStep;
color.g += colorGStep;
color.b += colorBStep;
$$('#light').innerHTML =
'r :' + color.r + ', g :' + color.g + ', b :' + color.b;
$$('#lightColor').value = getHexColorFromRGB(color);
gl.uniform1f(u_AmbientFactor, factor);
gl.uniform3f(u_LightColor, color.r / 255, color.g / 255, color.b / 255);
}
render(gl);
</script>
</body></html>