colored cube.png
上一節(jié)中我們每個(gè)頂點(diǎn)給了一個(gè)顏色秸脱,顏色在各個(gè)頂點(diǎn)之間進(jìn)行了插值∈ぃ現(xiàn)在我們要每一個(gè)面都有一個(gè)不同的顏色怎么辦呢洽腺?
每個(gè)面一個(gè)顏色要求每個(gè)面上的 4 個(gè)頂點(diǎn)的顏色相同柴我,但每個(gè)頂點(diǎn)都是被 3 個(gè)面所共用堪伍,所以 8 個(gè)頂點(diǎn)已經(jīng)不行了,現(xiàn)在每個(gè)面需要 4 個(gè)頂點(diǎn)觅闽,總共需要 24 個(gè)頂點(diǎn)。
每個(gè)面用 4 個(gè)頂點(diǎn)
// v6----- v5
// /| /|
// v1------v0|
// | | | |
// | |v7---|-|v4
// |/ |/
// v2------v3
var vertices = new Float32Array([
1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, // v0-v1-v2-v3 front
1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, // v0-v3-v4-v5 right
1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, // v0-v5-v6-v1 up
-1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, // v1-v6-v7-v2 left
-1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, // v7-v4-v3-v2 down
1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0 // v4-v7-v6-v5 back
]);
每個(gè)面 4個(gè)頂點(diǎn)指定一個(gè)顏色
var colors = new Float32Array([ // Colors
0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, // v0-v1-v2-v3 front(blue)
0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, // v0-v3-v4-v5 right(green)
1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, // v0-v5-v6-v1 up(red)
1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, // v1-v6-v7-v2 left
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, // v7-v4-v3-v2 down
0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0 // v4-v7-v6-v5 back
]);
索引值需要相應(yīng)的改變
var indices = new Uint8Array([
0, 1, 2, 0, 2, 3, // front
4, 5, 6, 4, 6, 7, // right
8, 9, 10, 8, 10, 11, // up
12, 13, 14, 12, 14, 15, // left
16, 17, 18, 16, 18, 19, // down
20, 21, 22, 20, 22, 23 // back
]);
完整代碼
<script id="vertex-shader" type="glsl">
attribute vec4 a_Position;
attribute vec4 a_Color;
uniform mat4 u_mvpMatrix;
varying vec4 v_Color;
void main() {
gl_Position = u_mvpMatrix * a_Position;
v_Color = a_Color;
}
</script>
<script id="fragment-shader" type="glsl">
precision mediump float;
varying vec4 v_Color;
void main() {
gl_FragColor = v_Color;
}
</script>
<script src="lib/cuon-matrix.js"></script>
<script src="lib/myutils.js"></script>
<script>
var VERTEX_SHADER_SOURCE = document.getElementById('vertex-shader').text;
var FRAGMENT_SHADER_SOURCE = document.getElementById('fragment-shader').text;
var canvas = document.getElementById("canvas");
var gl = canvas.getContext('webgl');
if (!initShaders(gl, VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE)) {
alert('Failed to init shaders');
}
var n = initVertexBuffers(gl);
var u_mvpMatrix = gl.getUniformLocation(gl.program, 'u_mvpMatrix');
// <projection matrix> * <view matrix>
var mvpMatrix = new Matrix4();
mvpMatrix.setPerspective(30, 1, 1, 100);
mvpMatrix.lookAt(3, 3, 7, 0, 0, 0, 0, 1, 0);
gl.uniformMatrix4fv(u_mvpMatrix, false, mvpMatrix.elements);
gl.enable(gl.DEPTH_TEST);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
function initVertexBuffers(gl) {
// Create a cube
// v6----- v5
// /| /|
// v1------v0|
// | | | |
// | |v7---|-|v4
// |/ |/
// v2------v3
var vertices = new Float32Array([
1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, // v0-v1-v2-v3 front
1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, // v0-v3-v4-v5 right
1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, // v0-v5-v6-v1 up
-1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, // v1-v6-v7-v2 left
-1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, // v7-v4-v3-v2 down
1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0 // v4-v7-v6-v5 back
]);
var colors = new Float32Array([ // Colors
0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, // v0-v1-v2-v3 front(blue)
0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, // v0-v3-v4-v5 right(green)
1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, // v0-v5-v6-v1 up(red)
1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, // v1-v6-v7-v2 left
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, // v7-v4-v3-v2 down
0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0 // v4-v7-v6-v5 back
]);
var indices = new Uint8Array([ // Indices of the vertices
0, 1, 2, 0, 2, 3, // front
4, 5, 6, 4, 6, 7, // right
8, 9, 10, 8, 10, 11, // up
12, 13, 14, 12, 14, 15, // left
16, 17, 18, 16, 18, 19, // down
20, 21, 22, 20, 22, 23 // back
]);
if (!initArrayBuffer(gl, vertices, 3, gl.FLOAT, 'a_Position')) {
return -1;
}
if (!initArrayBuffer(gl, colors, 3, gl.FLOAT, 'a_Color')) {
return -1;
}
var indexBuffer = gl.createBuffer();
if (!indexBuffer) {
console.log('Failed to create index buffer');
return -1;
}
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
return indices.length;
}
function initArrayBuffer(gl, data, numOfComponents, dataType, attributeName) {
var buffer = gl.createBuffer();
if (!buffer) {
console.log('Failed to create buffer object');
return false;
}
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
var attribute = gl.getAttribLocation(gl.program, attributeName);
gl.vertexAttribPointer(attribute, numOfComponents, dataType, false, 0, 0);
gl.enableVertexAttribArray(attribute);
return true;
}
</script>