我想在 webGL 的画布区域中移动整个场景。
我的意思是如果我使用的是openGL。我会更改剪辑窗口,但我认为在 webGL 中,大世界就是画布,所以我不能在 webGL 中做同样的事情!
例如:我有一个画布宽度:1000,高度:500 2 个正方形:第一个正方形在 X 轴上介于 0 和 1000 之间,所以在画布区域中,第二个在 X 轴上大于 1000。
所以我想点击右箭头按钮,场景向右移动,直到出现另一个方块!使用openGL我会简单地绘制它们(另一个正方形不会出现,因为我会将x轴上的gluOrtho2D设置为(0,1000))然后将gluOrtho2D更改为(500, 1500)然后另一个正方形将出现!!那么如何使用 webGL 做到这一点?我尝试了剪刀功能,但我不会工作,因为画布似乎是整个世界..所以在外面绘制的任何东西都将被忽略!
有任何想法吗 ?
这是代码:我正在尝试绘制 1 个三角形,然后移动场景以完全查看第二个。所以我希望结果是完全绘制的画布中的 2 个三角形。
var gl;
var triangleBuffer;
var triangleBuffer2;
var squareBuffer;
var shaderprogram;
function initGL(canvas) {
try {
gl = canvas.getContext("experimental-webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch(e) { }
if (!gl) {
alert("Could not initialise WebGL!");
}
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3) {
str += k.textContent;
}
k = k.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
function initShaders(){
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
// Create a program (piece of code to run on the GPU)
shaderProgram = gl.createProgram();
// Attach the vertext and fragment shaders to the program then link them
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
// If the linking failed
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
// Set the current program
gl.useProgram(shaderProgram);
// look up where the vertex data needs to go.
gl.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "a_position");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
var resolutionLocation = gl.getUniformLocation(shaderProgram, "u_resolution");
gl.uniform2f(resolutionLocation, gl.viewportWidth, gl.viewportHeight);
}
function initBuffers(){
// Create buffer for the triangle
triangleBuffer = gl.createBuffer();
// Set the current buffer to the triangle buffer, so any action or transformation will be done on this current buffer
gl.bindBuffer(gl.ARRAY_BUFFER, triangleBuffer);
// One triangle inside the canvas coordinates, the other is not
var vertices = [500, 250,
600, 150,
550, 250,
900, 100,
1100, 300,
900, 200];
// load the vertices array into the current buffer
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
// This array consists of 3 items, each item consists of 3 numbers
triangleBuffer.numItems = 6;
triangleBuffer.itemSize = 2;
}
function drawScene(){
gl.viewport(0, 0, 1000, 500);
//gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.bindBuffer(gl.ARRAY_BUFFER, triangleBuffer);
// call the code the will operate on the current buffer
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleBuffer.itemSize, gl.FLOAT, false, 0, 0);
// Draw the first triangle
gl.drawArrays(gl.TRIANGLES, 0, 3);
/* ======================================= here goes the moving of the scene ================== */
// Draw the second triangle
gl.drawArrays(gl.TRIANGLES, 3, 3);
}
function start() {
// get the canvas element source
var canvas = document.getElementById("game");
initGL(canvas);
initShaders();
initBuffers();
// Clear the canvas
gl.clearColor(0.0, 0.0, 0.0, 1.0);
drawScene();
}
以下是着色器:
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
void main(void) {
gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec2 a_position;
uniform vec2 u_resolution;
void main(void) {
// convert from normal coordinates to clipspace coordinates(-1 to 1)
vec2 clipSpace = ((a_position / u_resolution) * 2.0) - 1.0;
gl_Position = vec4(clipSpace, 0, 1);
}
</script>